probably backwards as well. There is no physical limitation as to why the turrets should not be able to concentrate on a single target. You have 4 beams front, 4 beams back. To either side, the beams can engage, but giving an attack order, the titan will line up exactly to the position, where the beams wont shoot at all.
Hello! So the frustration here is that the ankylons firing feels dependent on its alignment, correct? Just trying to make sure I understand
Happy New Year
It does not feel. Make an Ankylon. Upgrade it with beams. Issue attack order. Until the ship titan aligns the beams can attack. What that means, the beams cant shoot exactly straight to the front and back, because they cant turn.
Reiteration I
Beams can attack to the sides. 4 in the front, 4 in the back can shoot but for example cant concentrate on 1 target, because the beams cant turn.Only front to the side.
Reiteration II
For a visual take, you have 4 guns pointing forward. 2 left side guns cant shoot to the right. 2 guns on the right cant shoot to the left. Because these beams cant deviate even a bit, there is a hole in firing arcs. So, you have something that looks like 0-90 degree then space, then the two beams on the other side, covering 90-180 degrees. but the space between the two pairs is not covered.
If the ship was turning to the broadside like in SoaSE:R you would have 4 guns from front and end firing. But since it no longer does, it is important that these beams, that are not physically hindered, have their firing arcs enable the concentration of fire, so that the 2 and 2 beams do not cover 0-90 - space - 90-180 degrees, but say like 0-170 - space - 10-180 degrees coverage. This is of course inaccurate, but you get the idea.
In a summary, the beams where they are cant shoot exactly to the front and exactly to the rear, exactly how the ankylon alights itself with the target, the beams can shoot everywhere but the target.
Another sort of bug but with the new effect for the novalith - I tried only the ragnar version - the heated up effect over the planet is the same also when used on asteroid. The effect itself feels strange that the nuke shockwave travels its speed, but for some reason instantly heating half the planet in red probably as fires from heat. Seems like the heat propagates too fast and too far, since the planet itself covers the surface, so the amount of heat generated instantly all around would be reduced imo at least. For such far-reaching burns, the warhead would probably be needed to explode high in the atmosphere so that shockwave has an effect, as well as the radiation and heat could reach further because the horizon would be further for the explosion.
If I understand correctly, the problem is that the Ankylon cannot shoot forwards, but will align itself with its bow (front side) facing its target, thus unable to shoot its target.
It used to turn one of its broadsides towards its target ... and shoot!
I believe TomaSkTemplar is arguing, that since the Ankylon now aligns its bow with its target, its weapons' shooting windows should be adjusted, so it can actually shoot the enemy it is targeting.
I think, it should instead turn one of its sides towards the target, as it used to, which will also enable it to shoot its target.
Turning to the broadside would work. But if the broadside facing is not gonna happen, then firing arcs need adjusting.
(I dont know those terms starboard port side, bow, stern where which are : ) )
I can confirm this is still an issue.
I believe it's related to the weapon point firing arcs for the Ankylon. In the game files, an example of one of the beam emitter points (there are 8 in total, 4 with one set of values and 4 with an inverted set) is:
"weapon": "trader_loyalist_titan_beam",
"required_unit_item": "trader_loyalist_titan_unlock_beam_weapon",
"mesh_point": "child.beamturret_mount_0",
"weapon_position": [-223.750427, 146.078369, 964.583862],
"forward": [-1.0, 0.0, 0.0],
"up": [0.0, 0.0, 1.0],
"yaw_arc":
{
"min_angle": -125.0,
"max_angle": 75.0
},
"pitch_arc":
"min_angle": -120.0,
"max_angle": 0.0,
"initial_angle": -90.0
I believe the pitch and yaw arcs are key to this. I've played around and changed both arcs from their initial values but not found a fix. It has the effect of making the beams overpowered by allowing the aft beams to fire behind themselves and vice versa. So these are definitely the values causing this issue here.
It's a bug in the code I need to fix.
I rarely see the Anklyon beams fire at anything unless there is a large swarming fight. Most of the time the Anklyon stops juuuuust outside of beam range and only fires missiles and cannons. If I want it to use it's beams (which I do), I have to manually move it close to it's target, which is a bit clunky to do. Might be a good idea to make it move a little closer to be in range of ALL weapons, or give the beams more range themselves.
Hello again, I was checking my older replies, regarding the Ankylon, it does seem there is no bug in the code, only that the beam firing arcs need to be widened to allow beam weapon sets - both the frontal and rear ones, to engage what is directly in front or behind the titan.
What that means is you have 4 weapons that can shoot in firing arcs that do not reach the very center of the frontal hemisphere, same for the rear set.
Currently, in my imagination, it works, like that there is a small channel both in the front and in the rear that can't be reached by the beams.
Until the ship is perfectly aligned with the target, when static fight happens, beams will fire. I guess I could call it a dead zone, where the firing arcs of the 4 beams either in front, or in the rear, are unable to reach. (soase 1 didnt have this problem, Ankylon went for the broadside like the Akkan, even if turrets werent a thing, this whole issue would have probably been fixed by Ankylon again going for the broadside without touching anything else)
I hope I conveyed the idea of what is wrong with the ankylon right this time. I want to be understood, that my text is understandable so that there is a picture that can be worked with.
Fix A - either fix the beam firing arcs, widening them.
or
Fix B - make ankylon turn for the broadside. (meaning, stick/revert to SoaSE:R behavior) Beams seem to be able to engage to the sides well, nullifying this issue.
To be consistent with SoaSE:R, I think Ankylon should turn its broadside to the target, it did so in the SoaSE:R cinematic too.
The issue still exists, is not imaginary btw. I do hope something happens, I wonder if Akkan if it didnt go for broadside could engage with its mighty arsenal all targets to the front.
I tried modding the Ankylon's positioning behaviour so that it presents broadside, by copying the engagement positioning code of the Akkan and pasting it over. It didn't work and just caused the game to crash.
It's a shame that this has been acknowledged as an issue but not fixed as I don't think it would take much to fix it. Just someone who knows what they're doing with weapon arcs. You can play around and use a text editor to change stuff yourself by opening the entity files in the game directory.
I personally love doing this and adjusting things to my own liking. You can change anything from your resource income rates, research prerequisites and what the research does, down to individual units values like supply used, armour values, weapon damage etc.
Pretty interesting you tried it with forcing Akkan's broadside as well as the results. Currently I am not in an abundance of free time to save, test things, even if I considered that a productive use of my time. (in the big picture, I think it is a waste for me personally, even if that would mean I would understand the systems better as a result, meaning, not wasted without learning)
It does remain to be seen whether the situation will get any fix. If there is a bug that prevents easy fix, what not.
The issue with the unit is that it is not using major part of its dps on its primary target. I guess I will leave the topic be in the meantime.
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