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Re: [Wip] No shaders extra and alternative ships...
Posted: Wed Oct 28, 2015 10:49 am
by Amah
thanks for the nice feedback to you both, Maik& phkb.
updated the oxp
now to 0.03 again:
Arkadi's Yasen-N Turrets LTD presents the buyable/sellable Yasen-N turrets 0.4
features:
* one basic Yasen-N model, buyable at Shipyards with TL7 or above
* three different turret setups, which can be bought/sold on shipyards with TL13 or above.
* when sold you get around a 30% refund.
caveats:
* you have to have a clean legal status.
* you always need 15t of free cargo space for the fitting the turret and plasma generators.
* The equipment is placed in the space that a large cargo bay would occupy(occupies.
* A Yasen-N ship without cargo bay extension will use that unused space and the 15t used during the fitting process will be freed afterwards again regaining the normal cargo hold capacity.
* A basic ship with the cargo bay extension will lose the extra 15t of cargo space.
changes to 0.2
* reduced the cost for the turret to 100000cr. The initial difference was way higher than the difference between the Yasen-N and the Yasen-N advanced.
* checks if the player has enough credits before buying *g*
* fixed bug with third turret only watchable but not buyable.
* written some corporate buy and sell messages, if email systems is installed. (no good in english PR speak, tho)
* disabled cheating a different turret setup for 100cr with phkbs original shiprespray
You can get the OXP at: -->
https://app.box.com/s/4ayrrrit24hg39bjjqavf8xxousvz0qk
or the OXZ via the ingame expansion manager...
You need the Radical Logistics ships OXZ (or the Yasen-N oxp) and ship storage helper installed.
if you find bugs please report back
hope you like it,
Re: [Wip] No shaders extra and alternative ships...
Posted: Mon Nov 02, 2015 6:54 pm
by Amah
uploaded a bugfix release for the buyable/sellable turrets
v0.5 - fixed large cargobay bug.
Re: [Wip] No shaders extra and alternative ships...
Posted: Fri Nov 06, 2015 12:53 pm
by Amah
uploaded a bugfix release for the buyable/sellable turrets
v0.6 - scanclass was always Yasen-N and not set to yasen-n/yasen-N advanced when buying/selling
Re: [Wip] No shaders extra and alternative ships...
Posted: Sun Nov 15, 2015 8:53 am
by Devium
Amah wrote:
I have yet to see what I'll do with the yasen. I have scaled it up by 1.75 which was a step into the right direction, but it turns and rolls too good with all the equipment I packed into it. I think the turn and roll rates are too good for the ship anyway, so I might fix them in shipdata.
The Ophidian was like I thought it should be - a slow, sturdy trader (well it was like that before).
got to go to bed now,
Amah
Norby wrote:Amah wrote:mass around 348t (comparing them to a bigger Trader like a Python or Boa2)
Mass is directly proportional to the volume so in theory a ship with 348t mass could hold almost double cargo than a boa (mass:182t cargo:125t). I think a smaller rescale is enough.
Figured I would answer over here for Yasen discussion. I was thinking like you Amah, though looking at the mass of a Boa... the Cobra III is kinda really chunky and maybe not the best comparison
So I would agree with Norby that a smaller rescale would be enough and maybe a slight decrease in handling. Idk I'm a little biased because it is one of my favs. So I definitely would like it to feel like a heavy fighter and not a freighter.
Re: [Wip] No shaders extra and alternative ships...
Posted: Sun Nov 15, 2015 11:13 am
by Amah
Thanks Devium, thanks Norby.
For anyone checking in, I asked for suggestions over at the ship configuration thread, because the Yasen-N feels too good and Devium rightly pointed out it is actually too small for it's cargo hold. I ccp'd and updated the table concerning the yasen over here.
Code: Select all
Cobra 130m x 35m x 81m 20t
Yasen 59m x 22m x 98m 60t Mass: 64t
Yasen 1.125 67m x 25m x 111m 60t Mass: 92t
Yasen 1.2 72m x 27m x 119m 60t Mass:112t
Yasen 1.25 bigger 74m x 28m x 122m 60t Mass:126t
Yasen 1.5 bigger 89m x 33m x 147m 60t
Yasen 1.75 bigger 104m x 45m x 172m 60t Mass:364t
Ophidian 76m x 29m x 99m 65t Mass:115t
Boa 62m x 62m x 112m 125t Mass:182t
Python 73m x 40m x 142m 100t
Factor 1.2 looks promising.
I will now reduce roll and pitch now, I will leave max speed at 365 as it is.
Yasen-N
max_flight_pitch = 1.0; //already reduced
max_flight_roll = 1.8;
I already reduced it, because it flew better than a Wolf2 before, and it definetely shouldn't... But I still have the feeling it's too good.
I'm currently experimenting with values like
0.71/1.2 0.8/1.3, which seem much better now. As I said any suggestions welcome.
11-16-2015 - Updated oxp and oxz with changes
„Almost the size of a Python...“
Posted: Wed Nov 18, 2015 6:08 am
by Amah
Code: Select all
Cobra 130m x 35m x 81m 20t
Yasen 59m x 22m x 98m 60t Mass: 64t
Yasen 1.2 72m x 27m x 119m 60t Mass:112t
Yasen 1.4 80m x 36m x 138m 60t Mass: 176t <<<
Yasen 1.5 bigger 89m x 33m x 147m 60t Mass: 219t <<<<
Yasen 1.57 94m x 41m x 155m 60t Mass: 251t
Ophidian 76m x 29m x 99m 65t Mass:115t
Boa 62m x 62m x 112m 125t Mass:182t
Python 73m x 40m x 142m 100t Mass:259t
Yet another Yasen-n rescaling on the way. *sigh* I want to get it right.
When I reread Mimoriarty's initial description of his ship, it struck me, that he already gave me an indication where he wanted to place the ship into context. My assumption to compare it cargo and masswise to an Ophidian was obviously incorrect, and based on sentimentalities and preference.
So, the ship I have to measure/rescale the Yasen-n to is a Python, which means it is even larger.
I tried different rescale factors, and atm tend to a rescale value of 1.5. and a mass of 219t, even though 1.41 seems to be closer to Python's measurements and factor 1.57 is close mass-wise
Imho, the in-between rescale is still „almost the size of a Python“ (whatever size means, now), considering it's a compromise between „XxYxZ“ and mass.
As for roll and pitch I'll adjust it due to Mimoriarty's „matching speed and handling of lighter ships“. It's now slightly better (Yasen-N 1.0/2.0, Cobra 1.0/2.0, Python 0.8/2.0) but not overall too much.
I would be happy for some thoughts on this and I'll test it a bit.
Re: [Wip] No shaders extra and alternative ships...
Posted: Wed Nov 18, 2015 9:32 am
by Norby
I think 1.4 is better than 1.5 due to the Python has more fat shape within the similar bounding box which is the reason of the more mass and cargo space. If you match the mass then the box is larger and cargo is smaller than I imagine.
About stats pitch is ok but roll could be higher due to this long shape need less power to roll than in a wide Cobra3 imho.
Re: [Wip] No shaders extra and alternative ships...
Posted: Wed Nov 18, 2015 9:31 pm
by Amah
Hi Norby,
thanks a lot for the suggestions. I really appreciate it. I think your are right on both points. I'm experimenting currently with a rescale value of 1.45 and a mass of 198t which feels alright.
And I'll experiment with some higher roll maybe 1.2 (Mimoriaty set it to 1.8, but that's in range of ship's like the Wolf, which I think is too high)
Re: [Wip] No shaders extra and alternative ships...
Posted: Sat Nov 21, 2015 7:18 pm
by Amah
Radical Logistic ships 1.03 update:
The Yasen-N rescaled again. Scale factor set to 1.45, so it's now closer to the Python anditch and roll increased for better handling like Mimoriarty statet in his first description of the ship.
The Lira is now also available in white/colonial red hull painting.
have fun
Re: [Wip] No shaders extra and alternative ships...
Posted: Fri Dec 11, 2015 7:48 pm
by phkb
Something seems a little odd with the Chopped Cobra.
In the shipdata.plist file there are these definitions:
Code: Select all
aft_weapon_type = "WEAPON_PULSE_LASER";
forward_weapon_type = "NONE";
Which means, when you buy a Chopped Cobra, you end up with an "Aft" laser but no forward laser.
Also, the "EQ_CARGO_BAY" option is available for all Chopped Cobra variants, but I would have thought with all that chopping there'd be no additional cargo space to have.
Anyway, just some observations!
Re: [Wip] No shaders extra and alternative ships...
Posted: Fri Dec 11, 2015 8:43 pm
by Amah
thnaks for spotting. I'll check and fix things asap. Feel a bit sick atm.
Re: [Wip] No shaders extra and alternative ships...
Posted: Fri Dec 11, 2015 9:47 pm
by phkb
No worries. Get better first!
Re: [Wip] No shaders extra and alternative ships...
Posted: Fri Dec 11, 2015 10:15 pm
by Amah
thanks... I had a first look. The cargo bay extension is a good point. I'll check for the laser issue later this week. There is a subent definition for the front lasers, but I think it will only work for NPCs
Re: [Wip] No shaders extra and alternative ships...
Posted: Fri Dec 11, 2015 10:56 pm
by Norby
phkb wrote:In the shipdata.plist file there are these definitions:
Code: Select all
aft_weapon_type = "WEAPON_PULSE_LASER";
forward_weapon_type = "NONE";
This add weapons to the NPCs only, player get weapons from the shipyard.plist and ignore these. If Amah put a laser into the hull also then NPC chopped cobras will fire with both this and the another from the gun subentity so I think we should leave this untouched.
I think your problem is that you can not show the weapon after you read shipdata. You should read shipyard.plist but this is not possible at the moment. You can guess the number of mounts based on the defined weapon_position_* properties, or spawn a ship, read and remove it.
Re: [Wip] No shaders extra and alternative ships...
Posted: Sat Dec 12, 2015 1:19 am
by phkb
I just purchased a Chopped Cobra, standard customer model, and ended up with an "Aft Pulse laser", and no front laser at all. So it appears to apply to the player as well.
I think the best solution is to remove both items from shipdata.plist, and add an "auto_weapons = yes;" instead.