# [question] minimum fire interval?

i was wondering if there exists a lowest value for fire interval

im trying to make this shotgun-like weapon with a salvo of 10 projectile attacks and having their fire interval set to 0.01

yet in practice the projectiles still stream out of the cannonâ€¦

any ideas that may help?

gunny

Intriguing, gunny. Iâ€™ve never thought to attempt inputting a decimal value into that field, or a value greater than 0 but less than 1. Depending on how the data field which holds the â€śfire intervalâ€ť variable is defined, the lowest value might be 1. Try that instead of a sub-1 decimal value and let us know what happens. Iâ€™m not terribly confident this will help, but sometimes detective work is just eliminating the easy options first.

In an effort to create a shotgun effect (ie all pellets released at once) i tried to get the value to as close to zero as possible.
However i have discovered that any value less that one does not yeild a faster refire rate.

Does 2.5 give a faster rate than 2 but slower than 3? Thatâ€™ll show whether itâ€™s being read as an integer or just using 1 as a lower bound.

Color I understood was being read as an integer from my tests, so no decimals there. I and other people have managed shotgun style effects with rockets and multiple warheads set to split at a distance equal to their max firing range, meaning they split out of the cannon usually. Simply change turn radius to 0.

From what I observed there is also a respond time between reload and firing, which not surprisingly takes 42 frames. That is constant and does not change nomatter what interval you put in.

Usually this does not have a significant effect, but when you start making your gun fire below 100 interval it will start to matter.

Fire interval = 0
salvo interval = watever u want
speed = very very high, for example 50
tracking speed = slighty high, for example 4,3
height = 1.8
widht = 1.8

There u got the shotgun. I already had 2 shotguns in my mods. In fact, the shotgun is maybe one of the weapons that fits the reality closer, than other ones. Find a good shotgun sound, and u will see.

Hmm

I Nvr thought to put 0 on there

For some reason I always thought it would crash like dividing by zero

Thx

Gunny

I just had an idea. You are all going about it the wrong way. Instead of bullets, use missiles with live submunitions.
Itâ€™s a little confusing, but I found that if you give your shotgun a fast missilespeed, you can use turnspeed to create a bullet spread without making it look like the â€śbulletsâ€ť are turning. A turnspeed of zero will have all six bullets hit at the same point. If you make turnspeed too big, the â€śbulletsâ€ť will home in on the target instead, acting like a missile. I used turnspeed = 0.1 to get the desired effect.
Also, make sure you set fuel = max_range, or the â€śbulletsâ€ť will visibly turn if they miss their target. If you give the shotgun a long range, this effect is unavoidable. Same if you fire at close-range fighters.
Another thing that confused me was decoy_release_range. In order for the â€śbulletsâ€ť to start spreading out immediately, you have to set the decoy_release_range equal to max_range. Unfortunately the game engine seems to limit the number of submunitions to 6, no matter which value I give it.
Unfortunately, you donâ€™t get a constant spread. It seems to be determined by the damage points on a target. So, for a cruiser the bullets will spread out pretty far. If you shoot at a frigate, the bullets only slightly spread out.
You can also omit trail_fade_time if you just want bullets. I liked seeing a tiny bit of a trail.

``````[config]
unlockcost = 0
lockable = 0
armour_penetration = 41
category = "WEAPONS"
classname = "SIM_MissileModule"
cost = 136
crew_required = 14
damage = 8
decoy_release_range = 750
description = "A shotgun in space!"
fire_interval = 1000
flareuvid = 2
fuel = 750
guiname = "Shotgun"
has_decoys = 1
has_flare = 0
hitpoints = 103
icon = turret
min_range = 1
max_range = 750
missilelength = 3.0
missilespeed = 1.0
missilewidth = 1.0
name = "cruiser shotgun"
num_submunitions = 6
powerconsumed = 2.5
shield_penetration = 50
size = "CRUISER"
sound = data/sounds/explosion_destruction_fighter1.ogg
soundvolume = 1.0
submunitionslive = 1
tracking_speed = 1.0
turnspeed = 0.1
turret_sprite = "turret_auto_v1"
turretsize = 12.0
weight = 128
slot_type = TURRET
uisortpos = 6000

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = max_range,DECIMAL
5 = damage,DECIMAL
6 = fire_interval,INTEGER
7 = tracking_speed,DECIMAL
8 = shield_penetration,DECIMAL
9 = armour_penetration,DECIMAL
10 = crew_required,INTEGER
11 = min_range,DECIMAL
12 = has_decoys,BOOL
13 = missilespeed,DECIMAL
``````

wellâ€¦ yeahâ€¦

but then the problem is scramblers shouldnâ€™t be able to scramble shotgun pelletsâ€¦

Ya, darn scramblers work way too well. From what I can tell they even mess with unguided rockets (turnspeed = 0).

well then I know this and it might help:

1: I know shotguns (well they wouldnt have this much range anyways) but if they did iâ€™d reckon theyâ€™d be equivalently fast.

2: if a missile goes fast enough even it wouldnt be affected by scramblers in time.

3: scramblers can only handle around 4 missiles at once. If youâ€™re planning on making a missile delivery sytem that shoots 6 and maybe u have about 2/3 of those systems the enemy ships would need roughly 4 scramblers. And if they have that many then theyre at a disadvantage anyway.

so i think missile shotgun = Good!

the missile can have 6 warheads including the original max i thinkâ€¦

Wait, nemesis is right.

I first saw a shotgun weapon in the ancient mod, which had a version that used missiles.

I then made a bullet version which I think is simpler code-wise. I started with the original cruiser laser file, changed its fire interval to 1 and its damage to 10. I then gave it a salvo interval of 2500 and a salvo size of 5. It fires 5 shots in rapid succession, creating a spread effect. I then got my good shotgun sound from the ancient mod.