Salvos don't work. :( (1.29)


#1

Just played a few games after getting the patch and I’ve found any weapons making use of salvos act weird. It’s almost like the salvo interval and fire interval values were swapped.

Edit:
With further testing it seems that only salvo interval is used to determine rate of fire and fire interval is ignored completely. Anybody else have this happen?


#2

I’m seeing bizarre visual effects on the tribe autocannons - the muzzleflash is playing in slow motion, leading to the effect rotating around with the cannon.

The damage feels awfully anaemic as well. It looks like it’s firing single shots.


#3

I have some test weapons in a mod where the salvo_interval is large, and the fire_interval is short, and they don’t work. Looks like weapons enter battle now always uncharged, so if the salvo_interval is large, that’s when they first fire, only after one salvo interval.


#4

The autocannon has a fire interval of 110 and a salvo interval of 1200 with a salvo size of 5.

If the salvo interval is functioning as the fire interval as suggested, and the fire interval as the salvo interval, it will fire a single shot every 1200 for 5 shots, then take 110 to reload and do the same. That’s slo-mo for sure.

Also, as I said, weapons appear to start unloaded, and the first shot happens only after the salvo interval passes—eliminating one of the only really useful parts of salvos.


#5

I’m investigating now

edit:

found it. What a chump. dang. Imminent patching…


#6

this is fixed now (1.30)
If you don’t want to wait a day for the patch check go to

\my documents\my games\gratuitous space battles\web

and delete the file called ‘up’

then restart the game.


#7

Woo! Free shield module interface update!

We should find bugs more often!


#8

Works like a charm. Thanks Cliff!