A bug related to hardpoints.

Starshatter: The Gathering Storm extends the classic space sim by combining fighter and starship combat in a single dynamic campaign game.
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TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

A bug related to hardpoints.

Post by TexMurphy »

Hey milo there is a bug related to hardpoints.

Ive got the following structure

Code: Select all

 hardpoint:     {
    type:    "Missile 1",
    abrv:    "STA-2",
    muzzle:  ( -182, -8, 20),
 
    loc:  ( -182, -8, 20),
    size:    16,
    hull_factor: 0.2
    }
 
 hardpoint:     {
    type:    "Missile 1",
    type:    "Missile 2",
    abrv:    "STA-3",
    muzzle:  ( -172, -8, 20),
 
    loc:  ( -172, -8, 20),
    size:    16,
    hull_factor: 0.2
    }
 
 hardpoint:     {
    type:    "Missile 1",
    type:    "Torpedo",
    abrv:    "STA-4",
    muzzle:  ( -162, -8, 20),
 
    loc:  ( -162, -8, 20),
    size:    16,
    hull_factor: 0.2
    }
 
 hardpoint:     {
    type:    "Missile 1",
    type:    "Torpedo",
    abrv:    "STA-5",
    muzzle:  ( 162, -8, 20),
 
    loc:  ( 162, -8, 20),
    size:    16,
    hull_factor: 0.2
    }
 
 hardpoint:     {
    type:    "Missile 1",
    type:    "Missile 2",
    abrv:    "STA-6",
    muzzle:  ( 172, -8, 20),
 
    loc:  ( 172, -8, 20),
    size:    16,
    hull_factor: 0.2
    }
 
 hardpoint:     {
    type:    "Missile 1",
    abrv:    "STA-7",
    muzzle:  ( 182, -8, 20),
 
    loc:  ( 182, -8, 20),
    size:    16,
    hull_factor: 0.2
    }
 
 

Ive got the following load out configs.

Code: Select all

 
 loadout: { name: "Clean",                stations: (-1,-1,-1,-1,-1,-1) }
 loadout: { name: "ACM Light",            stations: ( 0,-1,-1,-1,-1, 0) }
 loadout: { name: "ACM Heavy",            stations: ( 0, 1, 0, 0, 1, 0) }
 loadout: { name: "Anti Ship Light",      stations: (-1,-1, 1, 1,-1,-1) }
 loadout: { name: "Anti Ship Heavy",      stations: ( 0, 1, 1, 1, 1, 0) }
 

When I in the mission specification select Anti Ship Light or Heavy I dont get the Torpedo´s loaded in the WEP screen. First after I reselect the preset it loads it up.

My asumption is that this is due to there not beeing any selection buttons for missile2 in the center two hardpoints.

It looks like this

Code: Select all

 Misile1:  X X X X X X
 Missile2:   X     X
 Torpedo:      X X
 

Most likely the preselect code thinks that Torpedo is 2 and not 1.

Anyways very annoying bug as I cant have that hardpoint set up as one has to manually fix it before start of the mission and AI´s cant do that, can they. ;)

Tex

EDIT: For formating.
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Veloxi
Posts: 126
Joined: Sun Dec 15, 2002 4:19 pm
Location: Los Angeles, CA
Contact:

RE: A bug related to hardpoints.

Post by Veloxi »

Leave it to Tex, the JG ship expert, to get all technical. Nice stuff. Hope it gets fixed.
TexMurphy
Posts: 137
Joined: Fri Jun 11, 2004 7:16 pm

RE: A bug related to hardpoints.

Post by TexMurphy »

ORIGINAL: Veloxi

Leave it to Tex, the JG ship expert, to get all technical. Nice stuff. Hope it gets fixed.

Guess who has had a ship ballancing errection ever since he found this game.. ;) ;) ;) ;)
Mehrunes
Posts: 257
Joined: Wed Mar 31, 2004 6:56 am
Contact:

RE: A bug related to hardpoints.

Post by Mehrunes »

I can't confirm this. The buttons for hardpoints that skip lines on the WEP screen don't light up initially, but the weapons are still loaded onto the hardpoint correctly.
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