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Post by omnipotentvoid on Jul 1, 2017 16:02:08 GMT
What are blast launcher reload timings based on? And why can't I change them? It would be imensly usefull to control the launch interval of sub munitions in some way, alowing better control over submunition spread, as the spread pattern has huge effects on the effectiveness of certain weaponsystems.
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Post by bigbombr on Jul 1, 2017 16:06:47 GMT
What are blast launcher reload timings based on? And why can't I change them? It would be imensly usefull to control the launch interval of sub munitions in some way, alowing better control over submunition spread, as the spread pattern has huge effects on the effectiveness of certain weaponsystems. They seem based on the time it takes for your payload to clear it's tube. You can speed up the rate of fire by increasing explosive propellant mass, and slow it down by decreasing propellant mass. For the same velocity, shorter payloads fire faster. Higher velocity leads to higher rates of fire. Therefore I assume blast launchers will fire the next round as soon as the previous one left it's tube.
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Post by omnipotentvoid on Jul 1, 2017 16:23:47 GMT
The natural question is: why?
Being able to choose the rate of fire seems far more usefull to me.
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Post by bigbombr on Jul 1, 2017 16:31:05 GMT
The natural question is: why? Being able to choose the rate of fire seems far more usefull to me. Blast launchers purpose (as envisioned by Qswitched) seems rapid fire deployment of payloads in combat. Perhaps it simply didn't occur to him people would want a lower rate fire without lowering launch velocity. Being able to determine volley size might have seemed sufficient. Perhaps suggest it?
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Post by omnipotentvoid on Jul 1, 2017 17:51:46 GMT
The natural question is: why? Being able to choose the rate of fire seems far more usefull to me. Blast launchers purpose (as envisioned by Qswitched) seems rapid fire deployment of payloads in combat. Perhaps it simply didn't occur to him people would want a lower rate fire without lowering launch velocity. Being able to determine volley size might have seemed sufficient. Perhaps suggest it? Why not increase the fire rate? There are gun designs in real life that do effectively the same thing to achieve millions of rounds a minute.
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Post by dragonkid11 on Jul 2, 2017 2:29:04 GMT
Blast launchers purpose (as envisioned by Qswitched) seems rapid fire deployment of payloads in combat. Perhaps it simply didn't occur to him people would want a lower rate fire without lowering launch velocity. Being able to determine volley size might have seemed sufficient. Perhaps suggest it? Why not increase the fire rate? There are gun designs in real life that do effectively the same thing to achieve millions of rounds a minute. The blast launcher fire rate is the rate of which the payload is launched and cleared out of the way of the next payload before launched. Any faster would have caused the whole thing to go up like 4th of July. With your ship as the firework.
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Post by ulzgoroth on Jul 2, 2017 3:05:23 GMT
Why not increase the fire rate? There are gun designs in real life that do effectively the same thing to achieve millions of rounds a minute. The blast launcher fire rate is the rate of which the payload is launched and cleared out of the way of the next payload before launched. Any faster would have caused the whole thing to go up like 4th of July. With your ship as the firework. If they were all launched simultaneously, they wouldn't collide. They aren't all coming out of the same barrel. The wrong sort of timing could get them to of course.
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Post by bigbombr on Jul 2, 2017 4:59:43 GMT
The blast launcher fire rate is the rate of which the payload is launched and cleared out of the way of the next payload before launched. Any faster would have caused the whole thing to go up like 4th of July. With your ship as the firework. If they were all launched simultaneously, they wouldn't collide. They aren't all coming out of the same barrel. The wrong sort of timing could get them to of course. They'd collide as soon as they'd try to turn.
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Post by dwwolf on Jul 2, 2017 6:13:50 GMT
Id love to be able to set a slanted angle to the firing tubes, progressing from the center. And a fire all at once setting.
The possibilities..........🙂
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Post by omnipotentvoid on Jul 2, 2017 8:36:21 GMT
If they were all launched simultaneously, they wouldn't collide. They aren't all coming out of the same barrel. The wrong sort of timing could get them to of course. They'd collide as soon as they'd try to turn. What if I have unguided submunitions? I understand the problems of collision on turnging, but why shouldn't I be alowed faster rates of fire on unguided munitions?
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Post by cuddlefish on Jul 2, 2017 11:53:19 GMT
They'd collide as soon as they'd try to turn. What if I have unguided submunitions? I understand the problems of collision on turnging, but why shouldn't I be alowed faster rates of fire on unguided munitions? Exception based design takes time, and is rather vulnerable to bugs in a complex system. I wouldn't be surprised if it comes eventually, but you have to walk before you run - best to get it working with solid reliability for the primary case first.
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Post by omnipotentvoid on Jul 2, 2017 12:18:03 GMT
What if I have unguided submunitions? I understand the problems of collision on turnging, but why shouldn't I be alowed faster rates of fire on unguided munitions? Exception based design takes time, and is rather vulnerable to bugs in a complex system. I wouldn't be surprised if it comes eventually, but you have to walk before you run - best to get it working with solid reliability for the primary case first. Maybe, but I would have had a slider for launch timing and a yellow error for timings that launched faster than the time it took projectiles to leave the tube. This wouldn't require any different implementation, just another variable as a slider instead of automatic and a different UI.
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