-
Notifications
You must be signed in to change notification settings - Fork 237
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Improvements to the functionality of a number of anti-torpedo weapons #6607
base: develop
Are you sure you want to change the base?
Conversation
Do you have specifics for those rare cases? The only reason I can think that it would fire backwards is that it doesn't have As for using the firing solution instead of the aim bone, I don't think being turreted is a valid enough reason, but the T1 sub and T3 sonar don't have a visible turret, so I guess it's fine to use the cheaty firing solution. I would increase the firing tolerance to 180 to truly make it fire instantly in any direction, since currently it is still limited by the turret's (fast) turn rate before it can fire. Also, it would be worth investigating torpedo flares. The Barracuda, Salem, Cooper, and Valiant have minimum ranges of 0, 5, 10, and 15 respectively, and maximum range of 25, 30, 25, and 30 respectively. Neptune is 10-30 as well. |
I tested this by spawning in a couple of HARMS and enabling
I meant that these weapons don't look like they are turreted, so visually, it's fine to change. Using the firing solution instead of the aim bone greatly increased the functionality, which is the actual reason I included it. Note that I didn't add it for the Yathsou because it would look off. Increasing the firing tolerance to 180 is a good suggestion, I'll add that. |
Description of the proposed changes
Improve the functionality of a few anti-torpedo weapons.
The addition of a
MinRadius
prevents the weapon from locking onto projectiles it cannot reasonably intercept anymore.UseFiringSolutionInsteadOfAimBone
is now enabled for the Aeon Tech 3 Sonar and Seraphim Tech 1 Submarine since these weapons are turreted. This also prevents a bug that causes the anti-torpedo weapon of the Aeon Tech 3 Sonar to shoot in the opposite direction in some rare cases.Additionally, audio queues are added to the Ajellu Anti-Torpedo Defenses of the Seraphim Tech 1 and Tech 3 subs.
Aeon T3 Sonar Platform (UAS0305):
UseFiringSolutionInsteadOfAimBone
:false
-->true
Sou-istle: T1 Attack Submarine (XSS0203):
UseFiringSolutionInsteadOfAimBone
:false
-->true
Yathsou: T3 Submarine Hunter (XSS0304):
Testing done on the proposed changes
The performance of the torpedo defenses is improved, greatly in some cases. The Quasar Anti Torpedo of the Aeon Tech3 Sonar Platform is fixed.
Checklist