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Thread: Neutral Master Ship Krayt T22 issues
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Vipersting
Mon Jan 31, 2005 5:24 am
#1
Hey all,
Does anyone else have an issue with the krayt 22s weapon loadout.
When switching weapons, trying a new loot item etc.., and launching into space I cannot guarantee how the
weapons will behave.
There are 4 hardpoints in the ship, one of which being the turret, and the others normal firing.
However when using various configurations of guns (not using the turret one as thats a waste of space)
they never fire from the same hard point locale on the ship.
Example..
hp1, hp2, hp3 as the hardpoints
hp1 should fire from above the cockpit
hp2 should fire from below the cockpit
hp3 should fire from the wings
gA, gB, gC as the guns.
hp1 - gA
hp2 - gB
hp3 - gC
gA fires from above cockpit and the wings
gB fires from above cockpit
gC fires from wings
say i remove gC in hp3
then get
gA firing from above cockpit
gB firing form above cockpit
Then tried switching gA with gB
then get both gA and gB firing form below the cockpit
then added gC back into hp3
then had a really useful (sarcasm on)loadout where all guns fired from wingtips,
What i want is a ship where i can set theguns to fire from the correct hardpoint when installing them
without having to land and takeoff multiple times to find a setup that works.
Anyone else notice this issue ??
Secured
Mon Jan 31, 2005 5:57 am
#2
All my guns are same color, sound, and damage range. I did notice it before when switching out a very high mass gun though.
psikobunny
Mon Jan 31, 2005 6:18 am
#3
This is a known issue that has to do with certain looted guns not displaying properly on the Kimogila/Krayt chassis. Looted guns often have custom graphics, and certain ones were not included on the Kimo/Krayt. A non visible gun will work, it simply does not display as an individual weapon. The invisible gun fires out of any working hardpoint, and incidentally, adds its damage to the output of the gun there. It's currently a minor exploit to load an invisible gun on the wing slot, and have it fire through the Top/Bottom slots eliminating weapon convergence issues. One time I was testing guns, and happened to load 3 invisible ones into a Kimogila at once. In this case the gun fires as a giant Uni Beam emanating from the center of the ship moving forward.
PS if you look closely at the garphic display of your ship as you load weapons, you will see if they appear/disappear. This eliminates the need to takeoff/land.
Message Edited by psikobunny on 01-31-2005 08:20 AM
Vipersting
Mon Jan 31, 2005 6:22 am
#4
thanks psikobunny,
have to experiment with this to find a layout i like,
the wing weaps are useless as they can't hit anything.
so i'll try to find a loadout that uses the top and bottom harpoints
Efoa_Galendil
Mon Jan 31, 2005 6:30 am
#5
I have an issue with my krayt, i thought it best to post here that start a new thread, ive taken 2 seperate people up in my krayt at the weekend, and neither of them have been able to use my turret gun, i have an elite anihilator, in space 1 which i think is the turret.
Vipersting
Mon Jan 31, 2005 6:33 am
#6
if i remember correctly the turret gun is the second weapon downin the config screen..
Message Edited by Vipersting on 01-31-2005 05:33 AM
Knightcrest
Mon Jan 31, 2005 11:48 am
#7
Vipersting wrote:
if i remember correctly the turret gun is the second weapon downin the config screen..
Message Edited by Vipersting on 01-31-2005 05:33 AM
You are correct. The turret hardpoint is the 2nd and is dorsal mounted. For a Krayt gun hardpoints 1,3, and 4 are pilot controlled with hardpoint 2 being the MP turret.
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