When a mine or missile hit a fighter they will occasionally knock them off course. Sometime more sometimes less. What is this that causes that to happen? What attribute has the ability to knock ships around? Is it the mass of the projectile?
Would a gun with a very high projectile mass and speed knock ships around silly?
(At the moment I cant test this so I thought I would ask and hope someone here knows)
It usually happens if you're on E-kill and not using your thruster. It makes sense to me... explosions tend to knock you back, there's no friction in space.
Plus, it makes turning around in a Gunship -sooo- much faster when a mine makes you go flying away.
After spending an afternoon looking I still cant find what Im looking for. Though, I have honed the idea of why. Im trying to make a weapon, mine, missile, or gun, that does negligible damage but bumps the target ship around a good deal. A good jarring on every hit knocking it off course. Im not sure what weapon attribute would do that but im optimistic it could be done.
In case anyone is curious I figured it out. In weapons_equip.ini the property to change is "impulse = "
Hands down the best "flak" type of gun my players have seen so far (I made anti fighter/bomber turrets for my caps and gb's) moderately speedy, poor tracking, missiles that explode when they get near a target doing negligible damage but leaving a nice "flak'y" puff of smoke and knocking the incoming fighters/bombers a couple ship's distances from their previous location.
If anyone wants to try it you have to up the impulse way way up. Distance knocked around depends on a couple of things including seemingly ship mass, direction in relation to the explosion, proximity to the explosion origin, flight mode eg were they drifting, and concurrent hits somehow this accelerates the ship.
Im currently trying to find a happy number where the heavy bombers wont move much while coming in for a run but the normalght bombers and fighters will