{WIP} navy carrier upgrade. CNV Thor class.

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

dertien
---- E L I T E ----
---- E L I T E ----
Posts: 471
Joined: Sun Jan 23, 2011 9:27 pm
Location: Belgium, Monarchy, Feudal, Overtaxed system

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by dertien »

Well, I think THGC was right in his post when he said it looked like a cruise liner. It does kindof since you don't see it moving and you consider the back being the front. Good point, I could make a nice PNOo cruiseliner and change the model a bit, making it less wider, with a docking bay at the back, hell it could even be a replacement for hoopy's casino ship, and I just give it another texture, that will fit with the casino nicely and some neon signs.

Anyhow, Pagroove put me up to something Thargoid, so when you are indeed bored next week, and you feel compelled to do it instead of spending time at the hotel bar, have a go at that fly in one end fly out the other scipt because.....

A litte refit in the shipyard and... this cannot be mistaken, ladies and gentlemen for anything else than a Carrier.

Screenshots:

Image
Image
Image

Enjoy.

Textures are tests to show it ingame, will put better ones on the release version. can start working on a Destroyer and Frigate class ship, maybe a small carrier too to watch the big buff. Thanks for the naming possibilities and I will chose one accordingly.
Alpha Backer of Elite Dangerous
With 250 GBP :D
User avatar
Cody
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
Posts: 16081
Joined: Sat Jul 04, 2009 9:31 pm
Location: The Lizard's Claw
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by Cody »

Now that is a ship-of-the-line, if ever I saw one.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
dertien
---- E L I T E ----
---- E L I T E ----
Posts: 471
Joined: Sun Jan 23, 2011 9:27 pm
Location: Belgium, Monarchy, Feudal, Overtaxed system

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by dertien »

Damn, keep crashing into the thing when trying to go down the shute. Oolite registers it as a solid piece, guess I'll have to make a few more subentities, to actually make it work. :D
Alpha Backer of Elite Dangerous
With 250 GBP :D
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by Smivs »

Hey dertien, did you know there is a (very slowly) ongoing project to produce a Liners OXP. P&Oo is one of the crOose lines involved, and Myself and P A Groove have been asking for donations. If you want to throw a liner our way we'd be very happy to include it.
Cheers,
Smivs.
Commander Smivs, the friendliest Gourd this side of Riedquat.
dertien
---- E L I T E ----
---- E L I T E ----
Posts: 471
Joined: Sun Jan 23, 2011 9:27 pm
Location: Belgium, Monarchy, Feudal, Overtaxed system

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by dertien »

I didn't know you guys were working on a Liners OXP, but by all means Smivs, consider it done :)
Alpha Backer of Elite Dangerous
With 250 GBP :D
User avatar
Smivs
Retired Assassin
Retired Assassin
Posts: 8408
Joined: Tue Feb 09, 2010 11:31 am
Location: Lost in space
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by Smivs »

It's been hibernating since before Christmas :( I'm hoping to do a bit more with it soon, so yes, thanks, another liner would be excellent.
Commander Smivs, the friendliest Gourd this side of Riedquat.
User avatar
Commander McLane
---- E L I T E ----
---- E L I T E ----
Posts: 9520
Joined: Thu Dec 14, 2006 9:08 am
Location: a Hacker Outpost in a moderately remote area
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by Commander McLane »

Not sure which version I like more. The new one certainly fits the SpaceIsAnOcean-trope to a tee. Which can be funny, but I guess 'funny' is not what you want that ship to be. In other words: this trope is not necessarily good.

We already have a ship which looks like a U-boat (Amen Brick's Yacht), and personally I don't need more of that marine theme in the Ooniverse. So I would vote for the original version.

Just my 2 cents.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by Thargoid »

Nothing is boring like an easyJet flight (except the last bit when we had an aborted landing and go-around), so here's a little example script for you. Copy/paste it into a text file and save it as "backDoor_mirror.js" (or whatever filename you want to use, making sure it doesn't get a .txt stuck on the end) and then in the shipdata.plist add a line script="backDoor_mirror.js"; (or whatever you called the file) to the entry for the station that you want to be affected by the script.

The event fires every time the station in question launches a ship (NPC or player) and the script simply spins it 180 degrees (PI radians) around it's up/down axis (ie points it backwards) and then moves it to an equal distance behind the station from where it currently is.

This assumes that the station itself is symmetrical about the Z-axis (the axis of rotation, you launch towards +Z). This is true for the trunk stations (Coriolis etc), but if it isn't for your ship/station then the second line may need tweaking.

On my test Coriolis (using DeepSpace's textures) is makes ships appear to launch out of the back rather than from the docking bay. As there is already a circular pattern there, it looks OK if a touch weird. But fun :twisted:

Code: Select all

this.name					= "backDoor_mirror.js";
this.author					= "Thargoid";
this.description			= "Moves ships on launch to the other side of the station and turns them around.";
this.version				= "1.0";

this.stationLaunchedShip = function(launchedShip)
	{
	launchedShip.orientation = launchedShip.orientation.rotate(launchedShip.vectorUp, Math.PI); // Flip the ship around to face backwards
	launchedShip.position = this.ship.position.subtract(this.ship.vectorForward.multiply(this.ship.position.distanceTo(launchedShip.position)));
	// and move it an equal distance behind the station (this.ship is the station here, launchedShip is the ship it launched).
	}
Anyway it gives a demo example. You can filter the probabilities or ships affected by expanding the code with some randomisation maths or checked on the parameters of launchedShip.

[/color]
dertien
---- E L I T E ----
---- E L I T E ----
Posts: 471
Joined: Sun Jan 23, 2011 9:27 pm
Location: Belgium, Monarchy, Feudal, Overtaxed system

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by dertien »

Thargoid wrote:
Nothing is boring like an easyJet flight (except the last bit when we had an aborted landing and go-around), so here's a little example script for you. Copy/paste it into a text file and save it as "backDoor_mirror.js" (or whatever filename you want to use, making sure it doesn't get a .txt stuck on the end) and then in the shipdata.plist add a line script="backDoor_mirror.js"; (or whatever you called the file) to the entry for the station that you want to be affected by the script.

The event fires every time the station in question launches a ship (NPC or player) and the script simply spins it 180 degrees (PI radians) around it's up/down axis (ie points it backwards) and then moves it to an equal distance behind the station from where it currently is.

This assumes that the station itself is symmetrical about the Z-axis (the axis of rotation, you launch towards +Z). This is true for the trunk stations (Coriolis etc), but if it isn't for your ship/station then the second line may need tweaking.

On my test Coriolis (using DeepSpace's textures) is makes ships appear to launch out of the back rather than from the docking bay. As there is already a circular pattern there, it looks OK if a touch weird. But fun :twisted:

Code: Select all

this.name					= "backDoor_mirror.js";
this.author					= "Thargoid";
this.description			= "Moves ships on launch to the other side of the station and turns them around.";
this.version				= "1.0";

this.stationLaunchedShip = function(launchedShip)
	{
	launchedShip.orientation = launchedShip.orientation.rotate(launchedShip.vectorUp, Math.PI); // Flip the ship around to face backwards
	launchedShip.position = this.ship.position.subtract(this.ship.vectorForward.multiply(this.ship.position.distanceTo(launchedShip.position)));
	// and move it an equal distance behind the station (this.ship is the station here, launchedShip is the ship it launched).
	}
Anyway it gives a demo example. You can filter the probabilities or ships affected by expanding the code with some randomisation maths or checked on the parameters of launchedShip.

[/color]
Much obliged T :twisted: will try that tomrrow. Time for bed. Cu folks later.

S.
Alpha Backer of Elite Dangerous
With 250 GBP :D
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by DaddyHoggy »

TGHC wrote:
Not wanting to deflect your thought processes, it just occurred to me that this looks like a cruise liner type ship, so rather than make it a Navy vessel why not a cruise liner for tourism.The excellent Vector Galaxy maps have ideal routes as well.
Since there was a plan to build a supersonic bomber version of Concorde and the EH101/Merlin is the size it is now so that the Italian's could also sell it as a commercial transporter helicopter there's no reason why there couldn't be military and civilian variants of this vessel.
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by DaddyHoggy »

Oh, and having joined the thread late - gorgeous ship, really gorgeous!
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2279
Joined: Tue Jan 02, 2007 12:38 pm

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by Killer Wolf »

tch - any reason why tinypic links don't work for me on my home machine? this thread displayed ok at work. i've tried doing a copy link location of one of the above, pasting it as an address and it says it can't be displayed because it contains errors, which can't be right if others are seeing it, and i tried the same w/ an image off page one and the browser just runs and runs and won't load, yet i saw them fine at work.

and yeah, lovely ship, bit Star Detroyery. if it's a liner, if it gets destroyed would it be possible to spawn multiple escape capsules (ie lifeboats) rather than cargo pods?
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by JensAyton »

Yes, you can set has_escape_pod to a number, in which case extra pods will be launched (each containing one character with the role “passenger”).
User avatar
DaddyHoggy
Intergalactic Spam Assassin
Intergalactic Spam Assassin
Posts: 8515
Joined: Tue Dec 05, 2006 9:43 pm
Location: Newbury, UK
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by DaddyHoggy »

So you could have something like this scene from Star Trek Voyager?

Image

or can you not specify ejection locations?
Selezen wrote:
Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed here
User avatar
JensAyton
Grand Admiral Emeritus
Grand Admiral Emeritus
Posts: 6657
Joined: Sat Apr 02, 2005 2:43 pm
Location: Sweden
Contact:

Re: {WIP} navy carrier upgrade. CNV Thor class.

Post by JensAyton »

They just spawn in the vicinity of the aft_eject_position, like anything else thrown overboard.
Post Reply