Defiant's Advanced Power Mod and CG Sovereign -1 reply

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Defiant

Free GNU user

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28th March 2002

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#11 15 years ago

Well I just looked at the CGSovereign and I have found the problem: Some Hardpointers to have a strange point of view: the Quantum Launchers of this ships doesn't have a recharge rate: Now when you set your weapon Power to 0 with APM enabled the Launchers will all be unloaded - I found that much more logical as the old games way. Now when you restore power to them, the turrets doesn't recharge because their recharge rate of 0. For a simple work-around for this problem: Open the Hardpoint file of the CGSovereign, Search for SetRechargeRate(0) and replace it with its cooldown value. For the CGSovereign the cooldown value is 10, so use instead SetRechargeRate(10)




Vic G

I post to get attention

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6th October 2003

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#12 15 years ago

Excellent, I'll give that a try.




elminster

Bridge Commander Master HPer

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26th October 2002

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#13 15 years ago

Unfortunatly that will mean your torpedo load 'recharges', while its not realistic, it does get round the problem.




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