Page 3 of 3

Re: SLAM Hook

Posted: Wed Feb 13, 2019 7:18 pm
by Rookie_One1
Would that even be possible ?

Re: SLAM Hook

Posted: Wed Feb 13, 2019 8:41 pm
by keiranhalcyon7
Probably. The better question is, is it worth the effort? Remember, the system was only designed for & tested with one craft. There are probably all sorts of abusable corner cases when it's enabled it for others.

Re: SLAM Hook

Posted: Wed Feb 13, 2019 8:44 pm
by Rookie_One1
abusable corners ? what a weird image

*abuse corner*

Re: SLAM Hook

Posted: Sun Feb 24, 2019 6:34 am
by Justagai
There seems to be an issue with the hook. If one uses SLAMS during a mission, then quits and refiles, the sound won't play anymore.

In slam.cpp:

Code: Select all

if (hasSlam && !soundsLoaded)
	{
		soundsLoaded = true;
...
		}
The issue here I believe is that the sound isn't checked if it's loaded or not. Removing "!soundsLoaded" fixes the issue, but I'm sure there are better solutions.

Re: SLAM Hook

Posted: Sun Feb 24, 2019 11:30 am
by JeremyaFr
Thanks for the bug report.

I've fixed it.

Please redownload xwa_hook_slam.zip

Re: SLAM Hook

Posted: Tue Apr 27, 2021 3:30 pm
by JeremyaFr
UPDATE

Hello,
I've updated the SLAM hook.

I've added support for an upcoming sounds hook.

Re: SLAM Hook

Posted: Mon Jan 24, 2022 8:59 pm
by AngeI
Hi @JeremyaFr, we've noticed a bug or at least an unintentional feature of SLAM. Basically if you press the key, even with zero energy available, the SLAM will still briefly activate and cause a speed boost. You can basically abuse this system by rapidly tapping the K key to activate SLAM and with persistence achieve the maximum speed boost even without laser energy. I don't know if some sort of brief cooldown can be enabled or a way for it to check for sure there is energy available before activating, but hopefully something that can be fixed.

Re: SLAM Hook

Posted: Fri Feb 11, 2022 10:24 am
by capitanguinea
It is due to the fact that the value of laser capacitor is shown discretized in game in number of shots ready to be fired but the value itself is continuos. So even when you have not enough to burn a laser shot aimed to target the system has energy allocated to his capacitors and Slam can use it for a quick boost.

Re: SLAM Hook

Posted: Fri Feb 11, 2022 5:06 pm
by AngeI
capitanguinea wrote:
Fri Feb 11, 2022 10:24 am
It is due to the fact that the value of laser capacitor is shown discretized in game in number of shots ready to be fired but the value itself is continuos. So even when you have not enough to burn a laser shot aimed to target the system has energy allocated to his capacitors and Slam can use it for a quick boost.
Makes sense. The question is can we make it so it doesn't do this for SLAM :D

Re: SLAM Hook

Posted: Fri Feb 11, 2022 6:43 pm
by capitanguinea
AngeI wrote:
Fri Feb 11, 2022 5:06 pm
capitanguinea wrote:
Fri Feb 11, 2022 10:24 am
It is due to the fact that the value of laser capacitor is shown discretized in game in number of shots ready to be fired but the value itself is continuos. So even when you have not enough to burn a laser shot aimed to target the system has energy allocated to his capacitors and Slam can use it for a quick boost.
Makes sense. The question is can we make it so it doesn't do this for SLAM :D
Strictly speaking unless there is a laser charge level trigger inside the hook I believe it is not possible. One trick would be enable a count down to give a minimum lapse from deactivation to activation of the slam. Another would be change the curve of acceleration making slam work as a turbo punching at high rates of engines rpms minimizing his effects in the first few tenths of second (giving a hiccup jump to high speed)

Re: SLAM Hook

Posted: Fri Feb 11, 2022 10:47 pm
by keiranhalcyon7
AngeI, question - does the SLAM system exhibit this behavior even when the cannon capacitors are completely drained, e.g. when you've been redirecting the power to engines, and the capacitors have been sitting at 0 for a few seconds already?

Re: SLAM Hook

Posted: Sat Feb 12, 2022 11:35 am
by AngeI
keiranhalcyon7 wrote:
Fri Feb 11, 2022 10:47 pm
AngeI, question - does the SLAM system exhibit this behavior even when the cannon capacitors are completely drained, e.g. when you've been redirecting the power to engines, and the capacitors have been sitting at 0 for a few seconds already?
Yes, so I'm not sure how it can be that this energy reserve is still present with all power redirected to engines and nothing left in the reserves. Adding a cooldown timer between activations seems the best way to handle this imo, even if its just a second or two. You have to spam the button rapidly to keep maintaining the high speed.

Re: SLAM Hook

Posted: Sat Feb 12, 2022 3:15 pm
by JaggedFel
If the value of the capacitors can be read directly, can a threshold be set instead, so you can't activate SLAM before a certain charge builds up?

Re: SLAM Hook

Posted: Sat Feb 26, 2022 9:55 am
by JeremyaFr
UPDATE

Hello,
I've updated the slam hook.

There was a bug where the SLAM system could be activated by repeatly pressing the K key, even if there is no energy.
Now, when there is no energy, the SLAM system will not be activated and the MSG_OVERDRIVE_UNABLE message (Engine overdrive boosters cannot be engaged) will be displayed.

Re: SLAM Hook

Posted: Mon Apr 04, 2022 8:34 pm
by JeremyaFr
UPDATE

Hello,
I've updated the slam hook.

I've added a "SlamEnablePenalty" setting.
To define the SLAM enable penalty, set the "SlamEnablePenalty" setting in "hook_slam.cfg". It is an integer value. The default value is 4.