Hellfire Rockets should be usable via the Launch Missiles hotkey, but aren't. Bombers dont have any other missile weapons* so this wont collide with any other equipment usage, and it would free up weapons group(s)
*some bombers have their torpedos incorrectly mapped to the Missile type, as mentioned in post 147 above
Aet: Hellfire Rockets count as guns (ammo using guns) so they will not map to the "fire guided projectile" key. Working as designed, won't fix.
it is caused by ships used before - without logging off. when you use a battleship and then switch to a fighter, the rear view will be messed up - the camera locks in the furthest position
solution: log off, re-load the game
hellfire missile:
these weapons are not missiles, but technically guns with ammo, hence they cannot be linked to the missile key - i guess
enterprise issue:
its a problem with most long ships that attempt to undock from planets - right now, gotto live with that issue. but it may be possible to work on solutions
phantom ears:
its a vanilla model - where these hardpoints are located is entirely up to the balance ppl
I would like to once again report that, having switched to a new computer with a fresh install of FL and Disco 4.86, the Nomad Assassin's texture still is not smooth, and looks faceted.
Aet: Can you show this in a screenshot? I'm not sure what you mean.
What I mean is that the edges of the polygons are not smoothed as they should be, which shows the individual polygons very clearly, especially when the angle looking at the ship changes. It's difficult to convey in words and stationary screenshots.
It's much easier to see when you can see the camera panning over the ship, but here are some SSes with the areas in question circled in red.
The best way to tell would be to look at it in person and experiment with the turret view.
EDIT: I managed to get some screenshots of the infamous nomad texture bug that removes the color channel on the texture, with the assassin and a voidrunner side-by-side. Without the texture color variations, the faceted nature becomes very clear, and the voidrunner next to it clearly has smoothed polygons.
Centurion (And Titan, I suppose) have wrongly angled Docking light hardpoints and the top fin running light (one is turned in camera direction instead of being turned like others), last one is also placed a bit assymetrically, it is noticable that light hardpoint moved a bit left.
Making Symmetrical hardpoints for those vessels will be a nice thing.
Problem: The Ragnar can't dock with trade lanes from certain angles. Procedure:
1. Fly towards the end piece of a lane
2. Overshoot it just a tiny bit and activate docking
3. The ship will make an elaborate turn to align with the sweet spot Result: Ship just stops dead a few mm next to the sweet spot and never moves through the lane. Expected Result: The Ragnar should be able to dock with trade lanes regardless of its angle of attack
Workaround:
1. Cancel Docking
2. Strafe towards the sweet spot and re-activate docking
The hp_type entries for the shield are copy-paste errors. It's a HF, the shield_link says it uses HF shield, and the first hp_type entry says HF class 9, ... but all the hp_type entries after the first one use LF shields class 8 down.
There's no good reason to have HF class 9 or LF class 8... copy-paste errors
(07-28-2012, 05:47 PM)Ursus Wrote: Hellfire Rockets should be usable via the Launch Missiles hotkey, but aren't. Bombers dont have any other missile weapons* so this wont collide with any other equipment usage, and it would free up weapons group(s)
*some bombers have their torpedos incorrectly mapped to the Missile type, as mentioned in post 147 above
Aet: Hellfire Rockets count as guns (ammo using guns) so they will not map to the "fire guided projectile" key. Working as designed, won't fix.
Also wanted to bump this in case it was flagged as WONTFIX in the bug tracker.
Adding "seeker = DUMB" to the weapon def allows the weapon to be fired with missile hot-key and lets ammo be bought with auto-buy, no difference in weapon behavior