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Blog RSS Feed Report abuse Latest News: Dev Blog: Flak Cannon

About Airships with 0 comments by Zarkonnen on Mar 4th, 2015

Now that turreted weapons and bombs are in Airships, the next step is to make something specialized for shooting upwards: Flak Cannon! I've wanted to put these in for a while now, and several people have independently asked for them, so it is time.

To figure out what their appearance and stats, I took two things into consideration: reality and game balance. For the reality, I went to the usual place, Wikipedia, and read up on the history of anti-air weapons, trying not to get sucked in too deep. (History is so interesting! I totally need to read an in-depth description of the development of rangefinders in the interwar period! Ooh, what's that? A type of tank I haven't read about before? Mongolia was communist? There was a plot to free Napoleon from St. Helena using a pair of submarines? Why is it dark outside?)

The earliest anti-air guns were created in the 1870s to shoot down balloons, derived from small-caliber artillery pieces on special mounts, generally firing explosive shells. As their role shifted from shooting at slow-moving balloons to zeppelins and then rapidly-moving aircraft, more clever targeting and fuse timing systems became necessary.

In the world of Airships, development of anti-air guns would have taken a somewhat different trajectory, focused a bit more on firepower than accuracy, as airships move slowly, are large, and fly close to the ground. Still, the core idea of a smallish gun with a flexible mount would be the same.

The big question is about firing angle: to make these guns not just a smaller version of the Dorsal Turret, they should have a different fire arc, more restricted to pointing upwards. This also makes it possible for them to only require free space above, so unlike as with the turret, you can put multiple ones in a line. So for now, let's say 120 degrees centered upwards.

And what about fire rate and damage? For this, I have a convenient spreadsheet that calculates for me the amount of time it takes a given weapon to penetrate a given armour type, and calculates from this a general "quality" value that lets me keep fairly balanced. In the end, fiddling with this yielded 20 blast damage and 1.5 second reload time as good values that make the weapon powerful in its special area but not overwhelmingly good.

This left me with actually implementing the thing, which wasn't too big a job: drawing graphics for the module, the barrel, and the projectile, adding an entry to the module types, and putting in translation strings. So watch out for it in the next update!

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Post comment Comments  (90 - 100 of 119)
figalot Oct 18 2010, 9:20pm says:

I actaully Created this engine, no joke

-3 votes     reply to comment
vahak11 Aug 20 2012, 10:32am replied:

Really? because its not an engine.

0 votes     reply to comment
XManXHunterX Sep 1 2010, 9:29am says:

custom built for the WIN!

+3 votes     reply to comment
Nilghai Jul 2 2010, 12:11pm says:

18 pages of games with custom builts... that's awesome

+6 votes     reply to comment
nonenonenonenonenone Jun 8 2010, 6:53pm says:

Can you make FPSs?

-1 votes     reply to comment
odysside Jun 8 2010, 3:53am says:

Why dont people actually upload the engines instead of using
"custom built"

-3 votes     reply to comment
leebarguss Jun 9 2010, 4:54pm replied:

Because a lot of these are built specifically to create the game. They have no names as they are not commercial.

+6 votes     reply to comment
Arvind May 31 2010, 3:36pm says:

Best engine made ever. Look at the possible platforms!

+2 votes     reply to comment
kokkokoo Feb 23 2010, 9:11am says:

it was a lot of fun making aliens vs predator with this but then tho bastard stole it from me!

+7 votes     reply to comment
Isundir Apr 23 2010, 1:19am replied:

lol wut who stole the wut from who?

+4 votes     reply to comment
MitchellS Feb 12 2010, 3:12am says:

Most amazing engine ever. Great texture quality!

+4 votes     reply to comment
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