Ships not launching torpedos or fighters

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lin_fusan
Posts: 45

Ships not launching torpedos or fighters

Post#1 » Mon Aug 06, 2007 1:23 am

I've had this happen a couple times in two different games.

A ship reaches a planet, I either have the Kill mission or Primary Enemy set, they ship attacks the planet, but it won't launch fighters or fire torpedos.

Under normal circumstances, the planet has no defenses, so I wasn't worried. But this last turn, my torpedo ship did not launch anything against an armed planet. It shot down its fighters, but was destroyed. :x

I am Evil Empire in both games, neither has any specific mods (although one game has a modified map, in a donut-shape), and, I think, both cases I fought the Rebels.

I've scoured the in-game help file and this board, but I can't find any reference to this effect.

Any thoughts?

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Hawkeye
Posts: 1029

Post#2 » Mon Aug 06, 2007 1:29 am

A friendly code of NTP on the ship will cause that.

lin_fusan
Posts: 45

Friendly code

Post#3 » Mon Aug 06, 2007 1:59 am

I'm absolutely sure that I never used the NTP code with a fighter carrier (seeing as it wouldn't have any torpedos to NTP).

But the torpedos not launching makes sense. I might have forgotten to change it after another mission. That I'll admit mistake on. :oops:

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Six_Of_One
Posts: 1078
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Post#4 » Mon Aug 06, 2007 2:11 am

I was under the impression NTP also stopped fighters launching.,
"Just because you can do a thing,
Doesn't mean you should."

Paarthurnax the Dragon
Elder Scrolls-Skyrim

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Hawkeye
Posts: 1029

Post#5 » Mon Aug 06, 2007 5:10 am

Six_Of_One wrote:I was under the impression NTP also stopped fighters launching.,

Yup I'll second that one - Im pretty sure it works for carriers too.

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B A N E
Posts: 3777

Post#6 » Mon Aug 06, 2007 5:26 am

There exists in the game a glitch in host.exe and vcr.exe
where carriers with 3 or less bays do not launch fighters.
I don't recall the specifics but it has to do with the way Tim W
wrote the combat engine.

So with the EE, CVs susceptible to this bug are:
H Ross (2 bays)
Moscow (2 bays)
SS Destroyer (3 bays)

Other races CVs also susceptible:
Redwind, Valiant, Iron Slave, QTanker,
Pawn, Sagitarrius, Gemini, Scorpius

You can also see this glitch happen with beams at times with low
beam warships (4 or less) where the ship will only fire 1, 2 or 3
of its' beams in combat.

I don't specifically recall it being a problem with torps but don't see
why it wouldn't be.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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Havok
Site Admin
Posts: 7557
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Post#7 » Mon Aug 06, 2007 1:22 pm

B A N E wrote:There exists in the game a glitch in host.exe and vcr.exe
where carriers with 3 or less bays do not launch fighters.
I don't recall the specifics but it has to do with the way Tim W
wrote the combat engine.

So with the EE, CVs susceptible to this bug are:
H Ross (2 bays)
Moscow (2 bays)
SS Destroyer (3 bays)

Other races CVs also susceptible:
Redwind, Valiant, Iron Slave, QTanker,
Pawn, Sagitarrius, Gemini, Scorpius

You can also see this glitch happen with beams at times with low
beam warships (4 or less) where the ship will only fire 1, 2 or 3
of its' beams in combat.

I don't specifically recall it being a problem with torps but don't see
why it wouldn't be.
I've seen this happen with Virgo's and Gollum's before too. Sometimes ships enter combat and just don't do a thing.
Regards,
][avok

User avatar
B A N E
Posts: 3777

Post#8 » Mon Aug 06, 2007 2:36 pm

I've never seen it with the big CVs, but I don't doubt it.
:?
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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hennef
Posts: 2250

Post#9 » Mon Aug 06, 2007 3:07 pm

perhaps the chance for that is ridiculously low?

i have witnessed this with 3- and 2-bay ships and i also know about the beam-bug, which happens quite often mostly against planets. i once had a fight with an empire H-Ross light carrier against a red-wind. my craft stopped launching fighters in the middle of the battle - disaster! :sink:
that is why i would give the ssd 4 bays in my personal ship-list, because it is said that the launch-bug would only apply to 3 or less bays.

but i also recognized, that in some battles the launch rate of bigger carriers drops pathetically low during the fight - maybe there is some calculation malfunction in the launch-code.... sounds pretty techy ;)

also there is this bug, that the planet does not launch its fighters until being hit by any weapon. sometimes that is really a deciding factor in battle.

but i never saw a ship not firing it's torps unless set to NTP, which should also effect launching fighters btw.
"A ship may disable its torpedo systems or not launch it's fighters by using the friendly code "NTP"" - from donavan's
have fun!

hennef

Silvestr Potash
Posts: 59

Post#10 » Sun May 01, 2011 2:55 am

I see ,sometimes, one beam do not work even with duel 2 gorbie.
I think its a reason of "stealth" left -side advantage.
May be, its a feature, not a bug.
Is not it?

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Don Quijote
Posts: 27

Post#11 » Sat Jul 23, 2011 6:26 pm

My thoughts on the subject are, that it might not be a bug as such, but an unprobable event.

As far as I can see, in Thost fights the behaviour of beams, fighters and torpedos are all grounded on chance. This means, that recharging & the firing of beams, fighters and torpedos each have a specific probability per micron (the time unit in fights). Because 1 micron is a very short amount of time in fights, the above probabilities are called on very often, so in regards to the law of large numbers weapons usually act the way we know and mostly more or less the same. But still there is a small chance, that a weapon does not fire at all in a fight.

So far my speculations on the subject. There is a very good & specific article about fights in Thost called Master at Arms by Jan "Sirius" Klingele, which you can find on Donovans page.
"You are erratic, conflicted, disorganized. You lack harmony, cohesion, greatness." - 7 of 9

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