#Bootleg PDT-Laser: A CL-200AP Jerry Rig
1 messages · Page 2 of 1
several new updates are on my github.
- New release of K37 and K44 variants that adds two THI Cargo pod slots to the sides.
- K225-KTI "TitanXL" Recieved a secondary AUX Power Slot thanks to DigitalBarrito.
- Thanks to Za'Krin there is a new "Electronics" Department mod that lets you zoom out your Pilots LIDAR page in the OMS Menu.
- Digitalbarrito Fixed up some pricing on the "MPR RCS" to be less friendly for new saves. and they recieved some much needed buffs in durability compared to the version that you downloaded previously
You know when I first thought of bootleg PDT, my first thought was my original suggestion for PDT. To make it easier to implement (and thus more likely to be implemented) I suggested putting it on an ARM and just have the ARM reach for whatever was targeted to aim the PDT.
I am reminded of this because the KTI's has dual . . . . sidearms.
XD. i saw one of the PDTs in godot was a massdriver on an arm
i wondered what that was about
would one of those perhaps be the PDT drivers that the ||G4A station used|| perhaps?
I recall seeing something like that description, but maybe not loo
It's probably the BBW. They're basically stock weapons on half an arm gantry, if I recall.
Yep, BBW Lasers do be the silliest angry arm you've ever seen

I think it was you who even mentioned that BBW's laser pre-dates the actual PDT-Laser in the game files
So it makes sense that it's a very "custom" job 
You can still explain it in lore, as a crew-operated weapon turret that exceeds the specs on any PDT marketed as PDT.
Even the 600/150 mix kind of makes sense, in a pulse/thermal kind of kinetic/heat mix.
I think it would look/work better on non-Tsukuyomis if it were given a different sprite that made a bit more sense
You could absolutely explain it away as a crew manned pod mounted weapon thingy, but it would just look odd imo
this hanging off of a titan or basically anything else would be goofy as all get out

Given that most of the restrictions on automated weapons are AI related, putting a human in the loop would make sense. I don't think they have to be on board the equipment to run it, though.
But, no, my imagination is a full ship, with arms, holding guns.
Yeah, current PDT would need some sprite love in order to make it make sense to me 
BBW just ignores the problem by mounting them in hidden locations

This one's better.
As for making sense, if it can rotate the manipulator 'hand,' it can rotate a weapon mount. 🙂
yeah, having an arm that could hold a weapon and whatnot wouldn't be far fetched all
my points were centered towards the current spirte for the PDT as it exists now and is used on the Tsukuyomi for BBW
I know. Just making it clear that I meant the other thing.
eyy i shared that one the first time i was adding the arms onto the titan lmao
finally got around to actually being able to use this. 2 peeves i've found with it: the laser seems to run on a rather arbritrary targeting from what it feels like, seems like it wants to focus on rocks to the side of the ship before rocks that are right in front of the vessel, and it also seems to not care about rocks on the manipulator, which it completely stops targeting once it's grabbed
the laser seems to run on a rather arbritrary targeting from what it feels like, seems like it wants to focus on rocks to the side of the ship before rocks that are right in front of the vessel
This part just seems like how a lot of the targeting in the game works. I've experienced this behavior with pdmikes and pd railguns too. I could probably play around with it some and see if I can improve it, but I'm really not sure how to do that.
and it also seems to not care about rocks on the manipulator, which it completely stops targeting once it's grabbed
This bit I'm not sure about, but I think it probably has to do with the small radius around the ship where pdt weapons won't target at things in it because of their proximity to the ship. But I've also only really used these with the Titan XL with arms. So this might not be something I can really do anything about with the lasers themselves and might need to be tweaked per-ship, but I'll have to look into that
gotcha, maybe i'm comparing it too closely to the small gimbal of the vanilla CL200
the vanilla CL200AP might as well be a fixed weapon with how little it can move 
yeah pretty much
I genuinely struggled to notice it ever gimballing left or right of center, which is what drove me to make the bootleg pdt laser 
fair
(it's gimballed if you turn the ship)
honestly, i think what i was expecting was more so a frontal proximity defence. i didn't realize just how wide the angle of attack is
Yeah, I put 2 of them on a titan and was like "these feel like they basically only aim in front of me"
45 degrees left and right of center if I understand how the gimbal angle thing works
and then where that center point is is going to depend on the ship and it's mount locations and whatnot too
yeah that sounds reasonable
on something like the titan, putting 2 pdt lasers on the front is more of a frontal defense thing
but it still exhibits that behavior where it mostly targets whatever enters the proxy for it first which can result in things to the sides of the ship getting priority and being held as a target first instead of something on more of a direct course for the ship
i think the only time i've ever had issue with how wide the gimbal is is when it's close to a station, as it doesn't recenter after destroying everything in range and i've accidentally zapped nearby non-rock objects a handful of times
"in range" happens to extend to off screen

i found the best solution to that
dock with the SRA with your torch facing it
just let the SRA handle the rotation while you zappy zap
i did just that, and proceeded to ruin my reactor from mass driver fire after i torched the G4A station trying to avoid the rocks lol. i think the lasers originally targeted something behind it when i was approaching before i disabled
ye, that's always the best way to do it if you want to become part of the station's orbital defenses

this is likely, them bad bois don't respect obstructions.... which I mmiiiiiiiight want to play around with changing
only reason I haven't is because of how often ore chunks can obstruct valid targets
but it might be worth playing around with that
that's fair
god i wish we could have the laser ignore chunks
the OREB is a big issue when flying into a roid field
if I could make it wider, I could, but I'd have to change the behavior and make it cast more rays instead, and that's scripting stuff and beyond my pay grade right now

lol
have you looked at the drone factory i posted btw?
the code we tweaked in BR down to 0.01 was speed.
but the constants in the MPU.gd are what controls the amount made per.
so just gotta use a script that overrides those constants lol
nice
the code we tweaked in BR down to 0.01 was speed.
but the constants in the MPU.gd are what controls the amount made per.
this bit I was already aware of
I was more curious about the calculation being used to produce the actual speed of printing in the game, because if you can tweak that calculation being performed you could likely increase the actual speed of printing without just cranking the amount printed per, since we obviously know there's a floor to the value you can set for the speed, so making it any faster would be a calculation tweak
but that do be the beauty of modding, and modding dv in general, 8 different ways to shake a stick at the same problem
its calculating time based on frames if i remember right
a snippet of code from the factory that makes da drones.
yes its disgusting lmao.
var droneUnitsGenerated = delta * pow(power, 2) / droneUnit:
This line calculates the number of drone units generated in the current frame.
delta represents the time since the last frame, so delta * pow(power, 2) scales the generation rate based on both time and the power level squared (pow(power, 2))
That was actually the intent. It was mainly so prospectors could hit small targeted rocks.
One reason I suggested looking at the driver PDT is that it does things like multi-target, rejecting stacking up on one target. Though I seem to recall saying at one point that it should still stack up in the singular case of hostile ships. I just haven't taken multiples into a fight to check.
this laser gets too op when you equip it on 5 hardpoints lol. doing some testing of a compatable IoE and figured this mod is perfect for it
Do you need the pdt license from the habitats for this to work right or has it broken somehow cuz the targeting lines don't show up even with the right autopilot and they don't fire at all and 2 of them show up in the shop
@digital kite this should be a light patch to the mod that fixes the resell value of the laser when using some specific mods. should also mention that i've made a pull request on the github that highlights the issue as well