Topic: ship phaser  (Read 7791 times)

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Offline Don Karnage

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ship phaser
« on: June 26, 2004, 09:41:29 am »
i was wondering if its possible to change the number of beam when you fire, in tos and tmp when a fed ship use is weapon 2 beam are fire, but in sfc 1, 2 eaw/op there only 1 beam, so i was wondering if its possible to fire 2 beam insted of 1? :rules:

Offline Mace

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Re: ship phaser
« Reply #1 on: June 26, 2004, 09:56:04 pm »
.........What??????

Offline Chris SI

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Re: ship phaser
« Reply #2 on: June 26, 2004, 10:05:48 pm »
I believe he's referring to the visual effect.

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Offline Chris SI

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Re: ship phaser
« Reply #3 on: June 26, 2004, 10:10:58 pm »
This:

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Offline Don Karnage

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Re: ship phaser
« Reply #4 on: June 28, 2004, 09:57:11 pm »
yes, so is it possible to do? :iamwithstupid: :rant: :lol:

Offline SkyFlyer

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Re: ship phaser
« Reply #5 on: June 29, 2004, 12:51:22 am »
I believe you could, the only limitations would be 1) They would always stay the same distance apart,  2) They would both have the same trajectory, 3) Each phaser would be less than half of the origional size, 4) The effects of the phasers hitting the hull (The sparks) would have to change to show two separate beams, instead of one... But other than that, I believe that it is possible.
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Offline 3dot14

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Re: ship phaser
« Reply #6 on: June 29, 2004, 03:54:13 pm »
I must be missing something... I am sorry if I am.

But how do we know in the picture, the Enterprise is not just firing TWO phasers?

Offline SkyFlyer

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Re: ship phaser
« Reply #7 on: June 29, 2004, 08:59:47 pm »
thats two phasers... I'm sure of it...
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Offline Don Karnage

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Re: ship phaser
« Reply #8 on: June 29, 2004, 10:21:36 pm »
how do i move or add hardpoint with miklshape? :help:

Offline Don Karnage

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Re: ship phaser
« Reply #9 on: June 30, 2004, 06:42:06 am »
ok then, can you do it to the mod?, i will send one and see how its look on the game. :multi:

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Re: ship phaser
« Reply #10 on: July 01, 2004, 03:17:27 am »
how do i move or add hardpoint with miklshape? :help:

It is easy to edit hardpoints with Milkshape.  If you have the latest plug-ins, the hardpoints show up as joints, large circles with crosses in them.  To edit them, start on the Model tab and under the Select Options choose Joint (I think the default is vertex).  Then go to the Joints tab, the last one on the left.  Make sure the "show skeleton" box is checked.  Now your model should have several blue circles hovering around it.  On the Joints tab there is a list of all the joints.  Not all of the joints are hardpoints.  If you click on a joint's name in the list, say Hardpoint1, that joint is selected and turns red.  Then you can move it around just as you would a vertex (by going back to the Model tab and clicking the Move button).  You can also add new hardpoints, though I can't quite recall at the moment exactly which button you push, but all you do is add a joint and then name it Hardpointx.  Keep in mind which UI you are going to use for the model, so you don't create hardpoints that won't show up in game.

Offline Julin Eurthyr

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Re: ship phaser
« Reply #11 on: July 03, 2004, 09:17:17 pm »
This:




Actually, isn't that the FH phaser hardpoint on the F-CA firing there?

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Offline Merlinfmct87

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Re: ship phaser
« Reply #12 on: July 03, 2004, 09:37:44 pm »
That was my impression. What I would like to see is a phaser shot that's closer to Star TreK II WoK. I got really used to that feel and it's just a little jarring to see a solid phaser beam.

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Offline Don Karnage

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Re: ship phaser
« Reply #13 on: July 03, 2004, 10:45:02 pm »
also i was wondering the miranda class/reliant, how much power doest the ship have and the megaphaser are what (a-b-g-g2-y?) and how many shot doest it have? :2gun:

Offline Age

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Re: ship phaser
« Reply #14 on: July 05, 2004, 08:24:51 pm »
 What exactly are you wanting to do Don?What do you want the phasers to do? What game are you referring to?I would need this info. in order to help you out.

Offline Don Karnage

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Re: ship phaser
« Reply #15 on: July 05, 2004, 11:38:20 pm »
well in sfc/op i was just wondering the megaphaser on the reliant where what?, the damage the done to the enterprise are heavy so ther must be phaser A-B or Y, G and G2 dont do that much damage, also i was wondering how much power the ship have (compare to the enterprise), for the twin phaser ray i will try what i was told and see what it look like. :ufo:

Offline Age

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Re: ship phaser
« Reply #16 on: July 06, 2004, 02:39:48 am »
  The phasers of the Reliant are the same as the Enterprise in the SFC.2OP.The Reliant has 8 phaser type 1s on  it and the F-CAI WOK (TMP) in the game has 10 phaser type1s.There are no types of phasers except the 2 times 3 phaser on F-CAI Enterprise.Don are you trying to make mod if so what phaser to want on each ship?The ships have same power of 38 and it may require more power for a phaser type A.The phaser type B is  of the Klingon,Romulan and Lyran.

  There is no phaser Y.I am not sure what you asking Don.The damage done at certain ranges.

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Re: ship phaser
« Reply #17 on: July 06, 2004, 08:00:27 pm »
I think he wants to simulate the look of the movie, not adhere to SFB/SFC specs.  He is asking what he should use for the cylindrical phaser mounts on either side of the torpedo pod, with which Khan does so much damage to the Enterprise. 

Don, that is a can of worms.  Many folks argue that those are not high-powered phasers.  The Enterprise's shields were down, and she was struck in particularly sensitive spots, yet she held up pretty well.  If those were mega-phasers, why did a direct hit to the hull with no shields only penetrate a few feet into the ship?  If those were such vulnerable locations, why wasn't the ship destroyed outright, or at least irreparably crippled?  We've seen regular phasers do more damage before, though only in description.  After all, the battle in TWoK is about the only time we've had a good look at exactly what happens when a ship is hit with phasers.  Usually we just see explosions, either little blasts if the ship is damaged, or a big fireball if it's destroyed.  Considering this, some folks maintain that the "cannons" are not mega-phasers, but are some sort of multi-directional turret.  By this approach, the saucer phasers should probably have smaller arcs, say FA, L, and R, and the large phasers on the struts should have wider arcs, like FH or maybe FHL and FHR.  Or possibly, the turrets might be designed to fire aft as well as fore, with the same arc as the torpedo pod. These turrets would probably be intended to compensate for the lack of a secondary hull with more phaser banks.  To be consistent then, the Constitution class should have the same arcs for the saucer phasers, since both ships have the same configuration of phaser banks. 

If, however, you really want to have mega-phaser cannons, you could use PhX's, which can be set to overload.  All of the regular phaser banks then should be Ph1's.  The PhA disrupts electrical systems, which the Reliant's attack does not seem to do.  The PhB does more damage on hulls than on shields, maybe like carving it up as in the movie, but it doesn't look a bit like the film's FX.  Both are heavy weapons, like disruptors, and require more power.  As Age said, you might need increase the ships power, which would be odd, since it shouldn't have more power than the refitted Constitution.  The Ph4 might be tempting, but, aside from draining the capacitor very quickly, it really is too powerful to be carried on a ship.

Offline Don Karnage

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Re: ship phaser
« Reply #18 on: July 07, 2004, 12:07:26 am »
but the reliant was still more powerfull that the enterprise even after kirk shot it, is there official info on the reliant power and weapons?, just wondering?.

Offline Age

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Re: ship phaser
« Reply #19 on: July 07, 2004, 03:01:15 am »
  Don you are comparing apples to oranges here.That was a movie and you want simulate the same conditions for the game.I believe the Enterprise and Reliant had the same phaser types it is just the Reliants are mounted differently.Johanobesus is right when he says the Enterprises shields were down and being hit where Khan new where to hit them.Khan forced the info. out of the the Reliants Capt. or Chekov.If they had some sort of mega phaser Kirk,Spock and Scotty would of said so.You may recall that Lt. Savik advised Admiral Kirk to raise shields when there is no reply from a Allied ship it was some sort of rule.When there is no communication between an allied ship you are to raise shields.Admiral Kirk did not heed her advise.This why the Enterprise sustained the damage it did.Had they raised shields they would of been better off.

Believe me both ships had the same standard type of phasers on them now if it were a Bird of Prey. It would of used disruptor's as that is the Klingons primary weapons not the phaser.I would go and re watch TWOK if you have it on VHS or DVD.If not borrow it from someone you know that has it or rent it.

I didn't say this as well the Enterprise was at green or yellow alert but did not raise shields.You can go to yellow alert but you will have to lower your shields to keep your phaser charged and photons offline this is in the game though.You would have to go to your K button and select all shields and lower all of them.This is if you are going to simulate the same scenario as the movie.

There is no official info. on the Reliant and the Enterprise is more powerfull than the Reliant.The weaponry does not make up how powerfull a ship is.The engines do and the Enterprises warp coil was damaged.That is why the Reliant had more power.The Enterprise was operating on auxiliary power not on main power.This when Spock had to fix it by going directly into the warp coil if you recall.
 
« Last Edit: July 07, 2004, 03:24:42 am by Age »