From Matt Burch
Hi guys,
Matt has been looking through the beam weapon code for the last month, on and off, and has discovered the cause of what's going on. Here's his explanation.
Matt Burch said:
All right, I've stepped through the code in the debugger once more, and I am prepared to declare that it still works. I did, in fact, previously change the behavior of beams so that multiple fast-firing beams (by which I mean, beams whose Reload time is less than their Count lifetime) will be tracked separately and not merged. This fixes the behavior the users were complaining about earlier.
However, I do agree that the particular test the one gentleman was doing will not yield a different result, because of a different limitation in the EV code that certain Nova weapons are running up against: no single weapon type can fire more than once per in-game tick. Unfortunately this is one of those limitations that's based on old assumptions (from 1994-95 probably!) and isn't likely to go away.
Take for example the Manticore, which has 8 beam weapons. Each of those beams has a count of 2 and a reload time of 0. Although there 8 beam weapons, the limitation of one shot per weapon type per tick means that there can only ever be two beams in action at any given moment - one that was just fired, and one that was fired on the previous tick and is about to time out. The solution is to make beam reload times be closer to their count values, so having more beam weapons causes more beams onscreen.
I apologize if this limitation wasn't clear from the documentation. I'll make sure it's noted in the revised Nova Bible that I'll include with the next beta.
So, it looks like I need to update and/or change a number of weapons in Nova so that they work correctly. Any ideas from you guys on:
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which ones need changing?
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what values I should change them to?
Any advice appreciated.
Dave @ ATMOS