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May. 29, 2020

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Missile Explosions and Hull Damage Detection
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I think many of us have been afflicted by this problem; larger capital ships hull hitpoints are unaffected by missile explosions. I believe the only work around for this problem has been through making the explosion radii of missiles absurdly large. From my understanding, missile explosions only affect the hull hitpoints if the explosion radius is able to hit the mid-point of the ship? What I always found confusing is that the shield hitpoints are always affected no matter how large the explosion radius is. Why can't we do this for hull damage detection?

So what I am asking in a nutshell is: Is there another way to fix this issue of missile explosions reducing hull hitpoints on large vessels without making their explosion radii crazy large.


Posted on: 2010/1/26 12:31
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Re: Missile Explosions and Hull Damage Detection
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There is a fix for this and one that MU has been using for a while thanks to FriendlyFire all those moons ago.

http://monkeyuniverse.kicks-ass.org/capship_shield.zip

apply that file to your mod then change the shield link for your capships to

Shield_link = capship_shield.


hope it helps it did for us

Posted on: 2010/1/26 23:58
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Re: Missile Explosions and Hull Damage Detection
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That works for shields; the problem is with hull, which I don't think this solves.

I've been banging my head about this for a long time.

Posted on: 2010/1/27 0:20
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Missile Explosions and Hull Damage Detection
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Thanks Dragnite. As FF mentioned, though, the problem is with the hull damage not registering. Fortunately, with the custom hitboxes we made, we don't have a problem with the shields.

I'm sure there has to be a fix for this problem somewhere...

Posted on: 2010/1/27 2:40
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Re: Missile Explosions and Hull Damage Detection
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We had this problem in the UnderVerse until Wyno came to the conclusion that the reason missiles and torps were not registering hull damage was because the missiles and torps did not do a large enough explosion to reach the 0,0,0 center of a large ship.

Solution...increase the radius of the damage that missiles and torps do. Of course, the vanilla purists will complain that it messes up fighter combat. Find a balance, we did.

Posted on: 2010/1/27 5:51
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Re: Missile Explosions and Hull Damage Detection
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Ya, the problem is that I'd need explosion radii of 3km to reach the centre of our capital ships. And, it really, really messes up fighter combat and can be exploited.

Posted on: 2010/1/27 11:22
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Do all your missiles have to be guided? I suppose you could have missiles for use against fighters, and missiles for use against cap ships.

You could just make them regular guns with a missile effect...I'm not sure if you can add an explosion in place of the impact effect though.

Posted on: 2010/1/27 13:13
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Re: Missile Explosions and Hull Damage Detection
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Does anybody have a real solution to the problem, rather than workarounds?

Posted on: 2010/1/27 18:10
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Re: Missile Explosions and Hull Damage Detection
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I summon the SUR experts!

I'm pretty sure the solution's there.

Posted on: 2010/1/27 18:33
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Re: Missile Explosions and Hull Damage Detection
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@ Ogu
What you suggested is what I'll have to do if there is no fix for this...hopefully there will be a fix

Posted on: 2010/1/27 23:59
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I agree that it's a terrible solution.

I have no clue about modelling and surs, but is there someway to make 'multiple' centers for the ship model so that the explosion can hit one center but still damage the entire ship?

As an afterthought (and not likely a favorable option), I guess you could also have shields act as the hull of the ship. For example, give your large ship a shield that does not regen (or is very slow), and a very low hull strength. That way, missiles will still cause damage to the ship, wherever they hit. Once the shield goes down, a couple shots is enough to destroy the ship.

Another option, but again, its really not a viable option unless you want to rework all your ship setups.

Posted on: 2010/1/28 0:49
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Re: Missile Explosions and Hull Damage Detection

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bump, i really need a fix for this or my collision groups will be worthless.

Posted on: 2010/2/28 18:49
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Re: Missile Explosions and Hull Damage Detection
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Sadly, I don't think we'll ever get a fix for this

Posted on: 2010/3/1 2:25
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so theirs no way to make something like a..tracking gun bullet? Has properties like a gun weapon but tracks like a missile?

Posted on: 2010/3/1 2:29
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Re: Missile Explosions and Hull Damage Detection
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I've been unsuccessful in trying to test this with the vanilla game. Changing Flint to use the Osiris and Javelin's [Explosion] radius to 0.001, full damage still occurs (hitting in the center, as well as at each end). Thinking there may be a difference between ship and solar, switched the DA_archetype of the Bloodhound to the Osiris, same result. Is there another radius I need to change, or is it particular to custom ships?

Posted on: 2010/3/1 11:26
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