Picquilarius, on Sep 20 2004, 11:21 PM, said:
I'm working on a flak type point defense system, but the submunitions are affected by the origonal weapon's velocity. (i.e. they go faster in the same direction as the origonal shot, and much slower in the opposite direction.) I figure if I have the first shot sub in the oposite direction of itself as a single identical weapon, then with no velocity sub into the actual starburst, it should work.
What I want to know is, is it possible for a submunition to fire backwards?
Possibly using a negative# in the SubTheta or Inacuracy field?
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I haven't noticed that behavior with submunitions before...I always thought they flew as if the emitting shot was stationary.
Perhaps the submunitions behave like their weapon type...fixed cannons (unguided projectile type weapons) inherit the firing ship's movement. Other types do not...I think perhaps a front-turreted cannon does not. Try different weapon types for the submunition wëap.
Anyway, to address your specific question, rather than your problem ;), negative submunition inaccuracies specify a fixed angle between submunitions. For example, an inaccuracy of -90 with two submunitions would fire two shots 45 degrees to either side of "forward". With three submunitions, it would fire one shot straight forward and two perpendicularly to the sides. The only way to make a weapon seem to submunition straight backwards is to have it actually submunition into two projectiles with an inaccuracy of -360, which works as long as you don't have a problem with there really being two submunitions even though it looks like one (they are atop one another).