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Posted: Wed Jun 29, 2005 4:35 pm
by Selezen
Ok, got screenshots! Thanks!

The size looks better, but maybe a bit small, IMO. Can it get to about maybe 50% bigger? That would probably make it visible enough to be seen on the transit between Tionisla and the Sun.

Posted: Wed Jun 29, 2005 4:41 pm
by Rxke
Selezen, I reall would like you to email me the relevant shipdata.plist, planetinfo.plist and maybe the AI.plist you currently use for the yard, to make sure I don't mix up names etc.
That's all-too easy, otherwise.

Posted: Wed Jun 29, 2005 6:54 pm
by Arexack_Heretic
Ok, I'll put the generic debris-field monument on hold for a moment and concentrate on scarabs.

uh....what is the standard size of a missile? Nevermind: I need to scale them so they can (reasonably) be launced from the buoy.

Any info on decreasing the energydrain from smaller missiles?


I had another idea for a smallish ship/interceptor or touring ship: Moth.

EDIT:
Do I need to rotate the buoy 45degrees and give the coordinates (from centre) for the missile launcers?
Do missiles launch from a set (coded) point or just generated outside the ship and launched?
Red lights on the 6points might be a nice touch, no flashy though, that lacks respect. maybe green. Let's try it.

Posted: Wed Jun 29, 2005 7:55 pm
by Rxke
Don't think missile launchers have to get a precice location, normal ships etc don't have misile launch devices that are visible, so...
Actually getting the destructive power down could prove to be impossible, IIRC it's a function that's called 'detonate' that makes a missile do its work, and the effects of that are probably hardcoded into Oolite. Should check, though, not 100% sure.
I was thinking make the scarabs really impact onto the ships, not explode a little way off. So you'd get swarms of them pesky things, buzzing around you, bang, goes one into your hull... bang, another one... BANG, shields down! Uh-oh. KABOOOMMM :twisted:

um.

That way, you can get the rest to return to the base, normal missiles are not reusable, they always explode, either when close to ship, out of reach or lost contact....

Posted: Wed Jun 29, 2005 9:33 pm
by Arexack_Heretic
Sort of mini-vipers? Maximum of 16.

So you want to make the buoy a mini-base...
with 4 small dockingslits, just big enough for the scarabs, but not for other ships....I don't know if we can prevent other ships from trying to dock though.

As to colliding them into a ship...
is there a scale to collision damage?
I thought there wasn't, but then again there is a momentum factor somewhere.
If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
(Again: I don't have a running Oo-version, so I could be mistaken)

I have finished a Scarab_missile model, but I feel there is too much detail. Will upload the *.wings so you can judge for yourself.

Posted: Wed Jun 29, 2005 9:48 pm
by Rxke
yea, well I'm only running wild with ideas that are not practical, or too much outside the original GY concept.
preventing other ships to dock is easy: don't give it a station AI, NP ships only dock at stations (oh, and Behemoths, hum... printed out the Behemoths plists awhile ago... IIRC, they're actually some kind of flying stations...)
If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
No need to bug Giles. impact at sufficient speed, that's all i takes.



Anyway, forget what I rambled about, I guess.
(Don't ditch the scarabs, there's a role for them somewhere, I'm sure)

Posted: Thu Jun 30, 2005 12:20 am
by Arexack_Heretic
*grumble* :x

Anyway it's up there.

And he will get 'round to it someday, I bet. 8)

Posted: Thu Jun 30, 2005 6:25 am
by aegidian
Rxke wrote:
Don't think missile launchers have to get a precice location
Now you're reading MY mind.

v1.52 has the option of adding missile_launch_position and aft_eject_position to the shipdata.plist entry for a ship.

Posted: Thu Jun 30, 2005 6:28 am
by aegidian
Rxke wrote:
If there isn't a mass or hullstrenght-factor-entry I feel it would be a good thing to look into for Giles. With such a value a damage from collision scale could be feasable.
No need to bug Giles. impact at sufficient speed, that's all i takes.
Oolite's collision maths currently figures masses as being proportional to the volume of the bounding box for the ships colliding - which I think is a close-enough estimate.

Posted: Thu Jun 30, 2005 5:05 pm
by Arexack_Heretic
I'm going to work on some textures for a while...put the tombs on the shelf.

So:
Coming soon: the Lancet2-graveyard defender.
I'd like the standard dodo-skins from Selezen.


Questions:
1) What axis does the dodec rotate around?
I want a rotation around the y-axis.

2) I have 4 subentity variants. I calculated the quaternion rotations for the 8 locations that I want them in.
How do you randomise the instance of the 4 variants in the 8 slots?

edit: here is what i have so far:

Code: Select all

Having no experience in plisting, I’ll edit the hermit list to fit my needs…
* means delete?
(between I’ll write comments)

</dict>
  <key>Derelict_Python</key> 
- <dict>
  <key>ai_type</key> 
  <string>station.plist</string> (or null_ai) 
  <key>bounty</key> 
  <integer>-500</integer> (fine)
  <key>cargo_type</key> 
  <string>CARGO_NOT_CARGO</string> 
  <key>energy_recharge_rate</key> 
  <real>0</real> 
  *<key>equipment_price_factor</key> 
  *<real>4.5</real> 
  <key>equivalent_tech_level</key> 
  <integer>0</integer> 
  <key>forward_weapon_type</key> 
  <string>WEAPON_NONE</string> 
  <key>has_ecm</key> 
  <false /> 
  <key>has_escape_pod</key> 
  <false /> 
  <key>has_scoop</key> 
  <false /> 
  <key>likely_cargo</key> 
  <integer>alloys gemstones</integer>  (?)
  <key>max_cargo</key> 
  <integer>4</integer> 
  <key>max_defense_ships</key> 
  <integer>0</integer> 
  <key>max_energy</key> 
  <real>1000</real>  
  <key>max_flight_pitch</key> 
  <real>0</real> 
  <key>max_flight_roll</key> 
  <real>0</real> 
  <key>max_flight_speed</key> 
  <real>0.0</real> 
  <key>max_scavengers</key> 
  <integer>0</integer> 
  <key>max_missiles</key> 
  <integer>1</integer> 
  <key>missiles</key> 
  <integer>0</integer> 
  <key>model</key> 
  <string>MO1.dat</string> 
  <key>name</key> 
  <string>Derelict Python</string> 
  *<key>port_radius</key> 
  *<real>0</real> 
  <key>roles</key> 
  <string>coriolis station</string> (I need a rotation around the y-axis)
  *<key>smooth</key> 
  *<false /> 
  <key>subentities</key> 
- <array>
(my SU’s (A,B,C,D) All have a location of z500wu from 0,0,0, 8SU’s rotated around the y-axis) 
<string> Ring-SU-N 0 1 0 1 0 0 0</string>
<string> Ring-SU-NE 0 1 0 2.414213563 0 1 0</string>
<string> Ring-SU-E 0 1 0 1 0 1 0</string>
<string> Ring-SU-SE 0 1 0 1 0 2.414213563 0</string>
<string> Ring-SU-S 0 1 0 0 0 1 0</string>
<string> Ring-SU-SW 0 1 0 -1 0 2.414213563 0</string>
<string> Ring-SU-W 0 1 0 1 0 0 0</string>
<string> Ring-SU-NW 0 1 0 -2.41423563 0 1 0</string>
</array>
  <key>thrust</key> 
  <real>0</real> 
  <key>weapon_energy</key> 
  <real>0.0</real> 
  <key>weapon_offset_x</key> 
  <real>0.0</real> 
  </dict>

Posted: Thu Jun 30, 2005 11:27 pm
by Selezen
OK, i admit defeat. I can't get the damn dodo to spin. I also can't get it to face the right way.

as you can see from the following pic:

http://www.hughesd.co.uk/elite/oolite/m ... reen01.jpg

the docking bay faces out from the yard - I would like the docking bay to face into the graveyard. Can I do this?

I'm using the dodo role in the planetinfo.plist file.

Posted: Thu Jun 30, 2005 11:50 pm
by Rxke
Not sure if it's a wise thing to try to to this w/o a working version of Oolite, A_H!
I admire your courage, though :shock:

Posted: Thu Jun 30, 2005 11:57 pm
by Arexack_Heretic
I would like to know this too. For implementation in monuments, but also my buoys (beacons to you) don't seem right side up to me (judging from screenshots.

I suspect however that, untill the next update, facing is towards the planet and rotation around the axis from the planet through the station.

Giles has promised we can determine the axis and speed of rotation in the next update. :D
(Don't beat me with the stick if I'm misunderstanding)

Maybe if you give the station the 'hermit station' role, the facing is not hardcoded? But does a hermit spin?

Rxck: don't forget: I don't have any Mac-programmingskills either. :lol:

Posted: Thu Jun 30, 2005 11:57 pm
by Rxke
Selezen, have you tried to reverse your coordinate system? like using psm --->spm maybe it's 'upside down' (wild guess.
Another guess is that the stationrole automatically puts the docking towards the planet, then you'd have to write a copy of the stationAI, call it something diiferent and use that role....

spinning: use A_H quarterburgers...err quaternions he calculated,

Posted: Thu Jun 30, 2005 11:59 pm
by Rxke
hermits face to planet, too...
oh and your beacons looked skewed, because I was flying dizzy... they were not moving.