Poor man.because there is no oxygen in space.
Poor man.because there is no oxygen in space.
You wouldn't hear those "firecrackers". There is nothing in space for sound to travel through. A weapon would loose explosive power in space because there is no air or very little air. If you want to to a lot of damage on a vessel in space, you'll either need to make the weapon bigger, or let the dibris do the work. Which is probably will either way.
Any updates?
Where are you keeping tack of the fired weapons? In the CombatMFD?
You could have a list of pointers pointing to each weapon... and when it explodes, move the pointer to a list of explosions, before finally destroying the class and removing the pointer.
KeyCommThat's where the problems begin. How do you get the type of weapon for the vessel pointer, so that you can spawn the right explosion mesh with the right damage information? The only way is to make it independent, as it's own class or it's own DLL. And then more problems start![]()
I think we could use it to experiment, yes.Sorry again for posting what is probably incoherent nonsense, but again another curiosity. Could this addon potentially be used to find out what space combat would actually be like? Because, if you think about it, we really have no idea, just as before the skies were a combat arena we had no idea what it would be like.
I have no talents in coding or whatever, but would it be possible to model things like power consumption and mass of different weapons and suchlike, and then you could find out what the most effective weapon on each spacecraft was?
I think we could use it to experiment, yes.
You can make custom weapons using CFG files, no coding required. Look at the documentation for how to do this. In future versions (when I finally find the magical workaround) damage will be implemented as force, using orbDamage.
The link you posted earlier was helpful, btw, thanks.
We've already had a long and detailed discussion as to why fighters are impractical in space, in another thread.The heavier weapons would be more effective against a space craft. However, the weight of the space craft from carrying the weapon might decrease the preformance of the space craft and make it an easy target for smaller and/or more menuverable space crafts. But once in space, the menuverability is deturmined by the thrusters and main engines. To make a weapon homing, you'd need to put some sort of AI interface.


Hm. I can't recreate that bug. The MFD is named differently from the last release - now it is called "Weapons Manangement".Where is the mfd???
I activated OBSP in modules tab but in orbiter there is no mfd.
I looked in cfg and drawMFD is TRUE.
I am doing something wrong?
Yes but there isn't anything that has something to do with OBSP