DCER wrote:The graphics don't work properly when other ships use plasma, but with Galaxy the shots are properly shown! We need to find out why and we can give plasma to other ships!
That's just a lucky default view and has nothing to do with the Galaxy, or one of plasma weapon settings as I guessed. But it seems some ships have a better default viewing angle for plasma e.g. Galaxy & Ambassador.
DCER wrote:Spocks-cuddly-tribble wrote:The third weapon is calculated as beam but the grapic behave is that of a torpedo or bolt. Can this "combat calculation" of the weapon be influenced?
What I thought was that we could use the bug. If it's adding plasma damage to phaser damage for the Galaxy, maybe we can just let the phasers do the damage and only the graphics would be changed.
Yep I read. But since Phaser AND Plasma is calculated as beam that wouldn't cause a change here.
And the bug isn’t just adding plasma damage. It’s adding the shot but with phaser.hob.
DCER wrote:I suggest we use phasers for damage etc. And set number of plasma cannons to equal number, but let the damage be 0. This way only phaser damage is used
As far as I understand you'll use plasma values only to switch beam/plasma, i.e. plasma attNum larger than zero = plasma. Has the "number of plasma cannons" value a real meaning unless its zero?
thunderchero wrote:plasma fires ... like phasers do
You’re right. It shows up at best by klingon BoPs.
thunderchero wrote:Not sure why you think it behaves like a torpedo, during replay torpedoes stay visiable and plasma will vanish like a phaser.
I'll try to explain what I meant (regarding the projectile/packet nature of the animation):
-A torpedo can cause damage after the shooter ship is destroyed. Take a look at DCER’s posted pic above. What happens if Galaxy would be destroyed before the fired plasmas hited the target? The beam calculation doesn’t support this afaik.
But now I’ve seen animation speed is fast enough. Only fired against fast targets (avoiding/retreating) plasma performs sometimes a parabolic trajectory. And sometimes it's funny to see how the plasma jumps around a target if missed.
-A torpedo does either the full damage or nothing (hit or missed). Whilst beam damage reduces with the combat distance (and there is some part of torpedo combat calculation not found yet). Hence do we want plasma being degenerative by distance?
thunderchero wrote:Until we understand how a flat object like torpedoes rotates with players persective this may not be possible. (I have already tried to reconvert plasma hob) every time I try to convert hottohob crashes. If we make a new 3d object texture will never look correct from all angles. so new object will not work as far as I can tell.
Maybe I was wrong, seems just a vector issue during my tests. Basicaly the grapic can support all viewing angles (including back/front). Strange since phaser hob supports vector always properly.
And btw I'm impressed there is a lot potential. By the right view a plasma attack looks amazing, almost like the Defiant in the shows.
I hope there is a way to solve this vector & viewing angle issue.
Also the displayed plasma size seems related to the ship sizes but still too large.
-> test d'Deridex
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.