Shipbuilder wrote:Hi Paradox just getting back to you with some feedback on the Wraith as promised.
I downloaded it earlier this evening and have taken it out for a number of test flights and can see the attention to detail and work that has gone in to this OXP already.
The weapons are well located on the modelled gun turrets, the texturing looks great and the ship has a good feel.
With regard to the ship’s manoeuvrability personally it does feel to roll a little quickly (Though this may be the feel that you are looking for).
Thank you soo much Shipbuilder! With all the project that I have going at once, I haven't even had time to fly this bad boy for more than 15-20 minutes so far, so this
really helps! Now, roll to fast... or is the pitch too slow making it feel that way? You see, another problem is that I have to play by keyboard, and I am getting old };] and have to set all my ships down to about .8 and 1.0 in order for me to be able to line up for a shot or to even dock! Oh, and I have to yaw rather than roll
.};] This is why it's so important for me to have you guys! Anyways, it is meant to be a fast, maneuverable ship, but I do want the pitch and roll ballenced, Currently it set at
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max_flight_pitch = 1.5;
max_flight_roll = 2.5;
I will set it to 1.5 and 2.0, can you try that and see how it feels?
Shipbuilder wrote:I found scooping cargo pods easy though you may want to add a scoop view (I tend to add them to my OXPs but that’s simply personal preference).
Been considering that on another of my ships, and I think I know how to pull that off. Will work on getting that added! The only problem with them I can think of, is having to cycle through all the other views until you get to it... Wish we could add that to a number instead of the v key.
Shipbuilder wrote:One observation I did make, and this is something that tends to be a little bit of an issue for anyone producing a ship OXP with exhaust, is that the source of the exhausts tend to move away from the engines at high speed (I tend to specify exhausts such that they originate a little inside the model in order to reduce this effect however this is only my method you are of course free to take your own view on this).
That issue has actually been fixed in the trunk version. I know that not everyone will, or can, run the trunk version, but I don't want to have to go through and "fix" all my ships again once the trunk is released as a full version. Not sure how to address that issue just yet, will think on it. };]
Shipbuilder wrote:EDIT - I have just noticed that you have specified a non standard role in the shipdata.plist i.e.
Code:
roles = "pirate hunter wraith";
Please note that you will need to add a script in to the Config folder to spawn a version opf this ship with your role of wraith. I think that I am also correct in saying that you will also need to create a AI folder to include a specific AI text file for this role.
I actually added that specifically to allow testers and I to ":spawn wraith" with the debug version, rather than to spawn pirate after pirate in hopes that a wraith would appear }:], however, I seem to have forgotten to mention that fact.
I think it will probably be a strictly pirate and rare player ship in the final release. Thoughts?
Anyways, thank you again Shipbuilder, this really helps!