rogerbacon51
Posts: 77
Joined: 10/29/2009 Status: offline
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quote:
ORIGINAL: Modest That is true - if I move my carrer a bit from it's target it is still ok. If I move it more than bit (actually this "bit" is a quite long range, as fighters have longer range of operation than any other weapon) they mass disengage and are returning to it's carrier (or are engaging other targets, that are in their's operational range). Let me define a 'bit' for you. Fighters break off attacking when the range from their parent ship to the target exceeds 1500. I thought this was too short so for my sublight emphesis mod I changed it to 15,000. This way carriers work more like WW2 carriers and never see each other. Just my preference. private void CheckReturnToCarrier(Galaxy galaxy)
{
if ((!this.OnboardCarrier && (this.MissionType != FighterMissionType.ReturnToCarrier)) && (base.ParentBuiltObject != null))
{
if (base.ParentBuiltObject.CheckHyperjumpPending())
{
this.ReturnToCarrier();
}
else if ((this.MissionType == FighterMissionType.Attack) && (base.CurrentTarget != null))
{
if (galaxy.CalculateDistance(base.CurrentTarget.Xpos, base.CurrentTarget.Ypos, base.ParentBuiltObject.Xpos, base.ParentBuiltObject.Ypos) > 1500.0)
{
this.AbandonAttackTarget();
this.EvaluateThreats(galaxy);
}
}
else if (galaxy.CalculateDistance(base.Xpos, base.Ypos, base.ParentBuiltObject.Xpos, base.ParentBuiltObject.Ypos) > 1500.0)
{
this.ReturnToCarrier();
}
}
}
< Message edited by rogerbacon50 -- 8/4/2012 4:56:10 PM >
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