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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
Update. SPF: Added AGK37 Mod 4. Replaced AGK family sprites. Balanced ROF of some of the automatic weapons. Balanced the prices of the AGK and AN-Mag families of guns. Thanks to 4zK the sounds for most weapons have been betterified. Also began work on the CarryCorps He-88 Taurus LCC, but as predicted the ♥♥♥♥ thing is being obstinately broken and I have no idea how to fix it. It is commented out currently but if you can tell me how to fix this stupid balance problem now and in the future and help me understand what causes the problem I swear to God I will make any mod you want within reason, as long as no Lua is involved. UTL: Added 25kg INCIN and AP bombs. Reduced terrain rape on the FRAG bombs. Reduced the power of the 10kg INCIN and CONCUS bombs. 4zK wrote: YARR SHE BE ONE BEAUTEE OF A VESSEL WE DID REMOVE YONDER PITIFULL SMALL SKULLS AND WE DID BE GIVING IT HORNS, ARR
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Tue Dec 03, 2013 12:19 am |
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clunatic
Joined: Fri Nov 23, 2012 5:42 am Posts: 143
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Re: YARR! PIRATES!
The problem is the weight of the craft (3000 of yours vs 1200 of the base dropship), I'm guessing the issue is in how CC calculates inertia, or possibly how the dropship AI counters inertia. In any case, lowering the weight and the main engines particles per minutes, while upping the retro thrusters burstsize and particles per minutes, makes it a lot more stable.
I'll attach an quickly edited version of the craft with 1500 mass, so you can see the differences. It will probably need some more tweaking though, till you hit the sweet spot.
All of that said, I'm hardly an expert on dropships, so you might want to call in the help of someone like Abdul Alhazred, he seems to know more about 'em.
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Tue Dec 03, 2013 2:08 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
And to Clunatic goes the prize!
I will now go and make all the rest of this dropship, and a mod of your choosing.
Thanks man! I can't believe it's been such a simple solution all these years.
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Tue Dec 03, 2013 8:40 am |
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Silent00
Joined: Tue Oct 15, 2013 8:13 am Posts: 93
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Re: YARR! PIRATES!
God.... That is one big, bad, pirate drop ship I definitely careful to fight these really it's bigger than mine
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Tue Dec 03, 2013 12:13 pm |
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Epicnator
Joined: Fri Oct 18, 2013 2:49 pm Posts: 100 Location: Gretin
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Re: YARR! PIRATES!
Scoped AGK and AN-Mag variants?
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Wed Dec 04, 2013 7:40 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
No, I don't want to clutter the buy menu up, and the effective range of the guns is not great enough to warrant a scope. Silent00 wrote: God.... That is one big, bad, pirate drop ship Thanks!
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Wed Dec 04, 2013 9:55 am |
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Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
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Re: YARR! PIRATES!
I just tried out the new Explosives Mod (UTL or something) Sweet Mother Maria, i love it! Can you add some HEAVIER Bombs, please? I know that 1000 kg Bombs exist...
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Wed Dec 04, 2013 3:40 pm |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
Lawdy, I think a 1000kg bomb would crash the game. I might get up to 100kg, but beyond that it would just be laggy and unplayable. Always nice to see someone appreciating my mods, so thanks.
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Wed Dec 04, 2013 9:27 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: YARR! PIRATES!
You seem to forget the AAL Alphabetic Bomb Pack; most notably, the Xenon, and Ypsilon Bomb, maybe the Cluster, or: Flame; Burn; Vine; Ape; Zorneus... needless to say, pure ini bull♥♥♥♥. And that's not even talking about the map-wipe bomb mod... you have nothing to worry about when it comes to high-mass/sharpness particles out the wazoo. It is just that ♥♥♥♥ gets weird when you have a high particle count, high sharpness, or high mass [e.g., AAL in its entirety]. I really liked the Zombie Bomb, and the EMP Bomb!
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Thu Dec 05, 2013 4:56 am |
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Notsoscary
Joined: Mon Oct 15, 2012 5:21 pm Posts: 879 Location: Somewhere in Germany
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Re: YARR! PIRATES!
First of all... Major, you can make Bombs till 500 kg, 1000 kg could only be HE (imagine if its FRAG, UGH.) or also Napalm. Foa, i remember hearing about the Ypsilon Bomb, but cant seem to find it.
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Thu Dec 05, 2013 3:25 pm |
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Warmonger
Joined: Fri Mar 02, 2012 7:00 am Posts: 11 Location: California, U.S.A
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Re: YARR! PIRATES!
I always loved playing Tartarus with your two factions, and I am really happy to see how you are updating the stuff pretty regularly!
And yes, it WILL be interesting to see a larger and more diverse array of bombs in the Ul-Tex arsenal. Personally, I would like to see how you would interpret Fuel Air Explosives. The cluster bomb is very creative in how the bomblets are dispersed, by the way.
Keep 'em coming Major!
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Fri Dec 06, 2013 2:34 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
Foa wrote: You have nothing to worry about when it comes to high-mass/sharpness particles out the wazoo. That's nice to know, although most of that stuff was waaaaay before my time. I shall experiment with bigger bombs. I think INCIN bombs might have a cutoff point at 50kg max though, they already lag the game unbearably if you drop a couple of them. Warmonger wrote: And yes, it WILL be interesting to see a larger and more diverse array of bombs in the Ul-Tex arsenal. Personally, I would like to see how you would interpret Fuel Air Explosives. The cluster bomb is very creative in how the bomblets are dispersed, by the way. Thanks! Fuel air bombs are something I didn't even think about, I'll have to have a go at this, and thanks, that cluster bomb to unreal amounts of frustration to get working and even now it doesn't function at 100%. And don't worry, I might drop off the radar for long stretches of time, but CC is my favourite game in the world. I have played CC more than any other two games put together, so mods and updates will always be showing up from time to time.
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Fri Dec 06, 2013 4:36 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
(Small) Update.
UTL:
Compatibility fix for Void Wanderers.
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Sat Dec 07, 2013 11:57 pm |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: YARR! PIRATES!
The issue when it comes cluster bombs is bomblet dispersion... usually. Try gib offsets, it was like an art around the time of the first Alpha Bomb Pack. If you want to see strange high-mass/sharpness, look at the laser snipers from the AAL Reboot, with the black/orange marines. (Shoot at the terrain, it'll give you the clearest indication of weird ♥♥♥♥ it does) Also, this is map-wipe... That container is made of test, just so you know.
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Sun Dec 08, 2013 7:30 am |
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Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
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Re: YARR! PIRATES!
Playing around with various bomb sizes. I managed to get the Ctrl + P function up while the debris cloud was settling and clocked about 100000 particles.
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Tue Dec 10, 2013 1:38 pm |
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