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Posted: Sat Sep 12, 2009 2:12 pm
by Disembodied
Nifty! There's a place for a good starting ship – one with maybe a 50 ton (expanded) cargo bay, but not as well-shielded and nimble as the Cobra III, for (say) ₢135000 or thereabouts ... not that I'm suggesting this ship should fill that role, but there's definitely a gap in the market!

Posted: Sat Sep 19, 2009 2:33 pm
by pagroove
Been modifying my Orisis and Aurora.oxp's today. To balance them out I gave both ships much less energy. The Aurora has a very slow speed and turn rate. Furthermore they Aurora Class uses the Big trader roles now. It's working fantastic. Now I need someone to help me to make the docking slit work. There is a docking defined in the file but I don't have a clue to make it work. I also want to have the Aurora steady while docking, like a Behemoth.

Anyone can help me with that? I can send the latest version of the OXP. Don't forget that this is a Griff ship to. :wink:

In the meantime: enjoy:

Image

Posted: Sat Sep 19, 2009 5:45 pm
by pagroove
More testing done. I made the Aurora turning REAL SLOOOWWWW
Also added the Emergency procedure. I tested it. Fired a Nuke on the Aurora and then shot it up. You can shoot each engine of (I didn't know that, Thank you for that Griff :D :D ) which gives nice effects.
After the lifeboat call this fleet of escape capsules leave the ship:

Image

EDIT: BTW Does anyone know if some sort of Q-bomb-like effect explosion is possible when shooting up a real big ship?

Posted: Sun Sep 20, 2009 8:07 am
by stanley1100
Where can I get one?! :shock:

Posted: Sun Sep 20, 2009 12:16 pm
by CptnEcho
pagroove wrote:
EDIT: BTW Does anyone know if some sort of Q-bomb-like effect explosion is possible when shooting up a real big ship?
I don't know for sure. But I imagine that a ship could be programmed to have a Q-Mine and to utilize it (i.e. self-destruct?) when the ship is almost destroyed from damage or upon destruction caused by weapons or collisions.

This could be bad for the crew who are fleeing in escape capsules though.

Posted: Sun Sep 20, 2009 12:34 pm
by Thargoid
The ship can become a q-mine explosion when it dies rather than a normal one. But unfortunately that'll have all the damaging effects thereof, as stated it'll be rather bad for those in the escape pods.

Better is to make the ship explode in a light-show of bangs and flashes, which if I remember correctly I already set up on the Aurora?

Posted: Sun Sep 20, 2009 12:35 pm
by phonebook
may i ask what HUD that is? it looks soooooper!

Posted: Sun Sep 20, 2009 1:58 pm
by pagroove
stanley1100 wrote:
Where can I get one?! :shock:
You can get it in the Orisis Thread (now on the 2nd page of the Expansion pack forum) However. Better wait for the next version. I come up with a new version very soon. Probably whitout docking but with optimized AI.

Posted: Sun Sep 20, 2009 2:01 pm
by pagroove
Thargoid wrote:
The ship can become a q-mine explosion when it dies rather than a normal one. But unfortunately that'll have all the damaging effects thereof, as stated it'll be rather bad for those in the escape pods.

Better is to make the ship explode in a light-show of bangs and flashes, which if I remember correctly I already set up on the Aurora?
Yes it's quite spectacular. Only the final bang is rather quick. What also is very dramatic is the wormhole it leaves. It's 15 km in diameter and stays very long (permanent??) Luckily it jumps at a safe point. Screenshots soon.

Posted: Sun Sep 20, 2009 2:04 pm
by pagroove
phonebook wrote:
may i ask what HUD that is? it looks soooooper!
In this topic along with other great huds
https://bb.oolite.space/viewtopic.php?t= ... ght=parsec

Posted: Thu Sep 24, 2009 5:51 am
by Commander McLane
pagroove wrote:
Yes it's quite spectacular. Only the final bang is rather quick. What also is very dramatic is the wormhole it leaves. It's 15 km in diameter and stays very long (permanent??) Luckily it jumps at a safe point. Screenshots soon.
I'm afraid an optical effect for the final bang is not possible. What you could do, however, is spawn a certain amount of debris in the death_actions, which would last for a random amount of time, explode, and perhaps spawn another random amount of debris, repeat. Doable via shipdata and AI.

Wormhole: The size and duration of a wormhole only depends on the size of the entity that left it. Big ship = big, long lasting wormhole. But nothing is permanent. Use your wormhole scanner to find out its life expectancy. (Have you ever tried to make a Generation Ship wormhole out? You will need a whole new definition of "huge" afterwards! :wink: )

Posted: Thu Sep 24, 2009 6:12 am
by Thargoid
The Aurora already does the flash-bang debris light-show, I coded it in for PA Groove. And given its size, the Aurora's wormhole does rival that of the Generation Ship, as it too is huge.

Posted: Sat Sep 26, 2009 8:24 pm
by pagroove
Image

8)

..

Posted: Sat Sep 26, 2009 8:26 pm
by Lestradae
O-Kayyy ... :D

Re: ..

Posted: Sat Sep 26, 2009 8:28 pm
by pagroove
Lestradae wrote:
O-Kayyy ... :D
I was a bit 'bored' 8)