Update...
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Originally posted by Weepul 884:
- Turreted beams : Will limit the beam's arc of firing to a swath of # degrees across the front of the ship. The value, unlike for cannons, is the distance (in degrees) between the two sidemost extremes. That means -90 would make a beam that can be aimed up to 45 degrees off of forward. eg. A value of -90 would make, essentially, a front-turreted beam. The beam will not fire at all if the target is not within that range.
Weep Is An Idiot pt. 1 - this has no effect. The turreted beam had side and rear blind spots checked. :redface:
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I haven't tried all weapon types, but certain others (guided missiles, freeflight rockets, and normal beams are examples) will not be affected by negative inaccuracy values.
I have not tried point defense weaponry, but only cannons and turrets are affected among the rest of them.
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Now, negative submunition theta values are more interesting.
Weep Is An Idiot pt. 2 - as the attentive Eugene Chin pointed out, the # is the angle between shots. This is why having a single submunition will not work - there must be multiple shots for there to be an angle between them, mmm? Anyway, for example, a burst of 4 evenly spaced shots would be a subcount of 4, subtheta of -90. With subcount 3, there would be one shot heading forward and two heading straight off to the sides. With subcount 2, there would be 2 shots each heading 45 degrees away from forward.
Values above -360 don't do anything special - they wrap around and the spacing is like the amount over a multiple of 360. However, it can do weird things to the direction the submunition shots are facing...
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