Shrike's Ultimate Overhaul (DEV)

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Song
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The first (sorta) release to come out of SW&A. Some demonstrator code that I can easily spare, and will maybe eventually use in a serious way in SW&A....

The Proactive Shield Concept would use an ICX-like device to protect a ship from incoming missiles, but would have some rather serious downsides....this demonstrator code is only the "destroy the missiles" stuff, but I suspect some other people will be interested in this as well:

http://xelerus.de/index.php?s=mod&id=889

(And in advance, I don't want this in MOTM, when it comes round to it for this month. Unfinished demo code doesn't count for anything. :P)


I'm thinking of eventually making this to BE a shield, rather than just an AutoDefenseDevice (and thus stackable with a shield), an overlay system to make it work (somewhat) against non-missile systems....but that's a long term goal, and my record on long term shield projects isn't that good. ;)
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Song
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I love testing heavy weapons. I still need a name for this one. Loosely based on the IFC, laser cannon array and the Ferian Plasma Cannon...it's a short-range weapon with three streams of photons intersecting in front of the spacecraft...they'll travel out a little further than that, but the intersection point is where the best DPS can be achieved. Not actually that powerful, but an interesting platform that will hopefully end up as a nice interesting weapon.

Here's a picture of me shooting at a Manticore testship with it.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Looks nice! How about naming it the "flaming trident" (seeing as how there's already a trident in-game)
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Song
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RPC wrote:Looks nice! How about naming it the "flaming trident" (seeing as how there's already a trident in-game)
Don't think so....it's three points converging, not diverting.

Maybe I'll cal it 'Dragon Fire' or something like that.


Another weapon I recently got working, and am still testing....may be a missile launcher, may be an omni, may be a cannon. Came out of a project I started in November to give the Himal a light weapon....and has turned into a swarm buster. It's still a "crude" weapon....high rate of fire, crude projectiles, and hardly the best accuracy in the world. Here's a demo of it:
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The way this works in terms of mechanics (not code mechanics....how the actual THING would work): The shell is actually rather crude. When fired, the round is ejected through the weapon using a small chemical charge to accelerate the shell away, at which stage the booster moter fires (we don't see this, because the distance is too small to scale) The fuel isn't very efficient, but it IS cheap. It burns for a few seconds, then gets ejected before it finally finishes burning (because it's not perfectly designed, and because I haven't optimised the code to make the graphics work perfectly yet :P )....the shell then continues on its way, and has a simple impact fuse. The whole thing's designed with swarm-busting in mind (I'm considering this as an NPC weapon for something).....so it's specifically meant to punch shells out over a wide area.

...of course, that makes it a little tricky to use. :P
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I've settled on that gun up the the previous post being a straight-line "gun" weapon....but I suspect I'll end up over-writing some NPC ships and giving it to them in omnidirectional mounts. Because nothing says "Stop shooting at me you plonker" like a hail of high-explosive shells filling the entire screen...and frankly, I've never really liked NPC guns always being accurate (well, apart from Urak mas drivers and Moskvas..but those suck)....in the early game, this thing's gonna kill you (*insert happy face*). Maybe even in the mid game....depends what I do with it. :P



Also, nothing says "My saturday is going well" like a new cluster munition....out of the coding of the not-overly wonderful M4 Taurus I did for SM&M...the Messenger IV missile finally has a purpose. And the purpose is to go *Bang-BABABABOOOM!*. So far, it's working rather well.
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Reworking that gun as a weapon, possibly for the Gaians (my long term goal is to be good enough to make a viable Gaian Demolition Cannon)....

Oh, and Shrike's Jokes and Megaweapons (SJ&M) is canceled. The stuff from it, with the exception of Shrike's Ultimate Messenger and a few other things, will with luck appear somewhere else....the work I'm doing for that "somewhere else" is proving...rather fun. Rather fun indeed.....
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Shrike wrote:Rather fun indeed.....
Can't wait to see what you come up with :mrgreen:
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Song
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it's the holidays! And now I can get to work on schoolwork and finish the ~5 major tasks I have to do!

...or I can code, and play minecraft.

So...yeah, lots of XML possibly coming out of the next 2.4 weeks.
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The previously "crude" weapon is now heading towards possibly being a Gaian weapon....replacing the thermo-cannons on their ships. The current version boasts an extremely rapid rate of fire, a long-lived solid-rocket motor in each shell coupled with Magic Non-Acceleration Gel (TM) to give a neat "trail of fire" effect without any unsightly (and unsporting) speeding up as the shell hurtles towards its terrified target (or somewhere within a few tens of thousands of kilometres, anyway), a deliberate "spray-'n'-pray" attitude to aiming, and sports semi-randomly timed bursts of thermonuclear DOOM at the far end of the weapons range. It is, in short, a Swarm-buster. Oh, and you'll hate having it shot at you. You CANNOT dodge the shots from this gun if you're within range*.
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Here's what it looks like at the end of its range, when the variably-timed warheads in the shells start detonating.



*by the same measure, it's also possible, in theory, to stay perfectly still and never get hit. I would not advise this, however.

(Incidentally, the weird explosion effects? That's what you get when you run Transcendence on my comp through Wine. Small price to pay for running it at all. :) )
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Those effects look great! Also, i get those artifacts as well when running under wine. I remember a single wine version long ago that did not have them... since then it has always been like that. Like you say, small price to pay.
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Song
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I am in need of a set of graphics for a new weapon that has finally (thanks to Alterecco rewriting the code and making it work) become viable for inclusion: The lamprey.

For all I've described it before, here's the rundown. Lamprey MISSILES are a medium sized, relatively slow guided weapon that contain a single warhead. The warhead attaches to the ship it hits, and waits until a certain time after firing, or until a detonation signal is recieved, depending on the model. It then goes splooey.

What I need:

1. A Lamprey missile graphic for the projectiles. I'm thinking a little larger than the NAMI/Rass/Makayev launcher missiles, but not as wide as the big NAMI Heavy rounds. Possibly a metallic grey, but so long as it looks unique and lowish-speed-missiley-enough it's fine by me.

2.Some overlays for the warheads. Think "Mechanical pteravore"....clamping arms, and a bit in the middle that looks big enough for a reasonably sized BOOM to come out of it. About the same size as an attached pteravore.


Without these...I can't build the missile up to the required standard, and it probably will not be released....I'm not having magic exploding pteravores. :P

A note in the mod credits will be given to the person who supplies graphics, if the lamprey gets released. :D
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Still looking for graphics for Lamprey....this has been a labour of love for me (and the 2-3 scripters who've donated their time to get it working), and I'd love to see it looking good in the game...
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what about a lamprey looking like a bacteriophage ?
http://www.exchange3d.com/3D-Model-of-B ... _3609.html

I casually have a low-poly bacteriophage model that we could use :P

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Hmm. Shortening it down, making it stockier (and more mechanical, although a phage is a really good place to start).....and I can see it working, certainly. :)
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fatter, more menacing ?
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