Equalizer It seems the rail gun shot penetration is still buggy, some times the shot will just 'poof'.
(shot disappears after destroying one part and not carrying on to damage other parts even though penetration isn't used up)
The only time I've seen this happen is when the shot is actually running out of range.
Dalas120 Allow railgun impact damage to bleed forward (in minimurgle's words: overcharge) if it completely kills the shield/armor/part that it impacted. This is crucial to prevent overkill, and IMO just makes sense. Could be accomplished by changing the railgun to fire multiple invisible projectiles (same fire rate, total damage, visuals as right now).
The more I think about this, the more I like it, and I think I have a pretty good way to code it without requiring multiple projectiles. The thing I wonder about though is, how does it interact with the existing penetration damage? Is just one pool of damage and when it runs out, the bullet despawns (if penetration doesn't run out first)? Does it get added to the existing penetration damage?
Dalas120 Reduce lvl 0 railgun range (less than 150 but more than 60), also reduce the bonus to range from accelerators. I feel like range scaling right now is strangely quick (only 3 accelerators puts you at max range).
I agree the scaling is strange, but I think it's stranger to have a railgun have way shorter range than a cannon. I'm almost thinking the range shouldn't scale at all and should just be the current maximum.
Dalas120 Allow players to aim their ship at another ship/a specific part without having to set a position. Useful for aiming your railgun/ion beam if the enemy ship is faster than you.
Only really works if your railgun is dead-center.
Dalas120 Allow internal shields to block bullets. Right now penetrating projectiles will completely ignore shields if the shield overlaps a room.
This is intentionally. I don't think I want shields to be an internal defense.
Dalas120 Some kind of graphical indicator when a railgun is ready to fire. Synchronizing railguns volleys is very important to destroy specific parts (instead of damaging many different ones), and some kind of graphical indicator would help a lot, plus it would look cool. Maybe show the railgun bullet on the rails of the loader?
Yeah seems like a good idea. I can probably do something simple.
Olexphyre I've spotted a quirk in the Railgun system. Silly Walt... you based the guns range from the loader, not the exit!
Once you build enough accelerators, you actually LOSE range! I'm posting this as I just found out, so this is my only example, but 3 accelerators has more range than 10 accelerators. This is because each range increase is smaller than the accelerator itself, to which the projectile range is calculated and fired from the loader.
Either change the way the range additions work, or swap the starting point for range from Loader to Exit.
This is not true, I just tested railguns of 8 different lengths. The shortest railguns had the least range, and the longest 5 all had exactly the same range as measured from the launcher. If you think I'm wrong, please prove it with a saved game. ๐