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Post by Rocket Witch on Jul 6, 2018 17:58:53 GMT
The hard cap for fire rate is at 33.3ms reload time, so there's no point trying to go lower. I haven't actually messed with multibarrel guns to see if it applies to them, but cranking up loader power on a single gun definitely won't help. Tried with stock 60mm and a 7-barreled copy with 4.75ms reload (33.3/7). Alas they consume ammo at the same rate. Attachments:
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Post by picklesthedrummer on Jul 8, 2018 12:45:26 GMT
Aww, I was really hoping the multibarrel guns would have that cap per barrel instead of for the whole gun. Though it apparently isn't that big of a deal considering I still haven't gotten around to trying.
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Post by Amistad on Jul 10, 2018 20:08:55 GMT
TBH, multibarrel guns seem kinda useless, at least for conventional guns. They look really cool, but even when I'm pumping 200KW through the loader and getting 19 MS reloads for a gun, the overheat is still after a minute and a half of firing. If I'm firing a conventional gun for a minute and a half straight, the ship likely has bigger problems than overheating. They look hella cool, though, and I guess they're more useful if I start putting megawatts of energy into the loaders. The hard cap for fire rate is at 33.3ms reload time, so there's no point trying to go lower. I haven't actually messed with multibarrel guns to see if it applies to them, but cranking up loader power on a single gun definitely won't help. I'm almost positive I've gotten lower than 33.3ms reload time for a single-barrel gun,though. Let me check. EDIT: i.imgur.com/1EzAiIi.png13.6ms reload. Did you mean 3.33? If I pump 100MW into this baby, I can get 2.33ms.
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Post by apophys on Jul 10, 2018 20:25:04 GMT
The hard cap for fire rate is at 33.3ms reload time, so there's no point trying to go lower. I haven't actually messed with multibarrel guns to see if it applies to them, but cranking up loader power on a single gun definitely won't help. I'm almost positive I've gotten lower than 33.3ms reload time for a single-barrel gun,though. Let me check. EDIT: i.imgur.com/1EzAiIi.png13.6ms reload. Did you mean 3.33? If I pump 100MW into this baby, I can get 2.33ms. The displayed numbers lie. The game's physics engine is incapable of firing more than one bullet per frame, and it runs at 30 frames per second. Test the gun in actual combat, and it will be firing only 30 shots a second.
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Post by Amistad on Jul 12, 2018 17:08:58 GMT
I'm almost positive I've gotten lower than 33.3ms reload time for a single-barrel gun,though. Let me check. EDIT: i.imgur.com/1EzAiIi.png13.6ms reload. Did you mean 3.33? If I pump 100MW into this baby, I can get 2.33ms. The displayed numbers lie. The game's physics engine is incapable of firing more than one bullet per frame, and it runs at 30 frames per second. Test the gun in actual combat, and it will be firing only 30 shots a second. well that's horrid. I guess the solution then is to pack on an asston of guns, rather than pumping energy into them to make them fire faster.
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Post by newageofpower on Jul 12, 2018 21:13:50 GMT
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Post by Rocket Witch on Jul 17, 2018 20:04:26 GMT
I think spinal guns might have been fixed to the point where they were on game release. Same with ships rolling out of control. Stuck four of my 100t 800mm guns on the front of a Corvette copy, moved and rolled it around, and it could bring itself back on target and fire from outside 5km. The guns don't always fire constantly at maximum ROF but are generally usable.
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Jul 17, 2018 20:49:47 GMT
What were they like at release? Do they track there target independent of ship orientation? I tend to use turrets more often but am always open to another spinal supergun.
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Post by Rocket Witch on Jul 17, 2018 22:12:32 GMT
What were they like at release? Do they track there target independent of ship orientation? I tend to use turrets more often but am always open to another spinal supergun. The ship lines up then fires then lines up again for the next shot. With a rapid fire gun and quickly traversing engine gimbal it should effectively be constantly staying on target. For most of the game's post-release history however this has been broken by the update that added proper evasion and target course prediction, which made spinal guns on capital ships aim at some point near the ship instead of at it, or something like that, and never line up enough to fire. The trailer for the game shows a Stinger drone tracking a ship as it passes and it starts firing again very quickly.
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ghgh
Full Member
Still trying to make kinetics work.
Posts: 136
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Post by ghgh on Jul 17, 2018 22:49:27 GMT
I'd prefer not to use propellant to aim my gun but I guess the alternative for comparable firepower is either a slow moving massive turret, or a power-hungry mass/credit eater.
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Post by newageofpower on Jul 19, 2018 1:46:33 GMT
I think spinal guns might have been fixed to the point where they were on game release. Same with ships rolling out of control. Stuck four of my 100t 800mm guns on the front of a Corvette copy, moved and rolled it around, and it could bring itself back on target and fire from outside 5km. The guns don't always fire constantly at maximum ROF but are generally usable. ;__; muh pointy armor cone
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