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Post by christian on Apr 26, 2020 15:09:01 GMT -6
turns out 1.19 was never intended to add SSM missiles i will show how to add them though replace this text in the Researchareas2 file [Missile technology 19] PicName=Missile.jpg Guided bomb;1943;N;70;12;1900;Increases air attack effectiveness Early ASM;1943;N;60;10;1907;Enables air attacks with ASM Early SAM;1945;N;70;12;1905;Enables early SAM mounts Early SSM;1949;N;70;12;1901;Enables early SSM mounts Double SAM launchers;1953;Y;70;6;1909;Allows double SAM launchers Improved SAM;1954;N;70;12;1906;Increases SAM hit rate Reliable SSM;1955;N;70;12;1902;Increases SSM hit rate Reliable ASM;1955;N;70;12;1902;Increases ASM hit rate Improved guidance systems;1957;N;70;12;1904;Increases missile hit rate with this [Missile technology 19] PicName=Missile.jpg Guided bomb;1943;N;70;12;1900;Increases air attack effectiveness Early ASM;1943;N;60;10;1907;Enables air attacks with ASM Early SAM;1945;N;70;12;1905;Enables early SAM mounts Double SAM launchers;1953;Y;70;6;1909;Allows double SAM launchers Improved SAM;1954;N;70;12;1906;Increases SAM hit rate Reliable ASM;1955;N;70;12;1902;Increases ASM hit rate Improved guidance systems;1957;N;70;12;1904;Increases missile hit rate this adds all types of missiles (light to heavy for sams and SSMs) Attachments:
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Post by williammiller on Apr 26, 2020 16:22:15 GMT -6
I believe the screenshot is from an early 1.19 beta wherein Fredrik had all the potential future options for missiles in the menu (sorta like a placeholder) - that was removed for the 1.19 release since only IIRC the early SAM and ASM missiles are functionally included in it (early SAMs are indeed the Medium SAM launchers). The later types of missiles would include the rest of the types shown on that menu, which will come out later in a much more detailed offering.
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Post by bjornsoniii on Apr 26, 2020 16:28:52 GMT -6
I believe the screenshot is from an early 1.19 beta wherein Fredrik had all the potential future options for missiles in the menu (sorta like a placeholder) - that was removed for the 1.19 release since only the early SAM and ASM missiles are included in it (early SAMs are indeed the Medium SAM launchers). The later types of missiles would include the rest of the types shown on that menu, which will come out later in a much more detailed offering.
On the Discord we discovered that posting in two techs, Early SSM and Reliable SSM, adds in the menu. The updater just doesn't update the researchtable2 so you're missing the techs. Add in
Early SSM;1949;N;70;12;1901;Enables early SSM mounts Reliable SSM;1955;N;70;12;1902;Increases SSM hit rate
and the menu should pop up!
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Post by christian on Apr 26, 2020 16:32:14 GMT -6
I believe the screenshot is from an early 1.19 beta wherein Fredrik had all the potential future options for missiles in the menu (sorta like a placeholder) - that was removed for the 1.19 release since only IRRC the early SAM and ASM missiles are functionally included in it (early SAMs are indeed the Medium SAM launchers). The later types of missiles would include the rest of the types shown on that menu, which will come out later in a much more detailed offering.
"1.19 release since only IRRC the early SAM and ASM missiles are functionally included in it"
you quite literally cant mount ASM missiles without adding those 2 lines of text to the research file which also fixes the menu bug allowing ALL the missile types to be used the game will ONLY allow you to use single or dual medium sam systems without the 2 lines of text also light medium and heavy all work i dont see why they are missing from the game
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Post by williammiller on Apr 26, 2020 16:38:49 GMT -6
I'll speak to Fredrik W about this, but from what I understand only the early SAM launchers and ASMs are supposed to be working in the 1.19 release (ASM are Air-to-Surface Missiles, BTW), as the other missiles were not tested/vetted yet for a release.
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Post by williammiller on Apr 26, 2020 19:21:09 GMT -6
We really want to create a more complex rendering of all the missile types, which will take much more time and effort than it did for the basic missiles in 1.19.
In light of that fact, and due to the fact that 1.19 was taking longer than expected to complete, we decided to save work on those for later - possibly even as part of an expansion or DLC. The basic missile system presented in 1.19 would be greatly expanded as part of this...
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Post by seawolf on Apr 26, 2020 19:28:21 GMT -6
I'll speak to Fredrik W about this, but from what I understand only the early SAM launchers and ASMs are supposed to be working in the 1.19 release (ASM are Air-to-Surface Missiles, BTW), as the other missiles were not tested/vetted yet for a release. Will there be some sort of guide or tutorial released explaining how the system works?
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Post by williammiller on Apr 26, 2020 23:46:39 GMT -6
I'll speak to Fredrik W about this, but from what I understand only the early SAM launchers and ASMs are supposed to be working in the 1.19 release (ASM are Air-to-Surface Missiles, BTW), as the other missiles were not tested/vetted yet for a release. Will there be some sort of guide or tutorial released explaining how the system works? I think the manual is due for an update, so that would be a good thing to include, yes.
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Post by christian on Apr 27, 2020 0:31:04 GMT -6
I'll speak to Fredrik W about this, but from what I understand only the early SAM launchers and ASMs are supposed to be working in the 1.19 release (ASM are Air-to-Surface Missiles, BTW), as the other missiles were not tested/vetted yet for a release. ah ok makes sense weights of launcher and damage of new missiles also seems a bit wack (no damage but starts all the fires)
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Post by cogsandspigots on Apr 27, 2020 7:09:38 GMT -6
I'll speak to Fredrik W about this, but from what I understand only the early SAM launchers and ASMs are supposed to be working in the 1.19 release (ASM are Air-to-Surface Missiles, BTW), as the other missiles were not tested/vetted yet for a release. ah ok makes sense weights of launcher and damage of new missiles also seems a bit wack (no damage but starts all the fires) Simple: every single missile is a dud but has unburned fuel. Jk.
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Post by williammiller on Apr 27, 2020 9:34:13 GMT -6
The code for SSM and other missile types (other than Medium SAM and ASMs) is very early test code, is not complete & is not going to work properly at this point...which is why only the two listed systems are active in the game as released.
If you do activate the other systems, please be aware they will not function fully and indeed may cause other issues with your game since they are not complete.
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Post by christian on Apr 27, 2020 9:51:16 GMT -6
The code for SSM and other missile types (other than Medium SAM and ASMs) is very early test code, is not complete & is not going to work properly at this point...which is why only the two listed systems are active in the game as released. If you do activate the other systems, please be aware they will not function fully and indeed may cause other issues with your game since they are not complete. actually seem to work really well they work almost perfectly for me only problem i have is the lack of damage and more they kill stuff with fires but i suspect thats easily tweak able id say good job on the code it seems to work fine right now
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Post by rimbecano on Apr 27, 2020 10:19:23 GMT -6
William:
The best practice I've seen for other games that include unimplemented/incomplete functionality in the interface is to gray-out and/or mark with "(coming soon)" any parts of the interface that don't have release-ready back-end code. This reduces confusion on the part of the player-base and prevents disappointment when things appear to be included but don't work.
I'm quite content with gunnery and aviation for my striking power, so I'm not really disappointed as missiles are a bonus for me. On that account, don't take this as too harsh of criticism, but I encourage you to keep it in mind for future releases.
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Post by aeson on Apr 27, 2020 10:40:58 GMT -6
The best practice I've seen for other games that include unimplemented/incomplete functionality in the interface is to gray-out and/or mark with "(coming soon)" any parts of the interface that don't have release-ready back-end code. This reduces confusion on the part of the player-base and prevents disappointment when things appear to be included but don't work. SSMs, non-medium SAMs, and the menus that give access to them are not available in the game without modding. There is no reason to grey it out or mark it with a "coming soon" flag of some kind; it simply isn't there.
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Post by christian on Apr 27, 2020 15:40:21 GMT -6
The best practice I've seen for other games that include unimplemented/incomplete functionality in the interface is to gray-out and/or mark with "(coming soon)" any parts of the interface that don't have release-ready back-end code. This reduces confusion on the part of the player-base and prevents disappointment when things appear to be included but don't work. SSMs, non-medium SAMs, and the menus that give access to them are not available in the game without modding. There is no reason to grey it out or mark it with a "coming soon" flag of some kind; it simply isn't there. i mean if adding 3 lines of text is considered modding then sure but yeah it is beyond easy to activate the SSMs and heavy and light SAMs
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