RELEASE: Genesis

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

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mandoman
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RELEASE: Genesis

Post by mandoman »

Here it is, finally. I think it's a great ship. Lots of fun with the ball turrets thrown into the mix. I made the ship "frangible = no;" because I got tired of losing them in battles, but if you want to add that bit of hardship to your copy of the Genesis, just go into shipdata.plist, and change the no, to yes. Good luck finding replacement turrets. :mrgreen:

My apologies on this one. I couldn't get the top, and bottom turrets working without doubling them before. Today I figured it out. Figures it was AFTER I released the ship. The link bellow is the newest version, with workable, single ball turrets on top and bottom.

https://www.box.com/s/2726ddpqsell9mgkpzcg

Image

Image
Last edited by mandoman on Fri Mar 01, 2013 8:00 pm, edited 3 times in total.
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Re: RELEASE: Genesis

Post by maik »

Also added to the [wiki]OXP List[/wiki]. Could you provide some additional information? Its entry is a bit non-descriptive at the moment as I don't have much to go on...
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Re: RELEASE: Genesis

Post by mandoman »

maik wrote:
Also added to the [wiki]OXP List[/wiki]. Could you provide some additional information? Its entry is a bit non-descriptive at the moment as I don't have much to go on...
Okay, sorry. After much testing, I decided it's primary role lay in shipping large loads of cargo, and passengers. The Genesis is huge, for a player ship, with measurements in meters of 164.838 x 50.233 x 230.574. It's max cargo load is 650 tons, and that doesn't include passengers, so it is possible to make huge special cargo runs, and also take on a passenger run as well. The non-player version has 6 SunBatMkII escorts, and I wish I could make them available to the player, but don't know how at this point. Even without the escorts, the eight ball turrets allow the Genesis to take on several invaders at once. It's max speed is 360, and due to its ten power plants it has a max energy level of 500, and an energy recharge rate of 6.5. Thrust is low, at 15, so it's a bit of a wallower, but with all the ball turrets it doesn't need to turn fast. The Genesis comes standard with ECM, Escape Pod, Docking Computer (which is very advisable to use), Witchdrive Fuel Injectors, and Scoop. At a cool 1,000,000 GC, it's not cheap, but those that can afford it are already very big in the shipping business, which is it's primary role. I also included a zipped copy of the SunBatMkII, which is needed for the non-player version, but not absolutely necessary. If you don't want the SunBatMkII, just discard the zip file.
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Re: RELEASE: Genesis

Post by MiMoriarty »

Wow!! You have a bizarre sense of modelling. It must be fun trying a pirate-run on these one. At least a bunch of pirates would made it. :D
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Re: RELEASE: Genesis

Post by mandoman »

MiMoriarty wrote:
Wow!! You have a bizarre sense of modelling. It must be fun trying a pirate-run on these one. At least a bunch of pirates would made it. :D
Yes, but do you like it? That's the real question. :mrgreen:

Oh, and I like your quote of Arthur Dent. :D
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Re: RELEASE: Genesis

Post by Ironfist »

mandoman,

Downloaded and added it to my system, this is a seriously big ship, liked it.
A couple of observations :-
There seems to be twice as many gun turrets as you mention and the script references an AI file, genesis_ball_turretAI.plist, that does not seem to be in the zip.

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Re: RELEASE: Genesis

Post by MiMoriarty »

Yes, but do you like it? That's the real question.
Pretty much :o
There is an art, it says, or rather, a knack to flying. The knack lies in learning how to throw yourself at the ground and miss. … Clearly, it is this second part, the missing, which presents the difficulties.
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Re: RELEASE: Genesis

Post by mandoman »

Ironfist wrote:
mandoman,

Downloaded and added it to my system, this is a seriously big ship, liked it.
A couple of observations :-
There seems to be twice as many gun turrets as you mention and the script references an AI file, genesis_ball_turretAI.plist, that does not seem to be in the zip.

Ironfist
Yeah, it was the only way I knew at the time to give the turrets a wider rotation, but I think I have it figured down better than that now. I just got it figured this morning, so I'll try it out on the Genesis, and hopefully upload an updated version, with ball turrets single, and correct.
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Re: RELEASE: Genesis

Post by SandJ »

There's a white glow obscuring the top part of the forward view - one of the white lights at the front?

When facing forward it fires lasers, when facing back it fires plasma balls. BUT when using the "Top View" or "Rear View" it fires plasma balls forwards.

I tried to get close enough to a Fuel Satellite to refuel ... it can't! But it is fun watching it kick the ball ahead of itself as it tries. ... Ah, got it. Fly OVER the fuel satellite.

It does make for an interesting combat 'technique': get and stay within 5km of the victim and don't worry about using your laser.

It's not a good idea to point exactly at the space station and then put the Torus jump drive on - it takes a while to slow down. Oops.
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Re: RELEASE: Genesis

Post by Smivs »

mandoman wrote:
Ironfist wrote:
mandoman,

... and the script references an AI file, genesis_ball_turretAI.plist, that does not seem to be in the zip.

Ironfist
Yeah, it was the only way I knew at the time to give the turrets a wider rotation, but I think I have it figured down better than that now. I just got it figured this morning, so I'll try it out on the Genesis, and hopefully upload an updated version, with ball turrets single, and correct.
You can't give sub-entities AIs as far as I know :wink:
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Re: RELEASE: Genesis

Post by maik »

mandoman wrote:
maik wrote:
Also added to the [wiki]OXP List[/wiki]. Could you provide some additional information? Its entry is a bit non-descriptive at the moment as I don't have much to go on...
Okay, sorry. After much testing, I decided it's primary role lay in shipping large loads of cargo, and passengers. The Genesis is huge, for a player ship, with measurements in meters of 164.838 x 50.233 x 230.574. It's max cargo load is 650 tons, and that doesn't include passengers, so it is possible to make huge special cargo runs, and also take on a passenger run as well. The non-player version has 6 SunBatMkII escorts, and I wish I could make them available to the player, but don't know how at this point. Even without the escorts, the eight ball turrets allow the Genesis to take on several invaders at once. It's max speed is 360, and due to its ten power plants it has a max energy level of 500, and an energy recharge rate of 6.5. Thrust is low, at 15, so it's a bit of a wallower, but with all the ball turrets it doesn't need to turn fast. The Genesis comes standard with ECM, Escape Pod, Docking Computer (which is very advisable to use), Witchdrive Fuel Injectors, and Scoop. At a cool 1,000,000 GC, it's not cheap, but those that can afford it are already very big in the shipping business, which is it's primary role. I also included a zipped copy of the SunBatMkII, which is needed for the non-player version, but not absolutely necessary. If you don't want the SunBatMkII, just discard the zip file.
Thanks, I updated its description in the [wiki]OXP List[/wiki].
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Re: RELEASE: Genesis

Post by mandoman »

Smivs wrote:
mandoman wrote:
Ironfist wrote:
mandoman,

... and the script references an AI file, genesis_ball_turretAI.plist, that does not seem to be in the zip.

Ironfist
Yeah, it was the only way I knew at the time to give the turrets a wider rotation, but I think I have it figured down better than that now. I just got it figured this morning, so I'll try it out on the Genesis, and hopefully upload an updated version, with ball turrets single, and correct.
You can't give sub-entities AIs as far as I know :wink:
If you say so, but I just took the sample out of the core Oolite Balll Turret shipdata.plist. It says it is "NullAI.plist.
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Re: RELEASE: Genesis

Post by Smivs »

mandoman wrote:

If you say so, but I just took the sample out of the core Oolite Balll Turret shipdata.plist. It says it is "NullAI.plist.
That's right. The NullAI.plist is the one that does absolutely nothing, and is a default for sub-ents - it applys no matter what. It actively stops you applying an AI to a sub-ent, which is actually something I wanted to do once...very annoying!
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Re: RELEASE: Genesis

Post by mandoman »

Smivs wrote:
mandoman wrote:

If you say so, but I just took the sample out of the core Oolite Balll Turret shipdata.plist. It says it is "NullAI.plist.
That's right. The NullAI.plist is the one that does absolutely nothing, and is a default for sub-ents - it applys no matter what. It actively stops you applying an AI to a sub-ent, which is actually something I wanted to do once...very annoying!
Yeah, I figured that's what it meant, and also suspected that I didn't need to put it in the listing, but you know me. If it's unnecessary, I'll be sure to do it. :D

Oh, and I updated the link with a newer version that eliminates the double turret thing on top, and bottom.
SandJ wrote:
There's a white glow obscuring the top part of the forward view - one of the white lights at the front?

When facing forward it fires lasers, when facing back it fires plasma balls. BUT when using the "Top View" or "Rear View" it fires plasma balls forwards.
I've been checking out what you described, and I'm not getting any of that on my computer. I'm not sure what's up with the glow obscuring the view. If you want, just go into the Config file, open shipdata.plist, and scroll down to subentities/flashers. The light you are speaking of should be listed so:

Code: Select all

{
                                type = "flasher";
                                position = "0.0 5.56 129.29";
                                color = "whiteColor";
                                frequency = "0";
                                phase = "0";
                                size = "8";
                        },
Just reduce the size of the flasher to a level you prefer. I meant it to be a sort of "headlight", or overhead light, or whatever, but it was NOT meant to cause displeasure to the user. I'll reduce it in a newer release coming up in a bit. :oops:
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Re: RELEASE: Genesis

Post by BuggyBY »

Is this incompatible with v1.76.1? Just got the following in my Latest.log:

Code: Select all

00:17:17.845 [ship.setUp.escortShipCircularReference]: ----- WARNING: Ship <ShipEntity 0x13bc9238>{"Genesis" position: (13165.7, -3499.21, 92201.1) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT} requested escorts, when it is an escort ship itself. Avoiding possible circular reference overflow by ignoring escort setup.
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