EVN point defense isn't working

Ah. It's in V10, too (but not mentioned in that Read Me, either) -- that appears to be the latest.

Thanks -- I'll study it and post when I have something to report.

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Well folks, I have some results, but they aren't very illuminating.

I tried the Anti-Missile Beam and it worked perfectly (even with my plug loaded, as well). So I started comparing resources and couldn't find any difference that seemed meaningful except my PD beam was still set to use wraithii as ammo -- a leftover setting from an earlier experiment.

So I set Ammo Type back to -1, removed the Reset Missions plug, and tried my PD beam again. Voila! It worked!

I tried different combinations of Exit Type and the Flags3 bit that controls whether the weapon fires from the nearest exit point (these are things I'd experimented with before, and were set differently from the Anti-Missile Beam). I tried every possible combination and they all worked.

The only thing I can find that breaks my weapon is choosing Guidance 9. A PD beam with Guidance 9 will not fire. (Indeed, my testing indicates this is true for any beam weapon.)

So it seems that the mere act of trying out the Anti-Missile Beam fixed something. My programming instincts tell me this hypothesis is unlikely, but I can think of no other. I'm know I started off with Guidance 10.

Perhaps one of the EVN gurus will offer an opinion.

Many thanks to those who posted helpful ideas.

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Ah, you see there is no such thing as a PD beam with guidance=9 by definition. Guidance=9 is a turreted PD projectile. Guidance=10 is a turreted PD beam. Whether a weapon is beam or not is decided soley by the guidance: Type 0, 3, and 10 are all beams while the rest are projectiles.
I think a lot of people get confused because the bible doesn't indicate that the PD beam is turreted and try to use guidance 9 instead. But if you think about it, a PD weapon would be pretty pointless if it wasn't turreted and as such there is no such thing.

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(This message has been edited by Guy (edited 06-22-2004).)

Why exactly are you trying to use guidance 9? Because it tracks ahead of your targets? But there's no need to do that with a beam - since it travels with infinite velocity, if the game tracked ahead of the targets, then you would miss all the time. I thought I'd made it clear in one of my above posts that turrets and beams are different entities.

It wasn't working because guidance 9 must have a graphics spďn resource allocated to it, so that it knows what the shots look like.

<<<Why exactly are you trying to use guidance 9?>>>

Originally, it was a debugging experiment. I had tried the Storm Chaingun -- which is a PD type gun -- per Guy's suggestion and thot at first it wasn't working, either. Later, I discovered that it was firing, but the only way I could tell was by checking its ammo count. I thot perhaps I had a similar problem with my PD beam: Maybe it was firing, but a bad graphics-related parameter was making this hard to see. So I assigned it Ammo Type 145 and bought some wraithii, so there'd be an ammo count to check. When I found that the ammo count didn't change, I tried Guidance 9, thinking it might be required for a weapon that uses projectiles.

In short, it was originally part of an attempt to determine whether my beam was firing. Please see my 6/18 9:38 pm post.

Most recently, I tried it again after my beam PD started working. I was trying to find reasons why my PD beam might not have been working, previously.

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I don't think you can use ammo like that for beams. In hindsight, you could have easily made it drain fuel, which has a very obviously seen effect.

~ SP

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Quote

I don't think you can use ammo like that for beams. In hindsight, you could have easily made it drain fuel, which has a very obviously seen effect.

Exactly. I think that's one of those undocumented features/limitations that could be included in a 'Supplemental Nova Bible': beam weapons can only use fuel as ammo, or none at all.

Also, when testing point defense weapons you need to also consider the size of the ship you are testing it in, and where it's gun/turret/guided/beam exit points are located. It's entirely possible on large ships for a PD weapon (especially on a Raven) to be ineffective because the exit points are too close to the center of the ship, and the speed of the incoming target may actually hit the ship before the PD weapon can reach it. (Would depend on the speed of both weapons, which direction it's coming from, which direction you're flying in, etc.).

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I think we need to document the ways to easily test things. For instance, if people need t test a mission string, they can make missions appear 100% of the time. They could also custom-make an outfit that erases all the mission bits set by the missions in case the mission string needs to be retested with the same pilot (and that the results can be checked with a pilotlog). that a përs can easily be tested by making it appear 100% of the time in one system, but it won't appear unless a new pilot is created. Mmm... It's an idea for another submission to your guide, SP (after the one about reading the Bible).

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