Personally i think that the standard corvette isn't that good against fighters. so i addef the flack burst to it.
giving the vette the flack frigate's weapon would make the frigate useless. so i created my own weapon
15 and 20 are the up and lower damage limits as far as i'v seen. it is calibrated so that it will do much damage to unarmoured ships, figters, but little to no damage to other ships,StartWeaponConfig(NewWeaponType,"Fixed","SphereBurst","ArtilleryBurst","Normal",0,0,60,2,0,0,10,0,0,0,0,0,0,0,0,0,0.1,"Normal",1,0,0)
AddWeaponResult(NewWeaponType,"Hit","DamageHealth","Target",15,20,"")
setPenetration(NewWeaponType,5,1,{
unarmoured = 0.9,
},{
lightarmour = 0.6,
},{
mediumarmour = 0.4,
},{
heavyarmour = 0.2,
},{
PlanetKillerArmour = 0,
})
the weapon of the corvette is the following:
the italic type are the two lines that i added to the weapon's file. the bold type is the smaller flack explosions.StartWeaponConfig(NewWeaponType,"AnimatedTurret","Bullet","Kinetic_Small","Normal",1500,1200,0,0,0,0,1,1,1,3,0,0,1,0,60,60,0.1,"Normal",1,0,0)
AddWeaponResult(NewWeaponType,"Hit","SpawnWeaponFire","Target",0,0,"hgn_vetteflackburst")
AddWeaponResult(NewWeaponType,"Miss","SpawnWeaponFire","Target",0,0,"hgn_vetteflackburst")
setPenetration(NewWeaponType,5,1,{
PlanetKillerArmour = 0,
},{
ResArmour = 0.8,
})
setAccuracy(NewWeaponType,1,{
Fighter = 0.12,
},{
Corvette = 0.13,
},{
munition = 0.2,
},{
Frigate = 0.8,
damage = 1,
},{
SmallCapitalShip = 0.6,
damage = 1,
},{
BigCapitalShip = 0.6,
damage = 1,
},{
ResourceLarge = 0.6,
damage = 1,
})
setAngles(NewWeaponType,0,-180,180,-10,60)
setMiscValues(NewWeaponType,1.5,0.5)
addAnimTurretSound(NewWeaponType,"Data:Sound/SFX/ETG/SPECIAL/SPECIAL_ABILITIES_TURRET_ON")
also, on a seperate note, i figured out what the range and speed of bullets. i.e. "..."Normal",0,4000,..." the first is the speed of the bullet or ion beam, and the second is the range. this is taken from the ion cannon frigate's weapon. it's range is 4km, while the range of the platform's ions are : "..."Normal",0,6000,..." 6km.
the rest of the numbers are most likly weapon life times, aminations ect.
Returning to the upper and lower limit of damage for each weapon, i'm wondering if one can make them negative so that instead of damaging the ship it heals the ship...Hrm...
now that would be interesting.![]()



< :dyn: ??

