Author Topic: Kinetic effect for a secondary?  (Read 1061 times)

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Kinetic effect for a secondary?

Hey all,

I want to knock around a cap ship with a nuke-type missile.  I envision the explosion clearing and the cap ship coming into view, drifting back a bit from the huge hit.  I tried cranking the "Mass" of the missile up in the table (went from 5 to 500), to no effect.  Any way to get the kinetic effect from a missile?

Thanks,

killface

 
Re: Kinetic effect for a secondary?
Tried something like 5000?

 
Re: Kinetic effect for a secondary?

Hm, that will do it...wiki made me think I had gone far enough...  "3+ gives you the Flail effect. Set it to 10 and you can knock cruisers around."

 

Offline tinfoil

  • i'm 13 remember
  • 29
Re: Kinetic effect for a secondary?
But destroyers are veery big. ;7
Alcibades' Gamble - We Love Our Ice Cream

Everything you need to know, and more can be found at The Freespace Wiki

 

 
Re: Kinetic effect for a secondary?

Tis true.  It's too bad the kinetic effect only lasts a few seconds, before the ships somehow "slow down" and come to a rest...any way using the kinetic/mass properties of ship and weapon to make it more of a prolonged, gentle drift?

 

Offline Sushi

  • Art Critic
  • 211
Re: Kinetic effect for a secondary?
Set super-high damping on the capship?

But that would could potentially introduce undesired side effects...

  
Re: Kinetic effect for a secondary?
it seems that when you set high dampering on a capship , ai give up and let the capship @ 0 m/s
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1