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Turreted Missiles?

The general place to discuss MOD''ing Freelancer!

Post Wed Nov 19, 2003 4:28 am

Turreted Missiles?

Has anyone made a Missile that goes on a turret hardpoint. It just seams like a good idea to me, why pop a mine when you can go to turret view and pop a missile out backwards.

Just think if you go head to head with a ship and are just that little bit short of destroying it, change to turret view as it passes you and pop a missile of at it.

Post Wed Nov 19, 2003 5:12 am

Ask at the general editing forum, someone may do it there if you ask nicely.

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DETECTIVE(Surveying lineup): Now each of you repeat the words, "Give me all the money or I'll shoot"

SUSPECT IN LINEUP: That's not what I said !
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Post Wed Nov 19, 2003 1:46 pm

Erm - you can have missile turrets...........

Also - take this into consideration. Your moving at thrust forwards with 199m/s velocity, he is moving opposite direction at 199m/s = 398m/s velocity to move you apart after you pass. MOst missiles only do 99m/s or so.

Next bit - you launch from turret facing backwards as he passes. Your speeds are 199m/s forwards, and his is 199m/s in opposite direction. The missile can only do 99m/s - but is being launched from its perspective at -199m/s. The result - the missile starts at -199m/s and travels backwards at -100m/s for some time. It would never reach its target.

So - launch faster missiles - well in that case they will need to have imporved range, as you will still have the negative start velocity, and also - you are seperating at 398m/s. Now - if you do that, the range by going forwards at 199m/s and the launching at 199m/s + 99m/s (or your higher missile speed) along with his +199m/s towards you, means that the missile would have a vast vast range. At that point - during combat, start far out, launch and you should be able to waste him before he comes close to you........................just a thought that you might wanna consider!

(the point being you wouldn't need to launch from behind as you can missile him incoming towards you instead)

Edited by - Chips on 19-11-2003 13:47:34

Post Wed Nov 19, 2003 5:18 pm

i think he meant for like freighters when they are being chased. and chips, the missile speed is like 90m/s, that means that it will ALWAYS be going around that number.

AH HA! I shall be different and have no signature...

Post Wed Nov 19, 2003 5:47 pm

There already is a missile turret mod. It's not legal, but look for it in the Downloads section. It's not quite as fun as you'd think =(. Although it takes up those (near) useless turret slots.

According to the theory of evolution, I should have died a LONG time ago.

Post Wed Nov 19, 2003 6:21 pm

Erm - sorry buddy, your wrong, they don't./ otherwise, try launching a missile whilst thrusting. If they 'always' went 90m/s you would flash past them at 199m/s that you do underthrust. Strangly, they instead race out ahead of you.
2) If that was the case, you wouldn't get a target in range of your missle before its 'actual' range on the cards - but you do. This is due to the speed its already going at.

So it does matter. They didn't lose all physics.

Post Wed Nov 19, 2003 6:49 pm

"Although it takes up those (near) useless turret slots."

I usually put Pulse turrets on them, make that ripper hit HULL.

Sorta on topic: I've often wondered what relative velocity a mine pops out at?
Does it get a 'kick' from the launcher? If I pop a mine while I'm traveling 80M/S
does the mine also travel 80m/s til it slows down? (and why would it in vacuum?)
If it does get a backwards kick, what about under 200m/s thrust? Is a CM same?

One pet peeve: If I can drop a CM under cruise, why not a mine?

"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Wed Nov 19, 2003 9:08 pm

Despite the laws of physics, i believe mines go their designated speeds (60/80 m/s) when they are launched and CMs start out at 0 m/s when launched, regardless of speed. This makes the coding easier, but takes away the realism.

According to the theory of evolution, I should have died a LONG time ago.

Post Thu Nov 20, 2003 4:51 pm

actually, CMs just go a little slower then when they pop out, try poping a CM under cruise then dropping out, the CM will shoot ahead of you.

AH HA! I shall be different and have no signature...

Post Thu Nov 20, 2003 6:35 pm

How about if someone mods up a missile that when fired, delays its engines for a second or two (dropping behind you and aiming itself) then goes for its target. It would act like a mine that won't go to waste if the person following goes around it. Probably it would shock the daylights out of them when the "mine" they thought was safely behind them decides to start following them. Sleeper Missiles: The Gift That Keeps On Giving I would even give up Mine Mounts in a heartbeat for one of these.

Oooo, pretty....what do we blow up first?

Post Thu Nov 20, 2003 6:50 pm

I thought this is what mines do. You dump them and they don't move on their
own until they aquire a target then move at their speed (60/80 m/s) to the target.
A missile acting like this just moves a little faster. Or am I confused?

What I wonder is what speed they are moving at before that occurs.


"Got anything for me?" - Trent, A.K.A. 'Mr. Eloquent'

Post Mon Dec 01, 2003 9:04 am

Your not the only one thats confused

Post Mon Dec 01, 2003 9:27 am

*kicked to the correct forum*

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Post Mon Dec 01, 2003 11:31 am

The issue Chips pointed out is easy enough to solve just by increasing the muzzle velocity to at least 200. From there the missile will work fine shooting backwards, course now you have one rather fast missile firing forwards.

Also the delayed engine fire method does work however this causes locking problems depending on the delay length. Along with that your engine would need to accelerate at a higher speed and for a shorter burst.

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