So in essence and in short I am suggesting that the MISSILE_TWO_STAGE_SECOND_UNGUIDED missile AI gets modified to. Ignore the fact that it also has a MIRV stage, couldn't bother modifying its missile AI or making another custom weapon to demonstrate this. Here is a video showing what I mean regarding the Squall, and also comparing it to a custom missile AI weapon of mine. And yes I know the current AI *does* do this, but it is so subtle that it might as well not exist both in mechanics and visuals. There is very little spread factor, each missile takes nearly the exact flight path as the one before it so a miss will always be a miss for the next one instead of them having a margin of error for its aim-point spreading them out in a cone of fire. Though on very large ships this is less of an issue. This results in misses 100% of the time if the weapon is aimed sufficiently off-axis. The AI does not wait until the missile is aimed at ship center (intercept point really) to enter its acceleration stage. This AI that the Squall uses in vanilla and many weapons in mods? Has a pair of fairly serious issues that severely limits effectiveness and also Cool Factor™. Note: This thread has been approved by Alex Forum private messages though this would be less than ideal.Please see my SoundCloud and the listed projects for examples of my work, and if interested, please contact me to come to an arrangement.įeel free to message me in any of these places: NEBULOUS: Fleet Command mods, all sounds: A few commercial indie games (which are currently under NDA). I accept both PayPal and in some instances work-trade as compensation. The main factors that determine price are complexity and nature of the sounds / music. Pricing will be determined purely on a case-by-case basis.
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