[bug] Missile Weapon Fire Intervals & [bug] Beam Duration


#1

Sorry about the title. Both of the bugs are really easy to explain though:

[BUG] Missile Weapon Fire Intervals

  1. Missile weapons do not seem to recognize fire intervals correctly. I was testing the salvo functions with modified quantum blasters and frigate lasers, both worked fine. However when I tried to make a cruiser rocket launcher fire in salvo something didn’t seem right. The salvo amount was set to 6, the interval to 6000, and the fire interval to a mere 10 (milliseconds?). From my tests on the other weapons, this should of looked like 6 missiles launched within an arbitrarily short amount of time, then a long reload, then repeat. However, the fire interval refuses to fire as fast as it should. Each missile is fired after about a second, until the salvo is finished, at which point the “salvo interval” kicks in. I removed the salvo code entirely and tried to get a rapid fire launcher but still could not make the missiles launch faster than about a second. The GUI shows the launcher finish the fire interval and then it just pauses.

Related, but not as important, if a missile weapon is placed on a slot with multiple turrets, you don’t see multiple missiles launched.

[BUG] Beam Durations
2. Second issue is merely an FX thing. If you set a beam weapon to have a long beam_duration and it instantly ‘destroys’ a ship, the beam cuts off without playing the duration. It’s rather jarring. Even if the weapon misses it plays the full duration, but a direct hit + instant kill = no duration at all. Just a flash. Sometimes you can’t even see the beam it happens so fast. Just the ship’s explosion.

EDIT: Found something else, not sure if it’s an actual bug or intended.
[BUG] “kinetic_blast.dds”
Is it possible to use this texture on SIM_BulletWeaponModule’s? I tried and it ended up displaying the raw DDS image. Would be nice to be able to use that blast (or a modified version if, I haven’t tried adding new blasts yet) with the “physical” bullets that are shown with SIM_BulletWeaponModules.


#2

Concerning missiles, I suspect that a second salvo isn’t launched until the first salvo hits something or runs out of fuel.


#3

That’s very depressing and makes it impossible to have GRATUITOUS MACROSS MISSILE MASSACRES.

Demonstrated in this image:


#4

Indeed, missile launchers don’t fire another salvo until the currently inflight one is removed from the game world.