Quarto
Unknown Enemy
Well, it's not a good idea based on the technology of today - it's a good idea based on Secret Ops, even with all of our updates, still being very outdated compared to today's hardware . But yeah, go for broke - you'd have to put in a lot of effort to overload a modern PC with Secret Ops.Interesting, So basically it's probably better to just leave everything at high detail. (It's a good idea based on the technology of today anyways).
Well, the only way to do this exactly as you propose would be to get one of those magical WC wizards (HCl or PopsiclePete) to figure out how that works, and create a DLL patch to change it. Other than that... the way things currently work is that as long as a capship is alive, hits on the hull will always produce a shield splash, and if the capship dies, you'll get the hull damage impact. For capship components, it's different - I *think* that hitting any capship component with any gun will produce the impact graphics (unless the component is shielded by a generator), but I don't remember for sure. It may also be that the impact graphics are only used when you hit a component with a gun capable of damaging a capship.Here's a good question which I've been tinkering with a little bit. It's in reference to the effects of guns in the SO engine. On Capships, you shoot at the ship when it's shielded and the shield mat shows up, temporarily for maybe what .5 seconds? What can we do to actually have something come up permanantly? For instance, once the shields are down it has a temporary effect of an small explosion on the hull, What can we do if any to make something of that effect look more like hull damage and not a temporary mat. Where do you think would be a good place to start, if any?