Torps-Launching woes

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ANUBIS
Posts: 25
Joined: Wed Jul 21, 2004 7:19 pm

Torps-Launching woes

Post by ANUBIS »

Is there any way to set torps to fly stright line dumbfire for a set distance before going active?

I'm trying to set up a torpedo launch bay, but the torps keep tracking as soon as they're fired and adjusting heading before they're out of the bay. Ending up coming out of the ship in some very odd locations, and at very un-attractive angles.
Abortion has killed more people than nuclear weapons.
Pheagey
Posts: 290
Joined: Thu Apr 01, 2004 8:16 am
Location: Tampa, USA
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RE: Torps-Launching woes

Post by Pheagey »

Try something like this:

WEAPON

missile{
.
.
.
missile: {
name: "DumbTorp",
group: "DTorp",
target_type: 0xffffffff,

speed: 1000,
life: 60,

// might want to make these like 7* or so (0.7 radians or so??)
self_aiming: false,
aim_az_max: 0,
aim_el_max: 0,

min_range: 0,
max_range: 50000,
max_track: 50500,


guided: 1,
drag: 2.0,
roll_drag: 5,
pitch_drag: 5,
yaw_drag: 5,
roll_rate: 0.5,
pitch_rate: 0.5,
yaw_rate: 0.5,
graphic_type: 1, // solid

.
.
.
}


hope this helps. :)
blaa.
DeSade
Posts: 156
Joined: Mon Mar 01, 2004 5:08 pm
Contact:

RE: Torps-Launching woes

Post by DeSade »

you can try also adding

eject: (initial_speed_x, initial_speed_y, initial_speed_z),

to above
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