That is not an answer to my question. By saving laser energy you also protect the enemy from your lasers. What you do is a defense and not an attack ...Red Spot wrote:sdack ...
1) and how should you script that ?? .. if you can write the logic for it .. I would be happy to incorp. it ........
There are many ways to do this!1.2)gimme control over "hit" and "miss" and you *might* have a point here ..
Lets assume you select IREs for M5s, PACs for M4s and HEPTs for M3s as a first rule for avoiding misses (that is where your control starts). You then still have the choice which of them to use (alpha or beta). This decision could be covered by testing if the distance is above or below 50% of the weapons' firing range (if below then use the beta, if above use the alpha).
With multiple slots on a turret you could mount a weapon on every slot and then only change the ratio of alphas to betas. At long range you use 1 beta and 7 alphas, in the middle you would have 4 for each and at close range it might be a 7:1 (beta:alpha).
Another and better way is to setup a 'decision matrix' like maybe this one:
Code: Select all
IRE PAC HEPT
M5 3 2 1
M4 1 2 1
M3 1 2 3
In the next step you can then enlarge the matrix to include more conditions and choices as well as meaningful values:
Code: Select all
aIRE bIRE aPAC bPAC aHEPT bHEPT
M5<=600m 2 4 2 0 0 0
M5<=1200m 6 2 0 0 0 0
M5>1200m ...
M4<=600m
M4<=1200m
M4>1200m
M3<=600m
M3<=1200m
M3>1200m
Once you know the type of ship and its distance you can start searching a particular row of the matrix for the best weapon, see if it can be fitted, ...
And it still leaves you the question of how many of them the turret should mount, if you should combine best weapon with second best weapons, etc.
The matrix then can be fine tuned ... A pilot's skill level could be used to cause miss selections ... There is a lot of 'room' here.
A last example:
Code: Select all
Range aIRE bIRE aPAC bPAC aHEPT bHEPT
M5 400 ...
M5 800
M5 -1
M4 600
M4 1200
M4 -1
M3 800
M3 1600
M3 -1
You can even have a seperate script that does the fine tuning for you through running benchmarks and changing the values a little ...
I do not know how you do it, maybe you already do it like this.
Sure it does. Why does it not work to drop them of??2) doesnt work .. and adding a "1 or 0" argument is worse than how I do it now (imo)...
(I hope you realise that this only has effect when you activate the turret(s) .. so after activation you can do with the MFP what you want ..)
Sven