Topic: Missiles???  (Read 2546 times)

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nx_adam_1701

  • Guest
Missiles???
« on: May 24, 2004, 06:10:53 am »
Can someone explain the Missiles type of Sfc2Op

A, B, C, F, G, M, i think those are all it, I have no idea there differences, all i know is that the Type I does 12 pts damage and the Type IV does 24 pts of damage, but what are the difference of the missiles???


adam out

IKV Nemesis D7L

  • Guest
Re: Missiles???
« Reply #1 on: May 24, 2004, 06:56:56 am »
Quote:

Can someone explain the Missiles type of Sfc2Op

A, B, C, F, G, M, i think those are all it,




These are the designations of the launchers not the missiles.  

A racks hold 4 missiles and launch 1 per turn.

B racks hold 6 missiles and launch 1 per turn.

C racks hold 4 missiles and launch 2 per turn.

F racks hold 4 missiles and launch 1 per 2 turns.

G racks hold 4 missiles and launch 1 per turn but include a ADD as well.

M racks launch MIRVs, the Mirak X missile that splits into mulitple warheads.  

nx_adam_1701

  • Guest
Re: Missiles???
« Reply #2 on: May 24, 2004, 07:21:01 am »
Thanks that great, another question, about the ADD system, Im alittle confused, in my shipedit, I see a section that says ADD_6, and the ADD_12, I always thought the ADD was a weapon that had to be added in, and took up a weapon slot, but are there some ADD systems that do not take a weapon slot and can not be seen in the game, i hope i said it right


adam out

IKV Nemesis D7L

  • Guest
Re: Missiles???
« Reply #3 on: May 24, 2004, 07:42:34 am »
Quote:

Thanks that great, another question, about the ADD system, Im alittle confused, in my shipedit, I see a section that says ADD_6, and the ADD_12, I always thought the ADD was a weapon that had to be added in, and took up a weapon slot, but are there some ADD systems that do not take a weapon slot and can not be seen in the game, i hope i said it right


adam out  




ADD_6 - has 6 anti missile load capacity
ADD_12 - has 12 anti missile load capacity

The ADD_6 and ADD_12 columns do not provide the launchers to the ship, they provide the total of each type of launcher (excluding those that are part of the DroG launcher).  Why Taldren needed to do that separately I don't know.  But if you look at the sheilds they do the same thing, they have columns for the individual shield strengths and another for the total shield strenght of the entire ship.

The ones that can't be seen in the game are ones that are not on a designated hardpoint.  Only weapons on a hardpoint can be seen.

The lack of filling out those columns could be the source of some crash problems (this is just speculation).  I just looked at a couple of modded shiplists that I have copies of and the created ships with ADD did not fill out those columns.  

nx_adam_1701

  • Guest
Re: Missiles???
« Reply #4 on: May 24, 2004, 08:38:44 am »
k,

thx adam out

Bonk

  • Guest
Re: Missiles???
« Reply #5 on: May 24, 2004, 11:05:57 am »
I'm glad you asked this. See the last post here if interested why.  

Dogmatix!

  • Guest
Re: Missiles???
« Reply #6 on: May 24, 2004, 11:22:53 am »
SFC also incorporates the E-rack, does it not?  Sames as A/B-racks except a greater capacity of missiles than the B-rack?  Is it 8 per rack?  Can't remember.


MIRV racks are designated U-racks in the game, aren't they?

DH123

  • Guest
Re: Missiles???
« Reply #7 on: May 24, 2004, 02:23:06 pm »
Quote:

SFC also incorporates the E-rack, does it not?  Sames as A/B-racks except a greater capacity of missiles than the B-rack?  Is it 8 per rack?  Can't remember.


MIRV racks are designated U-racks in the game, aren't they?  




the E-Rack is a B-rack that can fire 2 drones per turn.

Mirvs are  "U" racks.  

Bonk

  • Guest
Re: Missiles???
« Reply #8 on: May 24, 2004, 05:04:57 pm »
Thanks, info incorporated into my scripts but I cannot find a DroE on any shiplist I have though.  

nx_adam_1701

  • Guest
Re: Missiles???
« Reply #9 on: May 24, 2004, 06:08:28 pm »
ILL TAKE A LOOK

ADAM OUT

damn caps, sorry,,not yelling

Ravok

  • Guest
Re: Missiles???
« Reply #10 on: May 25, 2004, 01:26:16 pm »
Quote:

ILL TAKE A LOOK

ADAM OUT

damn caps, sorry,,not yelling  



   

Age

  • Guest
Re: Missiles???
« Reply #11 on: May 25, 2004, 02:45:36 pm »
  The Mirak should be the onley ones with missles anyway as you read my post in D2 poster Rod ONeal SFC=SFB  

nx_adam_1701

  • Guest
Re: Missiles???
« Reply #12 on: May 25, 2004, 03:00:47 pm »
Ohh well Im not doing a sfb or tos mod, its tng so i was just thinking i should use these missiles somewhere, somehow because i hardly used them but thanks for the info guys

adam outy

nx_adam_1701

  • Guest
Missiles???
« Reply #13 on: May 24, 2004, 06:10:53 am »
Can someone explain the Missiles type of Sfc2Op

A, B, C, F, G, M, i think those are all it, I have no idea there differences, all i know is that the Type I does 12 pts damage and the Type IV does 24 pts of damage, but what are the difference of the missiles???


adam out

IKV Nemesis D7L

  • Guest
Re: Missiles???
« Reply #14 on: May 24, 2004, 06:56:56 am »
Quote:

Can someone explain the Missiles type of Sfc2Op

A, B, C, F, G, M, i think those are all it,




These are the designations of the launchers not the missiles.  

A racks hold 4 missiles and launch 1 per turn.

B racks hold 6 missiles and launch 1 per turn.

C racks hold 4 missiles and launch 2 per turn.

F racks hold 4 missiles and launch 1 per 2 turns.

G racks hold 4 missiles and launch 1 per turn but include a ADD as well.

M racks launch MIRVs, the Mirak X missile that splits into mulitple warheads.  

nx_adam_1701

  • Guest
Re: Missiles???
« Reply #15 on: May 24, 2004, 07:21:01 am »
Thanks that great, another question, about the ADD system, Im alittle confused, in my shipedit, I see a section that says ADD_6, and the ADD_12, I always thought the ADD was a weapon that had to be added in, and took up a weapon slot, but are there some ADD systems that do not take a weapon slot and can not be seen in the game, i hope i said it right


adam out

IKV Nemesis D7L

  • Guest
Re: Missiles???
« Reply #16 on: May 24, 2004, 07:42:34 am »
Quote:

Thanks that great, another question, about the ADD system, Im alittle confused, in my shipedit, I see a section that says ADD_6, and the ADD_12, I always thought the ADD was a weapon that had to be added in, and took up a weapon slot, but are there some ADD systems that do not take a weapon slot and can not be seen in the game, i hope i said it right


adam out  




ADD_6 - has 6 anti missile load capacity
ADD_12 - has 12 anti missile load capacity

The ADD_6 and ADD_12 columns do not provide the launchers to the ship, they provide the total of each type of launcher (excluding those that are part of the DroG launcher).  Why Taldren needed to do that separately I don't know.  But if you look at the sheilds they do the same thing, they have columns for the individual shield strengths and another for the total shield strenght of the entire ship.

The ones that can't be seen in the game are ones that are not on a designated hardpoint.  Only weapons on a hardpoint can be seen.

The lack of filling out those columns could be the source of some crash problems (this is just speculation).  I just looked at a couple of modded shiplists that I have copies of and the created ships with ADD did not fill out those columns.  

nx_adam_1701

  • Guest
Re: Missiles???
« Reply #17 on: May 24, 2004, 08:38:44 am »
k,

thx adam out

Bonk

  • Guest
Re: Missiles???
« Reply #18 on: May 24, 2004, 11:05:57 am »
I'm glad you asked this. See the last post here if interested why.  

Dogmatix!

  • Guest
Re: Missiles???
« Reply #19 on: May 24, 2004, 11:22:53 am »
SFC also incorporates the E-rack, does it not?  Sames as A/B-racks except a greater capacity of missiles than the B-rack?  Is it 8 per rack?  Can't remember.


MIRV racks are designated U-racks in the game, aren't they?