Shrike's Mines & Missiles ++

A place to discuss mods in development and concepts for new mods.
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Well, I'll see about that in due course, once I've got more sounds ready to go.

In pretty-picture news, here's a test run of the new and revised S1 Hydra missile for the NAMi heavy. It's now a heavy swarm-busting missile, deploying 5 submunitions with nice big blast warheads.

Image

Graphics aren't final, but they're close to it.

Edit: I've also altered the standard missile-launch sound so it can be used on the Makayev launcher. It's a considerable improvement.
Edit2: I've asked George about what the licensing/rights around the stock sounds is like. Depending on what I get back, hopefully I can release a preview pack soonish.
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I've recieved the go-ahead (for the record, it's the same license as the artwork: free to reuse or modify for transcendence-related stuff), so I'll be collecting together some stuff and releasing it over the next few days.
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Having spun off the sound work into SASS, I've returned to working on SM&M++. Some possible code improvements cropped up on IRC day that would allow for massively higher flexibility, so with luck those changes will happen in time for me to do something interesting with them. I'm now working on a graphics pass on the NAMI mine launcher. It's not been touched since 2010, and it shows. I'll probably be removing some of the mines and/or replacing them with new, better ones.

Interesting fact as to why you should use SM&M+ and SM&M++: I've been messing with the vanilla mine launcher while testing SASS, and it actually has an absolutely fatal flaw in its current release. Because fragmentation distance is fixed (for now, although hopefully for not that much longer) the mine will often explode far enough away that small targets are missed entirely. Given the low damage of vanilla mines, this makes them useless against large targets, and little better against small ones. For example, I hit a centauri raider nine times with a CRM500 before it was actually hit and killed. Fortunately, because SM&M has always given mines a bit more "oomph", you can use the mine launcher secure in the knowledge that this will not happen to you! Mines in this pack have a larger fragmentation effect and thus usually (except the CRM900, 400 and that other one I can't remember) damage the things that set them off. I'm working on fixing the rest as well, although some coding issues have arisen.


If and when the ability to alter weapon detonation radii gets added to the game, it will massively alter my ability to get the NAMI Heavy working properly. At present there's issues with failsafe code that can't be fixed and so some weapons are impossible to get working. Hopefully being able to tweak more things will make the difference.
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Having done more experimentation, I believe there's a bug with proximity detonation. If a ship is travelling directly towards a fragment, the fragment will not proximity-detonate until it hits (at which point, you get the full effect). If it's even slightly to the side though a different set of code seems to handle it. Trouble is that this code is far more sensitive and detonates things too far out: at present the SM&M++ version of the XM900 (and varients) are virtually useless at some angles, and the mine varient is *completely* useless. Ah well, more for me to fix later.

Today, I fixed the M4 'Taurus' missile. This is a swarmbusting cousin to the M5, packing a large amount of firepower but having issues against large ships. At least, that is the idea. In practise it did far more damage than the M5 because the submunitions had defective failsafes (probably a bug, but I don't care enough to track it down) and would detonate instantly upon being spawned, smothering the single thing that it hit with massive overlapping damage. Clearly, this was unbalanced, and also ugly. So I fixed it. The new M4 has reduced submunition damage (thermo, 1d10) and no radius fragments from the submunitions. However, it has massively more of these munitions. The old missile had 55. The new one has 240, and they spread more as well. The result is an incredibly effective swarm-buster (although it does suffer from bad proximity code like all other medium-small radius AoE/frag weapons), that still isn't as versatile or as lethal as the M5. Unfortunately, the missiles description text seems to be broken. I guess if you have enough fragments coming off a missile the game stops counting them.

I also revamped an old favourite of mine: the CRM600 "Patriot". While it'll be getting a name change at some point, this mine is virtually unchanged from the original SM&M. It fires a single massive plasma burst with 100% passthrough chance at the enemy that triggers it. Needless to say this is not a very common nor a very cheap munition. However in large engagements it can do serious damage to a heavy vessel, or kill numerous small ships throughout a fleet. Tweaks for SM&M++ are mostly down to graphics, making the hit effects consistent and more befitting the weapon. I may tone down the passthrough and damage though.

Next stop will be the M2 missile. In the vanilla game, this is just a watered-down M5. This has two drawbacks: it's impossible to tell the two hiteffects apart, and it makes the impact of the M5 less than it should be. I'm hoping to make it a little more distinct. It may end being a little smaller though. All for a good cause though: The M5 is becoming a shock-and-awe weapon that can take down even a phobos if you've got a few dozen of them. I'm also considering modifying the Kytryn Launcher. Historically, this has been an incredibly sucky weapon that uses out of date 0.99-era effects and is almost impossible to use (and for good reason. It's horrible). I'd like to make it the ultimate in teraton technology, using a similar projectile to the CRM600, only turned up to eleven. The Kytryn in this case would probably fire an immensely powerful plasma burst that rips and cuts through ships like a hot knife through butter. The downside will, as always, be the extreme rarity of the weapon and ammunition (although there's always the possibility of making it a little more common.
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Today I rebuilt the M2 Vulcan as a smaller missile, with resized effects. This doesn't alter how goo it is (much), it just differentiates it from the M5.

I've also started work on the new version of the Kytryn launcher. This new version uses a lot of power (currently 600MW), has a high mass, uses the same absurdly rare ammo as always BUT which now weighs about 3-5 tons per round (haven't settled on which yet). However for all that you get a weapon that can kill a Phobos in 3 hits. I may need to alter it a little, but I'm rather happy with it right now.
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I've now ditched the Kytryn for the time being. The remade version was fun, but impossible to balance.

SM&M++ is mostly on hold, partly due to an attack of depression which I'm hopefully starting to work my way out of, but mostly because I've been working on SASS and RL projects. However, I'm now working to plan out exactly what I want in the final version of SM&M++. Here's the current todo list, which is likely to be added-to and altered over time:


GENERAL TODO:

-Revise weapon damage to meet balance-curve (will require some interesting testing, since some of my munitions use stuff vanilla doesn't and thus need some adjustments that don't have examples)

REVISIONS:

-NAMI Heavy: Undo experimental tweaks, fix broken effects (again) and get it ready for a quick spruce-up when/if we get custom proximity radii. That spruce-up will significantly alter the way you use the weapon: The M2 and M5 will be contact triggered only. Proximity will not detonate them. This means they're excellent for larger targets, but not so good against a mass of gunships. This means that the S1 and S3 will be far more essential to anyone using this launcher. I may also rework the current M4 into a short range "shotgun" type system designed for emergency use and ultra-close combat (like the "shotgun only much bigger" rounds for 40mm grenade launchers IRL). The M3 EMP missile will likely also get some changes so it doesn't suck as much. The M1 is fine though, although it will possibly also lose proximity.

-MAG Launcher: Complete revision of the weapon. At present, the SM&M+ MAG launcher uses a system from Northwind that allows for mode-switching. This allows it to function in three different modes that alter the way in which it behaves. This will be removed and the modes shifted to being on the projectiles themselves (ie: different characteristics for specific munitions). This doesn't make as much in-universe sense as the previous method, but it allows me far more flexibility. In addition, I'll also be revising the vanilla MAG projectiles. For example, I'm planning as an experiment to remove all velocity from the 3K siege MAG. It'll have more damage than before, but to get it to hit you'll need to carry out a bombing run right at the target.

-NAMI Mine Launcher: Revise current effects, finish tweaking them up to scratch. This one's mostly done, it's just waiting for custom radii. This will allow more interesting munitions such as the CRM400 to actually work properly. Scratch that. It'll allow *everything* to work properly. The vanilla NAMI Mine Launcher is one of the worst hit by the buggy proximity code, and is virtually useless at present.

-Rassiermesser Launcher: I like this launcher as-is, but I might take a look and see if I can add one or two extra missiles to it to make it a bit more exciting.

-Orkan Launcher [Possible]: I'm on the fence about altering this. It's a corporate command item, so messing with it means my mod breaks compatability with vanilla (which is an issue). On the other hand DEAR GODS ABOVE, AROUND, AND SIDEWAYS....this thing is boring by default. I'd fork-off some of my more interesting 'Azriel' projectiles onto this one if I do touch it.

-Kytryn Launcher: Come back to this later, maybe. If I can work out how to get nice particle effects on it, it'll be awesome. Otherwise.....ehhhhhhh...nope.

NEW ITEMS/WEAPONS

These are items completely new to the game, but they're based on my understanding of the companies and should fit in reasonably well with the balance curve.

LAUNCHERS:

-Omnidirectional Makayev Launcher. This cut-back version of the Makayev launcher allows missile-spam in any direction, at the expense of a slightly reduced rate of fire. The config will also be altered to bring the fire-points a bit closer togheter so it looks more like a turret (or maybe I'll just remove one of the two points). This is the only omnidirectional launcher in SM&M++ as of the current set of plans.

-Bushido Energy "Launcher": The name is rather erroneous: This isn't so much a launcher as a holder and tuner for single-shot disposable energy weapons. Bushido, apart from their old thermo-cannon design, do not really seem to do much in the realms of heavy projectiles, and so a missile launcher would be a bit odd for them. The Bushido launcher uses pre-loaded explosively-pumped cartridges, that when fired create an extremely powerful energy blast. This is then focused and "tuned" by the launcher itself, while the remnants of the cartridge are ejected to get rid of some of the heat of firing. The result is a weapon that's more powerful than a standard energy weapon, but uses a bit more reactor power than a regular launcher. The "missiles" might also be a bit more expensive. Several different types will be provided (Heavy Particle and EMP are definites, I might also do a damaging Ion cartridge), and they'll be non-tracking but high damage weapons. Might also be a short-range spread VS long-range beamy-thing difference between different loads. This does depend on me finding/coding/creating decent effects for them. This is the only energy-based "launcher" planned for SM&M++. And yes, it's going to suck against the Dwarg. There's no way to get around that, sorry. The other problem is making this not completely outshine the Nandao Bolt Cannon.
Edit: Or I can just rebuild the Nandao to make this weapon. So that's what I'm doing now.

-EI Launcher 1: This will be a short-range weapon that competes with the MAG launcher, but isn't as versatile (Rassiermesser is a far more innovative company, while EI plays it safe). I'm considering layouts right now, but I'm liking the idea of firing 3-5 micromissiles in a tight "fist" configuration, or a scatter configuration. This weapon will take some time to design properly. I need a name for this. Maybe an homage to the old "pod launcher" in Frontier? Edit: This will be a revision of the Dragonfly Missile System currently in the game

-EI Launcher 2: A relatively generic mid/late-game launcher, specialising in armor-piercing missiles, designed to compete with the Orkan and NAMI launchers. This will be based on the modified 'Azriel' launcher that was previously in SM&M++, with a few missiles tweaked an/or removed. I also need a name for this.

-More disposable missile racks? I'd like to make them more of an option for players such as myself, who generally don't bother with a missile launcher.

ICX/MISSILE DEFENSE (It has "missile" in the name, it's totally relevant to this mod topic):

The aim here is to make point-defense an option right throughout the game....but also not to make it too good. While the current buggy point-defense code means that's not really an issue, in the future it's entirely likely that fixes will buff all PD systems. So I'll try to keep this stuff balanced nicely.

-Makayev Point Defense Unit: A late-game point defense unit. I'm not sure whether to base it on the Omnidirectional Makayev Launcher (and use the northwind invoke code to make it swap missiles) or base it on one of their other weapon systems.
-Rassiermesser Missile-Intercept system: A midgame point-defense system based on the Smartcannon, and requiring smartcannon shells to operate. The only guided point-defense system planned for SM&M++ (because Innovation. Also because it's more obvious with this thing that point-defense sucks right now.)
-DK10/PK25 based point-defense?: These guns seem like they'd be suited to point defense, but not as-is. I once altered the PK25 into a working system, so I think I can do that again maybe.
-Longreach/ICX tweaks: Port these over from Elemental Shift and alter them to fit in with the new point-defense items. Basically interaction tweaks.
-Integrate better code from PDmod? This might fix some of the more horrible issues with point-defense.


SOUNDs

-SASS integration. Currently, SASS and SM&M++ cannot run at the same time. If I spin-off SASS as a library, then I can make SM&M++ handle the over-rides (which will mean adding some extra weapons into the mod), while SASS purely defines the sounds.
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Dragonfly missile system and Bushido energy launcher are both in the game and working now.

The Dragonfly currently has two missile types. the 'DVK' type is the same old effect as always. The 'DVR' is the same, but blends in modified effects from the Urak howitzer to make a proximity blast effect (Fun fact: The stock Urak Howitzer is also crippled by bad proximity code, and its damage per fragment is actually lower than the stock dragonfly. It's really not a very good howitzer.). This will probably change, since proximity is buggy as hell. The final type that will definitely be in is the DVX, which is thermonuclear. I may also add a radiological variant similar to the stock XM300/SM&M+ "Reaper" missile. Names are subject to change, of course. The SM&M+ version of this game has a 50ls range, down from 100ls in the original. This is not a launcher for long-range sniping.

The Bushido energy launcher replaces the Nandao Bolt Cannon (so it's a little harder to farm items for Dvalin, sorry). It will eventually have 3-4 projectiles, but right now it has two. The first is the same as has always been in the game, but with a new shot effect because the old-old graphic was a little ugly and would be hard to replicate for the other shot types. It doesn't look very different though: you'll notice it when it's fired at you. The new one I've added is a shieldbusting EMP round. It doesn't freeze for very long, and the damage is quite low....but it is nonetheless quite a useful tool. I'm probably also going to add a device-disrupting ion round (that does real damage as well), and maybe a positron round. This launcher has an interesting feel to it already, and I'm hopeful that with relatively cheap an abundant ammunition it will actually be useful.
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Today I worked out how to make a better explosion graphic by abusing the hell out of the particle system. The trick is to use particle fragments as graphics, but not as actual damaging elements. The reason for this is threefold:

1. Particles that the game generates (as opposed to missile-based particles) have horrendously buggy hit detection and will oftne pass right through a target. This is particularly common immediately after generation. This makes low-density particle weapons unsuited to general use in missiles.
2. Damage control. because of their...unusual properties and the way in which damage is calculate for this sort of weapon, particle-based explosions have both a heavy drop-off with range, and an exceptionally difficult balancing act. It's very easy to make a weapon that's absurdly overpowered or absurdly underpowered. In fact, it's possible to do both with the same weapon. Shields are also unusually effective, but you get "phantom WMD" effects as well. In short, it's stupidly hard to balance these things.
3. The audio system. The game tries to mix the sounds ingame in real-time. This is fine under normal conditions, but it can only handle so many sounds at once. Where does this fall down? When you have an awful lot of hits at once. When you've got 700-1500 particles all hitting multiple ships at once (yay, buggy hit detection causing passthrough!), you have two problems. First, the game lags to a crawl as the sound system desperately looks for a way to end its torment. Secondly, your eardrums will collapse because the system gives up and throws everything at you.

The solution is simple: Remove all damage from the particles, and give them null hiteffects. The latter is redundant, but that's a good thing here. Simply giving a null hiteffect will not work: the shield hiteffect is hardcoded and can't be changed, and so you will get horrible lag and ear-murder when you hit a shielded target. Removing all damage means no hiteffects are generated in the first place, and the null code is just for good measure.

However you've still got to get some damage. The trick here is to use a fragmentation pattern, shockwave and/or radius fragment to do your damage, hidden under your particle effects. With care, you can get extremely complex graphical effects going without the use of a spritesheet.

I've been using this approach experimentally, and I'm close to having a working final weapon. I chose the Quantumsphere Disintegrator for an upgrade, because I though it could use one. It's now a little more spectacular than it used to be.


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Screenshot taken using a test-missile with identical setup, weapon is not currently balanced or finalised.And the blue is slightly the wrong color (I based the particles off the Ion9, so it's a bit deep. I'll fix that later). In this case, the small effects are purely decorative particles. On proximity or impact, the projectile spawns 175 small no-damage fragments, plus a small flare effect on each of them. It spawns 8 fragments that travel away from the detonation, with damage and disintegration effects. These are missile fragments, so they're a bit more reliable. However, because they're spawned outside of the central hitbox, they often won't hit a small target in the middle of the effect (although the centaur raider in these pictures has absorbed one of them). To hit that, plus anything else right next to it, there's a small radius fragment with a larger flare effect, finishing off the effect.

This is rather conservative: even with damage enabled I was able to get up to 300 particles working quite nicely on the very first test weapon. However, for this weapon I toned it down so it didn't overpower the graphics. But with hiteffects and broken sound code no longer an issue, I am planning to ramp up to much larger numbers (500-2500 particles) on the next set of test weapons. This weapon also only uses only one set of particles for graphical effects, and they're a pretty basic type and style. In theory, the only upper limit is what a computer can handle, and other styles of particle can be used to fake more complex effects. Since the graphics code is fairly well streamlined (it seems), this could result in exceptionally complex effects being possible. Although it'll never be as good as an exceptionally well made pre-rendered graphic made with something like Luminous, of course. Not that that stops anyone from combining the techniques, of course.
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Development has slowed down for the resumption of classes. I've got a few ideas for future stuff though.
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I've been working a bit on improving the default missile pods. This may not make it into the release version though.....I'm trying to make them attractive as short-duration upgrades to boost firepower, but that requires installing two at once......which the game doesn't support (even with linked fire). My exams end in under a month though, so hopefully when summer comes around I can look at what the engine does support properly.
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Shrike wrote:I've been working a bit on improving the default missile pods. This may not make it into the release version though.....I'm trying to make them attractive as short-duration upgrades to boost firepower, but that requires installing two at once......which the game doesn't support (even with linked fire). My exams end in under a month though, so hopefully when summer comes around I can look at what the engine does support properly.
Would it be desirable/possible to achieve this through having the 'use' of a new launcher pod while one is installed add its ammo to the equipped launcher and increase the firerate(via a 'fast' enhancement)? Another way to make them worthwhile is to give all pods a fairly large upgrade over the base launcher as the tradeoff for limited ammo, with the logic that the pods are modified for short bursts of firepower at the expense of reusability(This would also solve the problem of the missile pods being fairly rare and the possibility of dual - wielding thus being only mildly useful).

Alternatively, they could be used as tinker ingredients for something or other, possibly an enhanced or dual version of the basic NAMI launcher.
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Some of those work, some don't. I don't like messing around with multi-device switching systems because TransLisp is an opaque sea of annoyance to me. I'd also like to keep some flexibility: altering the installed launcher means I can't use different projectiles at the same time. Tinker ingredients would be nice though. I might add some extra stuff for them and possibly some launcher-enhancers. It'd certainly be in character for them to see about improving some of the more lackluster launchers.

The current method I've been using is to use the side-mount system....this allows any two missile pods to be installed at once on top of the launcher, but with the usual "only 2 side-mounts per ship" restriction. This works fine, with one small issue: the inability to install them. Currently I need to install them as non-launchers, quit the game, edit the XML to make them launchers again, then load the save. Not the best system out there. Hopefully we get something better in time.


Current extra launcher plans (*=can't do it yet)

-DM600/1500/NM900 swapped to side-mount system*
-Side-mounted MAG weapons that fire a burst of grenades at once *
-Improve Bushido Energy Launcher
-Bushido secondary weapons: these are reactor-fueled energy weapons that fit into the launcher slot. They're not as powerful as a regular launcher and use more fuel, but they don't require heavy ammunition either. This contrasts to the energy launchers, which DO require ammo.
-Finish reworking the Dragonfly
-Finish EI Launcher 2 (and name it)
-Omnidirectional Makayev launcher
-Think about reworking the MAG launcher....again....

Tinker weapon ideas I can come up with off the top of my head:

-Fast-fire NAMI (There's a few ways to handle this, but a higher ROF should probably be balanced with heat buildup or a higher level)
-MAG turret (about as sucky as the regular MAG, but omni!)
- Heavy mining laser (Mining laser + collimator + some other energy weapon with a decent emitter = heavy laser weapon that can mine)
- Advanced Bushido Energy Launcher (needs a better name. Basically two BELs joined together to fire like a Shuriken, doubling DPS but maybe having a downside? I dunno. Current tinker stuff is pretty insane.)
-Smartcannon-based missile weapon. Requires a smartcannon and a heavy kinetic weapon (or an accelerator instead maybe?) to fabricate. Ammunition is custom-built out of smartcannon shells. Fires 5 tracking rounds at once, for slightly higher than 5X the smartcannon damage-per-shot (so that it's actually worth making it).
-Tinker minelayer. Fabricated out of MAG launcher, a few other bits and pieces. Replaces minelayer mode on the MAG launcher from SM&M+. Deploys low-level mines. Mines fabricated out of MAG rounds.
-Missile Speedloader. Made out of a fastloader? Maybe? Increases ROF of all installed non-energyweapon launchers.
-Missile Accelerator. Increases damage of kinetic-only missile launchers (if I make some of those). Made out of cannon accelerator. May or may not stack with accelerator.
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Exams are about to get started, which means in a month or so I'll have plenty of spare time to work on this stuff...I hope.

However, I've got the prototype of a level 7 tinker weapon working. It's kinetic, so the base damage is absurdly high. But it's hard to make and has severe absorption issues with higher level armors. It fires a single round that splits into 20 tracking missiles that autoacquire their targets. However, the proximity fusing (completely accidentally at first) only goes off at very close range-to-hostile. As such, it's sucky against large ships because of armor issues and the fact that all those shots won't be hitting the same segments. Against lighter ships or swarms though, it is an exceptional weapon. I'm currently calling it the 'Kraken'.

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Next up, I'll see about getting the ammo tweaked and balanced....and then I'll work on some other things. Eventually, I'll need to edit the tinker XML so these things can actually be made (they're not random items: that would be overpowered).
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I've been spending some time on the Iocrym again, and it seems to have paid off. I've made the iocrym repeller far more viable, have a longer range, have area effect (this does cause graphical issues, mostly because of buggy existing ingame stuff), and also give it a very light shatter (you can tell that George only uses shatter for a single thing: it's completely unbalanced. Shatter1 is nice against the smallest things and nothing else, shatter2 will take out all playerships and most freighters in one hit. The repeller now uses shatter1). I've also started messing with the Avalanche and Fracture cannons so that the new repeller doesn't make them useless.


A while back, using the old graphics trick I found (which Wolfy refined), I also redid the shot effect (and nothing else) of the Ares Plasma Archcannon.

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I think it looks a lot better now. The extra effects may cause lag if too many projectiles are onscreen at once, but if you've got that many APA shots flying around you have bigger concerns than a little lag.
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that APA looks awesome ! :D
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