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(RELEASE) Orisis Class (updated to 1.3)

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

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pagroove
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by pagroove »

Commander McLane wrote:
There's no need to remove the missiles. You only need to fix their launch position.
I only don't know how to do that. :roll: :
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by Commander McLane »

pagroove wrote:
Commander McLane wrote:
There's no need to remove the missiles. You only need to fix their launch position.
I only don't know how to do that.
By adding the key Image missile_launch_position to its shipdata and setting it to some position outside of the ship's hull, preferably under its belly.

If the key is missing (which is presumably the case), Oolite automagically sets the coordinates to (0, 0, 0) relative to the ship's origin, which is usually inside the ship. And that's precisely what the log warnings have been telling you all the time:
ERROR: The missile_launch_position defines a position (0, 0, 0) behind the Orisis class Ferry.
The only thing that the warning is not entirely correct about is the word "behind". But "within" is basically the same thing here.

Because, when the ship fires a missile, the missile travels through the ship, which means that it collides with the ship, which means that it is probably destroyed immediately (because the ship is much bigger than the missile). And that's also what the log warning is telling you in plain language:
In future versions such missiles may explode on launch because they have to travel through the ship.
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by pagroove »

Ok. Is there maybe another very big ship with missiles to look at as a reference. The Orisis is indeed very big. I fear that when I look at a normal ship as an example that the launch position will still be on the inside. Does a Behemoth have missiles?

And last question is the position defined in X,Y,Z.
So lower (beneath the belly) is a - Z value?
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by Commander McLane »

X: left - right
Y: up - down
X: front - aft

Don't you have the ship model in Wings3D or Blender? There you could easily find a position under the belly of the model. 1 unit = 1 meter in Oolite.
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by pagroove »

Commander McLane wrote:
X: left - right
Y: up - down
X: front - aft

Don't you have the ship model in Wings3D or Blender? There you could easily find a position under the belly of the model. 1 unit = 1 meter in Oolite.
Will do that. Thanks for the help :D
Edit of course Y: up -down. (I must be getting old getting that wrong :lol: ).
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by Griff »

just load the model into wings PAG then click on one of its points (verticies), wings will give you the coordinates at the top of the window, just write these down and put them in the shipdata.plist. To be extra sure, when i do this in my models i pick a point, then right click on it with the mouse and choose 'move' from the pop up menu, then move the point a bit further away from the model and use those co-ordinates in shipdata.plist, just make sure you don't save your model with this one wonky point in it or it'll look bad :lol:
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by pagroove »

Thank you Griff. Will look at the model in the weekend.
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by cbr »

one of the multifunctional uses of an Osiris Class, oolite hospital ship osiris 7...


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:)
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by Fleurghber »

The file was not found at the specified location.
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by cbr »

The version 1.3 file is to be found inside this thread :)
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by Fleurghber »

Which is the one which hasn't been removed?
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Re: (RELEASE) Orisis Class (updated to 1.3)

Post by Fleurghber »

Never mind: I found it.
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