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Post by quarkster on Sept 27, 2016 21:56:12 GMT
I was just messing around with making minor modifications to the stock 3 mm 200 kw railgun and I found that adjust the reload time had no impact on muzzle velocity and minimal impact on power draw until some pretty extreme power was applied.
If the rate of fire is increasing and the power draw to fire the projectiles is being held constant then the kinetic energy (and thus muzzle velocity) of the projectiles should be dropping as there is less firing energy per projectile.
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Post by qswitched on Sept 28, 2016 1:25:39 GMT
Rate of fire you see in game is a combination of reloader time and railgun firing time. Thus, if the reloader time drops, this has no effect on the actual weapon fire kinetic energy, because the actual firing time is unaffected. I may split out the rate of fire number into reload time/firing time to make things clearer.
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Post by quarkster on Sept 28, 2016 3:16:25 GMT
Everything I just described was with reload time higher than cooloff time, so that shouldn't be applying here.
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Post by qswitched on Sept 28, 2016 3:37:34 GMT
Cooloff time is a different attribute altogether and is independent to reloader time and firing time.
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Post by quarkster on Sept 28, 2016 5:03:41 GMT
Perhaps it would be a good idea to display that value somewhere then?
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