Can we get rid of this error?

Why? I'll tell you for why

Found errors for ~\sins2\mods\SquishyShips\entities\trader_antifighter_frigate.unit

- index(1) : weapon trader_missile_light_turret_single_l.weapon : yaw_arc <= yaw_firing_width (16 vs 30). weapon instances linked to weapons with yaw_speed must have a yaw_arc > the yaw_firing_width otherwise why do they speed to rotate?
- index(2) : weapon trader_missile_light_turret_single_r.weapon : yaw_arc <= yaw_firing_width (16 vs 30). weapon instances linked to weapons with yaw_speed must have a yaw_arc > the yaw_firing_width otherwise why do they speed to rotate?

I'm trying to re-use weapons instead of having a specific .weapon file for every single ship, it's a single weapon that's attached to many ships. In this instance, it's a single missile pod that I want to be able to rotate on the spot and fire at targets that it's not directly looking at.

I have it on two separate ships. The first one has room for a full 180 degree rotation, so it's fine. This frigate though is tight, so I want to restrict its rotation to about 16 degrees yaw while still being able to fire at targets beyond that... however this error pops up.

"Why do they speed to rotate?" Because some ships use it still, but not this one. Seems unnecessary to multiply the weapons by the number of ships.

New Garda

7,265 views 2 replies
Reply #1 Top

Hello, can you send us the entity files you're trying to mod? I can have someone on the team take a look at what you're doing when we get a second. I would recommend zipping them up and sending through google drive or an equivalent service.

Reply #2 Top

Sure. The focus is on skin/unit files for the Garda and Cobalt, as well as the custom missile launcher pods L and R. As they are right now I've adjusted the angles so the error doesn't pop up but it's not the solution I'd like as it restricts the firing arcs of a missile launcher. Alternatively I remove the turret's ability to rotate at all.


    "yaw_firing_tolerance": 15

and

    "yaw_arc":
            {
                "min_angle": -16.0,
                "max_angle": 15.0
            }

Whereas I'd want the tolerance to go beyond the max angles (I assume it means that the weapon will fire if the target is within the tolerance range, which for most weapons is a bit silly, but for missiles seems fine). I can simply REMOVE the ability for the turrets to spin, and increase the yaw arcs, yes, but I think it looks nicer if they can/would move a little bit.


I'm adding a LOT of weapons to just about everything so I'm trying to avoid the issue of creating 100+ weapons files. Mostly for the spectacle, and hoping it doesn't cause performance issues.


Also two other requests, if it's possible:

1. It could save a LOT of time/work if the game would load the skins from the .weapon files by default as a fallback if there were no associations in the .unit_skin file when assigning weapon turrets to a ship in the .unit files. I don't believe it's currently possible to assign the .mesh associations in anything other than the .unit_skin files. Ideally, if I wanted to use default skins for a weapon turret, I would just assign the turret to the ship in the .unit file and ensure the associations to the .mesh in the .weapon file. Then also, on a case by case basis, if a specific ship should want to use a different skin, it can override the .weapon skin by instead using the .unit_skin skin. (There are a few instances where I'm doing this) -- As it is now, I'm copying+pasting the associations from every .unit_skin file to every other one, and each file lists most of the same weapon skins. Every time I decide to change something (sounds included), I need to redo them all, where it would be nice to just have to only change at least 1 file instead. Not a huge deal.

2. I've needed to create two separate pods (for visual appearance reasons, they're not symmetrical alone, but instead as a pair). The Left and Right variations. It works fine, no problems, but the in-game tooltips show them as two separate weapons "1x Light Missile, 1x Light Missile" and all I ask here is for some sort of code that allows me to group the two weapons as a single weapon for tooltip purposes into either "1x Light Missile" with the combined DPS, or "2x Light Missile". Something like:

    "ui_group": "light_autocannon"

Also not a huge deal. All just very minor QoL things.

 

I've included everything other than the manifests and mod_meta_data files that I think is needed to be able to load them into a game.

Error-Free Version Here (edit: linked the wrong zip first time)

To re-create the error, in

entities/trader_missile_light_turret_single_r.weapon

change line 6

    "yaw_firing_tolerance": 15,

from 15, to 17 or above.