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Guns with different speed

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Post Sun Feb 22, 2004 10:44 pm

Guns with different speed

I've heard that it's bad to have guns that have different projectile speeds, since it messes up the lead indicator.

But what do you do if you're in a Sabre, with a forward-firing turret? All class 10 guns have a projectile speed of 600 m/s, while no turrets have that projectile speed.

Post Sun Feb 22, 2004 10:48 pm

you get Excelcia 1.2a and buy a Missle turret

Post Mon Feb 23, 2004 6:15 am

The theory behind using different speeds is, there are different damage levels that say does 100 hull damage but is a refire of 2.0 while one does 75 sheild but refire is 8.33. Mixing them lets you damage both hull and sheilds togeather.

Finalday

Until that final day. /Keith Green\ (1953-1983)

Post Mon Feb 23, 2004 8:01 am

It doesn't matter anyway. One turret isn't going to mess up your indicator THAT badly. If it actually makes a difference at all.

I'm making record time!
If only I had someplace to be...

Edited by - Corsair#01 on 2/23/2004 8:01:27 AM

Post Mon Feb 23, 2004 8:01 am

The idea behind the "Guns matching speed" is this:

When guns-speeds differ, the aiming screws up. The little targeting reticle wich indicates where you must shoot in order to hit your target is placed on screen through calculating how fast a ship is flying and in which direction, and at the same time taking into concideration the velocity of the gun (Not the refire rate but the speed of the things you shoot).

This means that with a speed 500 type of gun, the AI places the targeting-thingy further infront of the targeted ship then when you're using a speed 750 type of gun. This is simply because the gunfire travels slower and therefore taking more time to reach its target, which is still on the move.

Ok, say that you have two guns (to keep it simple), one speed 500 and one speed 750. The AI still needs to determine where to place the targeting-thingy, but because its got two totally diferent speeds to work with, it places the thingy (most likely) at a point somewhere in the middle, using the average of the two speeds: 750+500=1250, 1250/2=625

That's why the targeting is screwed with two different gunspeeds. Now, a difference of say 50, isn't something to get worried about. Even 100 shouldn't be to muchg of a problem, but only when it's just one gun being diferent.

So 10 guns which have a speed of 600 and one turret with the speed of 650, 700, 550, or 500 shouldn't screw the aiming to much. But still...

I hope I made some sense

Edit: Damn spelling.

- I'm not crazy, I'm a car. And if you don't believe me, you can get out and walk home. -
*** The Titan flies like a cow ***

Edited by - Nickless FL for Life on 2/23/2004 8:02:14 AM

Post Mon Feb 23, 2004 8:35 am

It does make a small difference, but only one that n00bs or perfectionists would complain about. If it's too much trouble, just disable the turret.

Post Mon Feb 23, 2004 8:46 am

First off, don't confuse projectile speed with Refire Rate!

In my experience, the aiming reticle follows the fastest projectile, not an average.
So having ONE 700m/s turret with all other guns going at 600m/s is 'A Bad Thing'.
Now, if all of your combat is at 12:00 (Jousting) or 6:00 (chasing) then this has less of an effect.
For Sabre I use Drake Turret Type B (class 8 @ 650m/s) OR Firekiss Turret (class 8 @ 500m/s)

For all ships with turrets that don't fire forward I use the largest Pulse turret.

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

Post Mon Feb 23, 2004 12:23 pm

Hmm...guess I was wrong. I have to check this out.

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