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60 cannons issue :|

 
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paaawau

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Post Posted: 11-17-2006 02:04 PM Post subject: 60 cannons issue :|

Hello. I was re-writing and rebalancing hardpoints [for my own use] of recently released Battlestar Galactica - and I've noticed, that when hardpoint includes more than 60 pulse weapons, the game crashes Sad

Now - is it a bridge commander limitation? is there a way to bypass this problem? I need at least 72 cannons.... Smile

So, any ideas? thanks in advance for any reply


BTW I made 24 pairs of heavy cannons [total 48], now I need at least 24 light cannons [flak cannons] - but the game accepts only 12...


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Post Posted: 11-17-2006 04:40 PM Post subject:

Limit is 60 for any gun. (Torp, Phaser, Pulse).


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Post Posted: 11-17-2006 06:00 PM Post subject:

For me, 60 cannons seriously lags the game, because each bolt is a seperate model, so if your ROF is hight then you're going to have a ton of models in game.

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Post Posted: 11-17-2006 11:56 PM Post subject: hmmm...

so, there is a limit...
and to blackshine - well, even if there's sixty cannons, they don't shoot all at the same time, right? Some of them are "afts", some "fwds", and so on... and, to be frankly, I don't experience lag resulting ONLY from lots of bolts [maybe it's good hardware:) ]. Damaging cmplex models - yes, that causes lag but bolts themselves? not really...

I was impressed with Galactica mod for Homeworld2, and wished to have hundreds of flak cannons for suppresion fire Smile... but it seems 60 cannons will have to suffice.


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Post Posted: 11-18-2006 06:39 PM Post subject:

actually the 60 is only for player control, i have an SSD model with more than that that the ai can control fine, but i can't


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Post Posted: 11-20-2006 09:51 PM Post subject: Re: hmmm...

paaawau wrote:

and to blackshine - well, even if there's sixty cannons, they don't shoot all at the same time, right? Some of them are "afts", some "fwds", and so on... and, to be frankly, I don't experience lag resulting ONLY from lots of bolts [maybe it's good hardware:) ]. Damaging cmplex models - yes, that causes lag but bolts themselves? not really...


Actually, one of the BSG mods had like 30 per side, and it lagged my powerful gaming comp quite a bit. Imagine this, each bolt is like 50 polys, now 50 x 4 for a average rate of fire, then 200 x 50, by the number of cannons, and you get 10 000 polys in 1 second. Quite a bit. Now I know that the mesh isn't as bad as large textures but still, 10 000 x the amount of time you are firing for will = mass lag.

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Post Posted: 11-20-2006 11:18 PM Post subject:

to blackshine - I really don't experience any lag caused by disruptor-like weapons - well, my heavy cannons on galactica have lower rate of fire - see the attached picture to compare...
, but even if we take your calculations - extra 10000polys [actually you said 30 per side, so there should be 6000 polys] - well, it's just number of polys of one good-quality model for bridge commander!
And if you are using newest galactica from recentlly released galactica pack - this galactica model, if I'm correct, ihas 29000polys - and it's much oversized - has about 3,7 km [ and "real galactica" Smile is about 1,4km ] - in this case, 200 pulse weapons is one of least concerns for your computer:)

BTW, I rescaled the model to canon size, and removed these highly detailed cannons [and replacing them with small domes] , thus reducing number of polys 4-5x!
Perhaps that is why I don't experience any lag:)


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Post Posted: 11-22-2006 03:48 AM Post subject:

The old version I was using had I think 50 000 polys Wink , anways, loks good, though, can I suggest making the pulses smaller? Great work!

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Post Posted: 11-25-2006 03:52 PM Post subject:

i like the new pulses of the new bsg, but how can you resize or make a ship bigger?


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paaawau

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Post Posted: 11-25-2006 05:15 PM Post subject: "but how can you resize or make a ship bigger? "

to sovereign001 - in case you REALLY don't know - use 3D modelling program, like milkshape3D with nif plugins [trial is for free] or 3dMax... and then rewrite the hardpoint to fit it to the resized model - or write it from scratch as I did... yes it's dull and it takes time even if using MPE:)

get the program [milkshape trial is easiest to get if you don't want to do anything illegal Twisted Evil ] and search the BCU forums for issues like nif plugins, modelling etc etc...


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Post Posted: 11-25-2006 10:14 PM Post subject:

How big IS the BSG-Rev? Length?


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paaawau

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Post Posted: 11-26-2006 02:08 AM Post subject: galactica size

galactica from 2003 series is approximately 1400 m long [Colonial One with height approx. 22 m and lenght approx. 85 m easily fits in its port hangar]
The galactica from 1970's was 600m long - so I've read somewhere, but I 've never seen the show.
What I really can't find on the web, is exact size of 2003 Cylon Basestar - First impression is, that it dwarfs galactica...
...but when you look at basestar releasing raiders from it's bays, or <SPOILER WARNING:)> collision with you-know-what in 3x04, then you see that it cannot be much bigger than battlestar, max. 1800 - 2000m, and possibly less than that


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