
Download :
http://www65.zippyshare.com/v/44635175/file.html
Moderators: winston, another_commander
Have you tried? From what I can see of it, the front section could be long enough that you could touch the back wall of the docking port without the back end scraping, so you may be able to dock even though the engines are too big.V12 wrote:Houston, we have problem !
Without docking computers Typhoon can't dock in small stationsI rescaled model with factor 0.6, now, the cargo capacity is 300 tons.
Code: Select all
{
"Typhoon" =
{
aft_eject_position = "0.0 -11.67278 -33.949939";
energy_recharge_rate = 5;
exhaust = ("-11 11 11 5.0 4.0 8.0","11 11 11 5.0 4.0 8.0","-15.5 0 11 5.0 4.0 8.0","15.5 0 11 5.0 4.0 8.0","-11 -11 11 5.0 4.0 8.0","11 -11 11 5.0 4.0 8.0");
forward_weapon_type = "WEAPON_NONE";
max_cargo = 300;
max_energy = 640;
max_flight_pitch = 1;
max_flight_roll = 1;
max_flight_speed = 600;
max_missiles = 4;
missile_launch_position = "0 8 150";
missiles = 4;
model = "typhoon.dat";
name = "Typhoon class freighter";
roles = "trader";
smooth = "false";
thrust = 50;
aft_weapon_type = "WEAPON_NONE";
port_weapon_type = "WEAPON_NONE";
starboard_weapon_type = "WEAPON_NONE";
};
"Typhoon-player" =
{
aft_eject_position = "0.0 -11.67278 -33.949939";
energy_recharge_rate = 5;
exhaust = ("-11 11 11 5.0 4.0 8.0","11 11 11 5.0 4.0 8.0","-15.5 0 11 5.0 4.0 8.0","15.5 0 11 5.0 4.0 8.0","-11 -11 11 5.0 4.0 8.0","11 -11 11 5.0 4.0 8.0");
forward_weapon_type = "WEAPON_NONE";
max_cargo = 300;
max_energy = 640;
max_flight_pitch = 1;
max_flight_roll = 1;
max_flight_speed = 600;
max_missiles = 16;
missile_launch_position = "0 8 150";
missiles = 3;
model = "typhoon.dat";
name = "Typhoon class freighter";
roles = "player";
smooth = "false";
thrust = 50;
aft_weapon_type = "WEAPON_NONE";
port_weapon_type = "WEAPON_NONE";
starboard_weapon_type = "WEAPON_NONE";
"view_position_aft" = "0 25 -20";
"view_position_forward" = "0 25.0 10";
"view_position_port" = "-20 25 10";
"view_position_starboard" = "20 25 10";
"has_ecm" = 1;
"has_fuel_injection" = 1;
"has_shield_booster" = 1;
"has_shield_enhancer" = 1;
"has_docking_computers" =1;
};
}
If you want to guarantee that it doesn't get weapons, adding aV12 wrote:Code: Select all
forward_weapon_type = "WEAPON_NONE";
weapon_facings = 0;
line in the shipdata.plist entry is probably useful.The first two of these only apply to NPC ships - you should assign them in shipyard.plist to make them starting equipment. (NPCs don't have shields as such, so these properties work a bit differently for them)V12 wrote:Code: Select all
"has_shield_booster" = 1; "has_shield_enhancer" = 1; "has_docking_computers" =1;
has_docking_computers
doesn't exist - all NPCs automatically get the equivalent of one, at the moment.If added by the game as a "trader", though, the auto AI routines will fix that. Still a good idea to assign a default one, but probably not why it isn't showing up here.SirArian wrote:What the problem is, is that there is no AI assigned to the ship