Page 3 of 10 FirstFirst 12345678910 LastLast
Results 101 to 150 of 487

PDS Mark V Discussion Thread. (v7.0)

  1. #101
    Member
    Join Date
    Mar 2005
    Location
    ENG-ER-LAND!
    Corsair - Depends on the atom, some actually weigh more when you fuse them. And in some nuclear reactions a significant fraction of the energy goes into making a neutrino (or antineutrino ) which carries that energy clean out of the galaxy.

    And making antimatter requires more energy than you can ever get out of it.

    Reality is only a special case of imagination

  2. #102
    Member CorsairX's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Unknown - good point
    i heard that when radioactive decay takes place there are observed antimatter particles in the procces, smaller then atom size but the key can be in radiation.
    -edit
    http://www.parascope.com/en/antimatr.htm
    the higs could have a production facility that produces antimatter
    in a similar way they would just need to develop better ways wich are possible in theory but we dont have the ability now
    but i think that antimatter weapons/powerplants would never make it to fighters/corvettes/frigates
    why? pure economics, they die too fast and the technology involved is too expensive
    -edit

    Nekokaburi
    we would need "shields" based on pure energy projection
    it was shown very good in the game "Nexus The Jupiter <something>"
    every ship had 2 types of shields one protected the ship from projectiles the second type from energy weapons
    the correct shield would activate when the onboard computer detected the type of weapon

    This gives me an idea. In the future od pds there could be shields wich would rotate frequency/modulation to be effective against projectile and energy weapons
    The only problem would be with pulsar/plasma weapons becouse they are like "instant" hit

    Glacialis
    nobody knows maybe there is not? so why dont we stick to the only known working theory?
    Last edited by CorsairX; 15th Aug 05 at 1:29 PM.

  3. #103
    Member
    Join Date
    Sep 2004
    Location
    Grand Rapids, MI
    Because there is a lot of science in the HW universe that we cannot explain with present day science. Let's not limit what they can do to what we know. We extrapolate from the base capabilities demonstrated in the three games, and we logically progress as we go along based on need.

  4. #104
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    So what are we up to in the dev team? Most of it is strictly staff-in-confidence (staff problems? What staff problems, I don't see em), but...



    Qwaar-Jet Evolved, or QJE has been cleared for weapons and systems outfitting. Same for the Hiigaran battle sloop.

    Marquess (mark 2) CVA has also been deployed. This one is a testbed for 5G capital ICA weaponry and accompanying fire control systems.

  5. General Discussions Senior Member Modding Senior Member  #105
    Philosophizer Locutus's Avatar
    Join Date
    Jan 2005
    Location
    Chasing my heart through the Spaceways
    Quote Originally Posted by Tel'Quessir
    staff problems? What staff problems, I don't see em
    *Raises hand, points to James, Solaufein and ThomasTheCat*

  6. #106
    holy crap that QJE looks totally badass!! And is the Marquess a higgy ship? OH and what is the fate of the Nihvala?

  7. #107
    Kleiner Traum
    Guest
    I like the militaristic look that the textures have given to the QJE. Is the scale going to be changed at all? (ie. larger than the origional)

    More tidbits, please!

  8. #108
    Mr T4E
    Guest
    The new textures on the QJE look much better than the previous ones. It looks like a Vaygr rather than a Taiidan ship now.
    :jaw:

  9. #109
    Member CorsairX's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    QJE... wow

    Glacialis
    yeah its still a game

  10. #110
    Member
    Join Date
    Mar 2005
    Location
    ENG-ER-LAND!
    OMGWTFBBQ, that thing looks good. Am I right in guessing that the forward weapons will be either crusader lances or plutonium ion beams?

  11. #111
    eglacirion
    Guest
    Quote Originally Posted by Homeboy
    PDS 6.1 BIG file Download: 53 MB, selfextracting WinRar File

    This is my shortcut:
    "D:\GAMES\HOMEWORLD 2\Bin\Release\Homeworld2.exe" -mod pds61.big

    Make a new shortcut and modify it. Test it, sometimes You have to change the location of the hyphens ("") to include or exclude the "-mod pds61.big". Very simple to test, Windows will tell You it is wrong in that case, when You hit OK in the shortcut properties dialogue.
    And remember that if you call the mod something else, the shortcut should reflect that.
    Never mind [D:\Games], it should reflect Your HW2 install directory, and I put all my games in D:\Games.
    Thanks for the link :bow2: , seems Filefront is down at the moment -.-

  12. #112
    Orion
    Guest
    While we all know I'm a Hiig fan (especially with this new ICA crap) that QJE does look cool. Kudos.

    Tel, I sent you a PM a while ago and never recieved any response. I don't know if that was intentional or not, just thought I'd bring it up.

    Anyways, sorry I've been gone recently; I just had my wisdom teeth yanked and I've been kinda... under the hurricane, if you get my meaning. Tel was kind enough to add me to the PDS Dev Team, so I look forward to working with them (and Tel, of course). I would appreciate if one/all of the other Dev Team members could add me via MSN (in my profile) so I can get up to speed on what's done, what's getting done, and what needs done. Much thanks.

    And Tel... I am a BC wh0re over here... so whatever you replace the PoH with, it better be good!

  13. #113
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Acknowledged MSN - Hoodad, Shiva, [G], Thorin, A7, Bigfish and myself can be found on MSN on various parts of the day. As for PM - do refresh my memory.

    Dev update:

    More realistic railgun performance in 6.2. Courtesy of Thorin.

  14. #114
    Mr. Pete
    Guest
    People have been pushing fighter energy weapons for ages. Even in the form of gatekeepers and such.

    Good job on implementing them.

  15. #115
    dang sometimes I miss my dev. privilidges. It seems the only thread that makes any progress that interests me is the Dev. Board on Penguin-Mayhem. It's so very mean to hear "only users granted special access"

    Anyways, all this progress looks great! I can't wait for the new release

  16. #116
    Orion
    Guest
    After testing some of it, I'm fairly certain the general public is going to be greatly pleased with the improvements.

  17. #117
    so I hear that the Prince is getting a little outdated. What would you say to calling the new version the Tel'Quessir class King of Hiigara? It could be the Tel KOH. lol

  18. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #118
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    "Regalit" Class. :2cents:

    Thanks, Eglacirion...
    HWSHOTS | JST-ONLINE | HOMEWORLD ARCHIVES | CROSSFIRE
    TEH ALL POWAFUL "PLEASE MAKE HOMEWORLD 3" PETITION
    NEWS! "hwaccess.net" and related sites have a new home at
    www.homeworldaccess.net. Still WIP.

  19. #119
    ThorinDP
    Guest
    We already have names that I think you all will be satisfied with.

    There's going to be some very big changes in weapons. As Tel said, I did more realistic railgun performance. I think you'll like it

  20. #120
    Orion
    Guest
    Thorin, it has occured to me that a RailGun isn't going to have any explosive flash, its not going to be glowing red like a bullet, and its gonna be moving a helluva lot faster then PDS demonstrates. My personal opinion is the railgun effect seen in games such as Red Faction 1 and 2 would be more appropriate, with either an instaneous "beam" effect between the ship and its target, or a very fast moving blue/white projectile with a brilliant blue trail. Thats my opinion, of course. But I do hope you fixed the "Rail Guns have muzzle flashes???" concern anyways...

  21. #121
    Member CorsairX's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Thorin
    can you be more specific in what way more realistic?

  22. #122
    hahah I think a few of you are too newbish to get the Tel Quessir class King of Hiigara (KoH) joke lol

  23. #123
    Berrik
    Guest
    Quote Originally Posted by Jewegee
    hahah I think a few of you are too newbish to get the Tel Quessir class King of Hiigara (KoH) joke lol
    more like I think Tel'Quessir is a horrible name for a ship

  24. #124
    hahah ok I concede. I was refering to the KoH part but w/e. anyways...

  25. #125
    zenprime
    Guest
    I laughed.

  26. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #126
    Ignorans, te absolvo Homdax's Avatar
    Join Date
    Sep 2003
    Location
    <!--- SWEDEN>
    Me too

    /me is no n00b...no...no

  27. #127
    frodoski
    Guest
    *snicker**teee heee*

  28. #128
    ThorinDP
    Guest
    *claps his hands briskly* Back on topic, now.

    It's mainly the damages that have been changed. I figured we could safely do it now that we're reaching a more reasonable weapon loadout, where railguns are more specialized weapons.

  29. #129
    Ancient Clan of Hex&Square yasotay's Avatar
    Join Date
    Feb 2002
    Location
    Boweivelville
    King Of Hiigara... *shakes head* well played.

    Now back on topic before C/FDB gets it in his head to use KOH.
    Yasotay
    Ancient Clan of Hex&Square

  30. #130
    Orion
    Guest
    Yes, the weapon loadouts are definitely... altered. The end result is much better as well, with more Hiigaran ships being able to hold their own against equal Vaygr units, some even having an advantage.

  31. #131
    so will there be a new fx for these railguns

    ps. sorry if I upset you tel with my joke

  32. #132
    Intercept course punched in Elukka's Avatar
    Join Date
    Jan 2004
    Location
    Hyvinkää, Finland
    I got it.

    Anyways, i'm looking forward to 6.2. (Like i was looking forward to 5.0 some time ago!) I'm curious about the new railguns, and also like the idea of energy weapon-fighters.

  33. #133
    ThorinDP
    Guest
    The answer is most definatly no. In some games, railguns are a beam weapon. In PDS, those are known as linear accelerators in Second (or was it third?) Generation ion cannons.

    Railguns will look the same, but they will smart all the more.

  34. #134
    Member
    Join Date
    Jan 2004
    Location
    the pits of hell...
    The main reason people are annoyed is that Rail guns don’t have a muzzle blast, nor do mass drivers or any other magnetically driven projectile.

    Unless it’s a composite munition but that different weapon type, A chemical blast for inital accel then the magnetics for acuracy and more acceleration.

    Maybe change the arbiter’s readout to represent a dual action weapon. Then the blast would make sense, and the short barrel would (Hence the low speed of the shell/sabot/whatever) be explained due to the limited space.

    Ion cannons use a different principle... not entirely sure how the HW one works.. But the main thing that it uses a stream of ions (Hence the name) rammed through a magnetic bottle to accelerate its payload


    On the Higgy DD...

    I’ve been playing with the idea of replacing the now long obsolete torp bays with the smaller caliber SHAG's. Makes a great support platform. Though the PDS systems become largely redundant as they can’t really bear on the incoming birds.

    Also tried to create an Anti (and failed) to make an HVM AMS missile. the problem was that by the time the missile had launched the target would be impossible to realign itself to hit the incoming vampires... the whole HVM concept reminds me of the sprint mode missile out of the Shiva option and its early parts.
    This is my sig!

  35. #135
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    Good hints. I'll try that ARG to torpedo tubes thing. On railguns and graphical effects - that's one thing to take into account if we go for the full simulator-like gameplay deal. We're still at the 30-40% RTS mark

    Aside from recent realism improvements to heavy railguns plasma lances and plasma cannons will also be improved likewise.

  36. #136
    Berrik
    Guest
    Problem with changing the torp tubes to bow chasers is that if it tries to use 'em, it won't be able to bring all it's turrets to bear.

  37. #137
    hey everyone, I've been making my own fiction/mod for quite some time now and I have an idea I'd like to propose (I'm proposing it here b/c my mod won't be in hw2 format, so no problems about 'hey that's my idea' type stuff). I was thinking of making a hydra V cluster torpedo which, instead of spawning minitorpedoes, spawns 150mm HVR. Three of four of them. What do you guys think? The hydra would basically be a rocket carrier, get to just outside LDS range, and then fire away the rockets, before the CIWS grid has any time to react?

    I will experiment on how to implement this.

    edit: Ok so I tried the 150mmHVR, but they didn't work because the launch angle is 65, so they just veer off and miss. I replaced it with the 300mm HVM and it worked. I adjusted the damage of the torpedo accordingly. Now we have a hydra which splits into 3 300mm HVM per torpedo (2 tubes). This thing has some teeth again

    Even though I declared I was done with modding, it seems that was not true. The new Hydra V (or is it VI now?) is up for evaluation by the dev team (however I need access to the FTP again).
    Last edited by Jewegee; 18th Aug 05 at 11:10 AM.

  38. #138
    Member
    Join Date
    Mar 2005
    Location
    ENG-ER-LAND!
    I can imagine this pretty well, a torpedo that gets to medium range and then splits into a shotgun like spread of HVM's. I think that would work pretty well while being believable.

  39. #139
    yea, right now they split at 3.5km I believe. For testing purposes, I have set their range to 10km, but this will probably be changed to 6 or 7. Overall, it is both believable and affective. It isn't overpowered or anything (in my opinion), and fits logically with the next evolution of guided munitions.

    What I mean by this is that the MTVA is used to bypass LDS yes (b/c there are more targets)? The hypervelocity munitions bypass CIWS grids due to shear velocity. Therefore, comebine the two, and you have a great Vaygr smiting weapon.

    edit: What do you guys say to a hypervelocity, MTVA torpedo?

  40. #140
    Member CorsairX's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    if we shoot down the torpedo before it splits then we have an advantage
    the cluster should split as soon as possible

  41. #141
    indeed. I think this would serve well as a bombardment weapon. Therefore, if you close with it, you render it much more ineffective.

  42. #142
    Orion
    Guest
    This will also open the way for better Vaygr CIWS, advancing Tel's realistic generation-style development. Great idea, if I do say so myself. Nice job, JeWeGee... now that you've figured that out, can you contact me on MSN? I might need your help with something, if Tel approves the idea...

  43. #143
    Member
    Join Date
    Jan 2004
    Location
    the pits of hell...
    I like the idea of a MTVA. Solves half the Hydra problem, Is the original torp 'shell' still a basic one though? i would hate to see the mass lost to a structure if its a HVM as well...

    Just how big are the HVM 150 in 'real' terms? and how many could be cramed into the poor old hydra shell? 3 seems alittle small with the number that LDS would stop,

    hee.. Now theres a monster of a torp, also makes having a missile interdiction screen out a priority, catch the torp before it deploys its submunnitions, Each would probably be like a squad of Blades salvoing...

  44. #144
    well I made it 3 so that it woudln't be a bit uber. Also, I thought they were 300mm, not 150mm, hence the reason that only 3 could fit.

    For all who are wondering, what I've done is fused the idea of a hydra MTVA with a hypervelocity munition. The shell is a hypervelocity torpedo which splits into three hypervelocity missiles which track to their targets. They split at an angle of 35 degrees, 3500m from the target.

  45. #145
    Member
    Join Date
    Sep 2004
    Location
    Grand Rapids, MI
    If you could get the angles to be a lot less than 65 degrees, I'd love to see MTVA with HVRs.

  46. #146
    Member
    Join Date
    Jan 2004
    Location
    the pits of hell...
    hurm...

    Tel? whats the rate of interception with the LDS?

    In other words out of the 3 submunitions how many would get through?
    Last edited by death_ab; 19th Aug 05 at 11:57 PM.

  47. #147
    Creator of PDS&NGCS Tel'Quessir's Avatar
    Join Date
    Oct 2003
    Location
    Singapore
    A percentage of incoming munitions are intercepted as they pass a specific range. For the present version this percentage is under 40% while for previous versions (first deployment of individual ships' ballistic defense systems) this can be anything from 40-75%.

    For the increased proliferation of submunition-warhead attack missiles (Hydra MVTA), justification has to be given in order to see any more weapons of the same configuration.

    I have outlined to several folks the benefit of a strategic range, hyperspace capable missile carrier before - but it would be nicer for you to start discussing the merits and disadvantages of submunition carriers versus unitary warheads yourselves before I change the topic.

    The most basic concept of the submunition and its uses (and influences) can of course be drawn from present-day military technology - you need to adapt them to space warfare.

  48. #148
    Member CorsairX's Avatar
    Join Date
    Aug 2004
    Location
    Poland
    Present day military uses missle type weapons in veryyyyyyyy long range
    so if a carrier would be outfited with many LRHVT or AHVT (long range or artillery) then this is the cons and pros i see

    pro
    + ability to attack enemy positions form safe distance
    + atack outside sensor range (suprise attacks)
    cons
    - missles can be intercepted if spotted early
    - the balance would have to be adjusted (range/destructive power) missles would do less damage then short range missles (fitting larger fuel supply, fuel is needed to maintain attack vector)
    - fire cost of a missle is higher than munitions or energy weapons
    - not so effective against well combined taskforce

    the main usage i see is atacking resource ops, or single cap-ship
    you would have to look for "ocasions" to bring the ship to its full potential
    in other cases this type of ship can be very innefective (most of the torps blown away, total real damage output would be something like a destroyer? but for a much more cost)


    edit-----
    i have an idea, what if this carrier would be outfited with mram type weaponry for figher/bomber/missle interception
    this would introduce a new role as an escort/battle support carrier

  49. #149
    Berrik
    Guest
    The problem with submunitions is simple-- they have less payload and penetration compared to one BIG missile.

    Also, of course, they're more expensive to produce since they're more complicated, but that's not really reflected in HW2.

  50. #150
    Orion
    Guest
    CorsairX: Thats the entire concept I was using when I created my Howitzer Standoff FFG. However, don't necessarily assume that a longer-range missile is going to do less damage. IRL, this is often not the case; for example, The AIM-56 Phoenix long-range intercept missile has a max range of 100 nm. That's a long flight, and requires one helluva boost to get there. But, the Phoenix is also capable of taking out heavy bombers with a single missile, proving that long-range doesn't always mean weak-boom.

    Another thing we should take into consideration is that there is no resistance in space. Nothing to slow a missile down, nothing to prevent simply turning off the missile's propulsion system until a course adjustment is needed, or a certain range to target is reached.

Page 3 of 10 FirstFirst 12345678910 LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

     

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •