FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- ahmedoo
- Posts: 95
- Joined: Thu Feb 06, 2014 2:38 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98f
There is still a problem with the Engi A because the drone cannot fire.
Last edited by ahmedoo on Sat May 03, 2014 2:10 pm, edited 1 time in total.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98f
I have no idea if drone lvls are dynamically like that.Russian Rockman wrote:It's not possible by setting drone_targetable to 0, but what if a third level of drones was made.
I'll look into that...ahmedoo wrote:And there is still a problem with the Engi A because the drone cannot fire.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g
Oh Engi A loadout... you keep coming back to haunt me...
CE Endless Loot 0.98g for CE and CE Endless Loot 0.98g for CE Infinite
- Fixed an error during content generation that prevented "safe" drone weapons from being generated correctly
- Related: Engi A drone fixed
CE Endless Loot 0.98g for CE and CE Endless Loot 0.98g for CE Infinite
- Fixed an error during content generation that prevented "safe" drone weapons from being generated correctly
- Related: Engi A drone fixed
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- Posts: 31
- Joined: Tue Dec 24, 2013 9:52 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98f
inxanity wrote:If you believe that rail guns don't have recoil, you are dead wrong.The wise Sten wrote:Railguns actually have no recoil, I would imagine.
If you had known even basic physics, you would realize that you cannot propel a projectile without recoil. At all.
Here's a video in which you can clearly see a rail gun recoiling. It doesn't matter if you propel your projectile chemically or electromagnetically, you're still going to experience recoil.

I made error. The lack of gunpowder made me think "no gunpowder no recoil hurp durp".
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- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98f
I may have to test that then...Sleeper Service wrote:I have no idea if drone lvls are dynamically like that.Russian Rockman wrote:It's not possible by setting drone_targetable to 0, but what if a third level of drones was made.
Right now I'm trying to make a chart of all the CE and vanilla weapons so they can more easily have their stats compared to similar weapons. Damn you Sleeper!!! You've added so many weapons!



Anyway while I was doing that I noticed that the Maul Beam does 5 damage, but its description says 4. Do one of the two is wrong. I didn't know maul beams ignore shield completely! That's pretty awesome.
- Estel
- Posts: 465
- Joined: Sat Jun 22, 2013 4:03 am
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98f
Yes and no. Railguns indeed have recoil, but it is equialent *only* to the mass and initial speed of projectile send, not the chemical reaction force of explosives using to propel it. So, sending the same mass projectile to same speed using railgun produces negilible recoil, compared to using explosives. The fact that we see recoil on railgun tests videos is only due to fact, that those projectiles are given *much* higher initial speed (are much more powerful than traditional shells) - hence the effect if shot in atmosphere. If they would be propelled to "vanilla" speeds of regular projectiles, we wouldn't see any recoil, as it would be totally absorbed by internal bonds of material of which railgun is constructed.The wise Sten wrote: I made error. The lack of gunpowder made me think "no gunpowder no recoil hurp durp".
BTW, railguns have quite visual effect in atmosphere, indeed, but in space, their effectivness is much higher

Sleeper - if you want to find a niche for kinetic force guns, then it could replace hull focus beams. It would need a sound indicating thatit was some super-speed projectile - heck, I guess the sound of almost guaranteed hull breach would be quite distinctive, too. Becaus of using beam mechanics to create weapon effect (it is propelled to such high speed that it can't miss and you don't see actual projectile - only very short, black beam, that would indicate something flying very fast), it would get less damage the more shield it passes. And of course, preffer targetting empty sections of hull

/Estel
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- Posts: 816
- Joined: Fri Jan 10, 2014 11:43 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g
I notice the rail guns are getting a lot of interest so I thought I would give my opinion...
Honestly, I like the idea, but the only way it could really work is if beam mechanics were used and they would do basically the same things as focus beams which already work perfectly fine. Rail guns wouldn't really "fit" as well as the focus beams. And I've always thought the light lasers acted like rail guns anyway. They shoot tiny projectiles at very "high speeds" which allow them to bypass shields (including Zoltan shields
) and avoid interception by drones.
So perhaps if you wanted to implement railguns they could basically be hull damage dealing "light lasers". I don't think their high velocity projectiles should be affected by shields anyway, so maybe they should just travel very fast and basically guarantee a hull breach and a reasonable amount of damage. By making them as fast (or faster) than the light lasers they could be an unite reputable "laser" that actually does damage unlike the light lasers.
I noticed a few new weapon images on the OP just now, can't wait to see what they are.
I think you should make another Effector, a chain Effector that can intrude deeper into the enemy ship's systems each time it fires, doing more ion damage,
Honestly, I like the idea, but the only way it could really work is if beam mechanics were used and they would do basically the same things as focus beams which already work perfectly fine. Rail guns wouldn't really "fit" as well as the focus beams. And I've always thought the light lasers acted like rail guns anyway. They shoot tiny projectiles at very "high speeds" which allow them to bypass shields (including Zoltan shields

So perhaps if you wanted to implement railguns they could basically be hull damage dealing "light lasers". I don't think their high velocity projectiles should be affected by shields anyway, so maybe they should just travel very fast and basically guarantee a hull breach and a reasonable amount of damage. By making them as fast (or faster) than the light lasers they could be an unite reputable "laser" that actually does damage unlike the light lasers.
I noticed a few new weapon images on the OP just now, can't wait to see what they are.

I think you should make another Effector, a chain Effector that can intrude deeper into the enemy ship's systems each time it fires, doing more ion damage,

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- Posts: 1
- Joined: Sun May 04, 2014 9:14 am
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g
Having a minor issue with trying to get the mod working smoothly. Ive installed the mod and infinite addon, using the loading order suggested, but have one minor graphical glitch. All the crew graphics are doubled and stretched out of proportion. Here is an example:

It only seems to appear when I try to add the Endless Loot mod. Without it, graphics seem to work okay. Not sure if Im missing a step thats causing the issue, here is my load order:
Better Planets and Backgrounds_v1.3.1
FTL Captains Edition 1.208c
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.203
CE Infinite Addon 1.209
CE Endless Loot Addon for CE Infinite 0.98g (beta)
CE Non-EL Enemy Loadouts Addon 1.0
Hope theres a way to fix it, as Im dying to try this mod out.

It only seems to appear when I try to add the Endless Loot mod. Without it, graphics seem to work okay. Not sure if Im missing a step thats causing the issue, here is my load order:
Better Planets and Backgrounds_v1.3.1
FTL Captains Edition 1.208c
CE BPaB Compatibility Patch 1.0
CE Additional Music Addon 1.203
CE Infinite Addon 1.209
CE Endless Loot Addon for CE Infinite 0.98g (beta)
CE Non-EL Enemy Loadouts Addon 1.0
Hope theres a way to fix it, as Im dying to try this mod out.
- Sleeper Service
- Posts: 2275
- Joined: Sun Mar 24, 2013 8:49 pm
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g
I tried your mod configuration and it works fine for me. I don't really see how this can be caused by the mod, but you might want to try re-downloading the mod files and that might fix it. Maybe re-patching the mods already does. I got stuff like this once when I accidentally ran FTL while the mods where not completely patched yet...
On a different note, update 1.21 is coming together nicely:

1.21 guns

On a different note, update 1.21 is coming together nicely:

1.21 guns
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: FTL Captain's Edition 1.208c/Inf 1.209/EL 0.98g
Sleeper Service wrote: On a different note, update 1.21 is coming together nicely:
1.21 guns
Must.... find out what.... they do.......
R4V3-0N, a dreamer.