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 DarkStorm Military Technologies -- Updated 12/20/09 
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Joined: Fri Jan 25, 2008 3:53 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Beta_Krogoth wrote:
No, its started working since i've said that it doesn't work, but the guns that had alt fires used to spazz out half way through a clip and make an awful noise, but as said, it seems to be alright now.

If you use the Darklone weapons with regular actors, you get a similar noise as the alternative perpetually tries to fire. I also get the same noise occasionally if I fire the alt too quickly and it loops like the first hundredth of a second of the reload sound.

I've been wondering if my gripe isn't related to the giblimit variable, physical resistance to bullets isn't too bad but it seems certain shots just blow off extremities when they shouldn't by all rights. Like my aforementioned example of a single Blaster shot gibbing an Oni's head. I've had some shenanigans with airborne Oni's being hit by high-velocity small debris and almost literally disintegrating. I wish I used .gif recording software because the gibstorm is incredible. I managed to replicate the scenario a couple times, we're all familiar with the quite-deadly small gibs thrown off by exploding dropships. These quite easily gib a limb (or head) of almost any actor, wheras the Oni sorta exploded. But then on the other hand I've had dropship wrecks roll over Onis and just smoosh them into the dirt, after which she'd just get up and continue, albeit with a broken gun.


Mon Mar 07, 2011 4:27 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I honest to god have no idea what goes on with this games gibbing/dismembering system half the time. I try to make them tougher and more resistant to impacts and then weird ♥♥♥♥ just happens. Maybe making them tougher makes them too rigid and in fact makes them MORE susceptible to "breaking"? I don't know. And I won't know until somebody explains this ♥♥♥♥. And since Data will never explain this ♥♥♥♥, I'll never know.

So, derp.


Thu Mar 24, 2011 7:43 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
If you want them to be nigh-unbreakable, drop all the jointstiffness on limbs. That scales how much force applied to a child object is transferred to its parent object, and means you can up the JointStrength and GibImpulseLimit on the child a lot as well.
The engine still deals with joints in a pretty unpredictable manner though, which leads to crazy flipping with resilient actors (see: B23 (?) dummies hit with a revolver cannon) a lot of the time.


Thu Mar 24, 2011 11:54 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah, jointstiffness doesn't do what you'd expect it to do.


Fri Mar 25, 2011 7:07 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Yeah but I understand that though, and I did try decreasing the jointstiffness.

I just don't get it.


Fri Mar 25, 2011 3:03 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Darlos9D wrote:
Yeah but I understand that though, and I did try decreasing the jointstiffness.


Jointstiffness is how much force a limb/piece of armor transfers over to the parent. joitnstiffness = 0 means that it absorbs all of the force itself, jointstiffness = 1 means that all force is transferred over to the parent.

Play around with it. Too high jointstiffness means that anything on the outside that is hit (armor, limbs, whatever extremities) transmit their force to the body, which results in getting hit in a limb or something and getting destroyed completely. Too little means limbs just break off with little to no provocation.

Generally speaking, limbs seem to work pretty well around jointstiffness 0.1 to about jointstiffness 0.4 or so. Armor should be around jointstiffness = 0.05 or less, methinks. To compensate for the low jointstiffnesses, punch up the jointstrengths a lot. I've been working with characters that have jointstrengths in the billions, so that the joinstiffnesses can be lower and the characters can lose more bodyparts/armor without dying. Fear not the big numbers.

Hope this helps at all.


Fri Mar 25, 2011 10:31 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
just me but i dont think any other units use emps so the emp resist is really only if you hit a wall infront of you

unless that was what it was made for


Sat Mar 26, 2011 12:53 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Not to mention the fact that any other EMP devices would circumvent the Bushi coding, as they're only coded to be resistant to their own devices.


Sat Mar 26, 2011 1:24 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
wooden wrote:
just me but i dont think any other units use emps so the emp resist is really only if you hit a wall infront of you

unless that was what it was made for

Pretty much, similar story for accidental flamethrower blowback.

I've been tooling around with the cryogun, and it's interesting. Not very effective on actors as ice attached to them doesn't interfere with their sight or weapons (often resulting in that expensive cryo gun being shot to bits), but get within hosing range of a dropship and watch the fireworks.

From what I've read, it looks like JointStiffness is set too high (I've frequently encountered the flipping/cartwheeling issues Geti described) and JointStrength and GibImpulseLimit are too low. Extremities are gibbed quite easily, and bigger hits tend to obliterate the whole actor. I've stuck with using Bushis mostly, as they are plenty resilient and Onis, for their significant cost, don't really offer much of an edge. Bushi also seem less susceptible to being obliterated by high-velocity debris. Still have a gripe on how rediculously fragile the guns are. Not fun having your incredibly expensive coilgun get shattered by four or five stray debris hits.


Last edited by The Gunslinger on Mon Mar 28, 2011 8:44 am, edited 1 time in total.



Sat Mar 26, 2011 3:14 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
same the weapons are waaay to weak but balanced and the best mod ever otherwise

this was the first mod i ever saw and downloaded and i still use it every day i play it :D


Sat Mar 26, 2011 9:50 pm
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
I did some digging in the .ini files, and from what I could see the only major difference between the vanilla guns and the DS ones is the DS weapons have a JointStrength of 400. As a baseline, I had a look at weapons like the Coalition Shotgun and Assault Rifle. The rifle had a JointStrength of 250, whereas the shotgun had a value of 75. So I'm thinking it's a case of a lower value = tougher guns. If the DS weapons are deliberately fragile, a value like 300 maybe more a appropriate; for comparison the revolver cannon has a stiffness of 200, and is significantly tougher than the basic assault rifle.


Fri Apr 01, 2011 1:34 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
The thing to note is that the vanilla guns likely weight a lot more -> receive lower acceleration from the same impulse -> don't need joints that're as strong.
I haven't looked into the differences between DS guns and the vanilla stuff but its definitely a case of higher strength values = higher resistance (jointstrength < 5 usually means that the object will be disconnected immediately).


Fri Apr 01, 2011 1:56 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
Ooop! There we go! Vanilla weapons have masses in the range of 15-40, the DS weapons 2-5. Hmmm... I seriously need to learn what the eff all these variables do.


Fri Apr 01, 2011 7:51 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
There's a good list of them on the wiki that we made up a few years ago. No idea where it's hosted now, it's been hopping around a lot for a while.


Fri Apr 01, 2011 8:00 am
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Post Re: DarkStorm Military Technologies -- Updated 12/20/09
http://twitter.com/DataRealms/status/54762651217178624

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Mon Apr 04, 2011 5:51 pm
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