Hardpoints

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Darkhawkt
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Hardpoints

Post by Darkhawkt »

Is there a maximum number of 9 hardpoints?[&:]
John DiCamillo
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RE: Hardpoints

Post by John DiCamillo »

I don't believe there is any upper limit on the number of hardpoints for a ship design.

That said, there is only room for eight (8) of them to be edited in the loadout screens.
Pheagey
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RE: Hardpoints

Post by Pheagey »

what? no scroll bar?
blaa.
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TheDeadlyShoe
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RE: Hardpoints

Post by TheDeadlyShoe »

Hmm, there's an idea- It'd be nice if there were loadpoint groups?
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
John DiCamillo
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RE: Hardpoints

Post by John DiCamillo »

"loadpoint groups" ? What does that mean?
Deadmannumberone
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RE: Hardpoints

Post by Deadmannumberone »

Hardpoints that can mixes of weapons. Like the external mounts on the F-22.
John DiCamillo
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RE: Hardpoints

Post by John DiCamillo »

From the linked picture, the F-22 only hangs multiple types of weapons on a single hardpoint in ferry configuration. That means that the missiles can't be launched, they're just be hauled as cargo. Notice that the missiles in ferry configuration only have downward pointing fins (probably because there isn't underwing clearance for the top fins when the missiles are strapped to the side of the hardpoint).
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TheDeadlyShoe
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RE: Hardpoints

Post by TheDeadlyShoe »

Actually, what I was thinking of with hardpoint groups (typo earlier, sorry), was that you could select one weapon on the selection screen and that would devolve onto multipler hardpoints. But that isn't really necessary if we can put >1 missile on one hardpoint, which it seems we can... Um, how do we do that? Like how the SRM has 2/hardpoint.
@TheDeadlyShoe> Unless, say, you could make black holes at will.
@Razeam> I can do that but I don't want to.
Mehrunes
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RE: Hardpoints

Post by Mehrunes »

I'm betting it requires bizarre rituals involving animal sacrifice.
John DiCamillo
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RE: Hardpoints

Post by John DiCamillo »

Code: Select all

 missile: {
    name:             Javelin,
    group:            SRM,
    target_type:      0x000f00ff,
    value:            2,
    ammo:             2,
    recharge_rate:    10,
    refire_delay:     1,
    salvo_delay:      2,
    charge:           1,
    min_charge:       1,
    damage:           2.5e3,
    lethal_radius:    200,
    speed:            5e3,
    life:             10,
    visible_stores:   true,
 
    attachment:       (-1, 0, 0),
    attachment:       ( 1, 0, 0),
 
    self_aiming:      true,
    aim_az_max:       1,
    aim_el_max:       1,
 
    min_range:         5e3,
    max_range:        25e3,
    max_track:        60e3,
    
    carry_mass:       0.54,
    carry_resist:     2,
    
    guided:           1,
    mass:             0.5,
    thrust:           3e3,
    drag:             2,
    roll_drag:        4,
    pitch_drag:       4,
    yaw_drag:         4,
    roll_rate:        1,
    pitch_rate:       4,
    yaw_rate:         4,
 
    graphic_type:     1,	// solid
    scale:            0.15,
    light:            200,
    model:            "missile03.mag",
    trail:            "smoke.pcx",
    trail_width:      2,
    trail_dim:        7,
    flare:            "drive.pcx",
    flare_scale:      0.25,
    sound:            "missile.wav",
    sound_min_dist:   1e3,
    sound_max_dist:   15e3
 }
 
 
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Pheonix Starflare
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RE: Hardpoints

Post by Pheonix Starflare »

ORIGINAL: John DiCamillo

Code: Select all

 
    attachment:       (-1, 0, 0),
    attachment:       ( 1, 0, 0),
 
 

I take it it's these 'attachment' parameters that determine where the various visible stores appear?
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

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Mehrunes
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RE: Hardpoints

Post by Mehrunes »

I was close!
John DiCamillo
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RE: Hardpoints

Post by John DiCamillo »

Yeah, the two things you need to do are to set the ammo parameter to something greater than one, and to define as many attachment points as there are missiles.
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