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Posted: Wed Jan 03, 2007 3:41 pm
by Cmdr Wyvern
Dr.-SPACE-Nil wrote:
A Lawmaker missile which targets the worst offender within range (don't use it if it's yourself ;))
A spin on this idea: It's one slow missile that splits into three or four smaller, very fast missiles, then the small warheads target seperate offenders. Make it ordinance only carried by police Vipers. 8)

BTW, the nuke is released to Oosat2. Feel free to take it apart and see how it works.

Posted: Wed Jan 03, 2007 3:49 pm
by Arexack_Heretic
The requirements are in a file in the topmost folder of most OXP's.

Good work commander.

If you need a torpedo model...I got mine rusting on the surplus-pile.
It is the size of a small fighter though, so might be better suited to a torpedo that is even more powerfull.

Image

Posted: Wed Jan 03, 2007 4:05 pm
by Dr. Nil
Cmdr Wyvern wrote:
A spin on this idea: It's one slow missile that splits into three or four smaller, very fast missiles, then the small warheads target seperate offenders. Make it ordinance only carried by police Vipers. 8)
Good idea.

@Arexack_Heretic: I like the model. I've been reading a lot of older posts on this forum and you seem to have some cool unreleased things lying about. Any chance that you'll release some of it for study? Even if it's WIP I bet that there's still a lot to be learned from reading it.

Posted: Wed Jan 03, 2007 4:22 pm
by Arexack_Heretic
Good idea.

I might upload it to my webspace folder...should be about the same address as the above image.

The torp may need some nice extra greebles like lines where plates join, pipes, etc.
It does have a red-light on the nose, that goes on after activation (to prevent tube-accidents). But that worked unreliably.
Although, you need to fuelinject to overtake it after launch. ;)

I have this torp installed into a frigate-type vessel.
Also a beta, that is way too maneuverable, yet is in great trouble to point it's 12 barrels of plasma lances at a foe. :(

In any case I had 50 per cruiser, but they either launch all 50 of them at the start of hostillities or keep them locked in their tubes till they are about to be blown away.

Kinda nice to see a stream of torpedoes heading for a cluster of thargoids though. :D
(Although my testscript had a 50-50 chance of the frigate being a pirate, they were meant to attack eachother for observation. Then one would be happy for them not being able to hit anything smaller than a coriolis.)

Posted: Wed Jan 03, 2007 4:32 pm
by Dr. Nil
Arexack_Heretic wrote:
I might upload it to my webspace folder...should be about the same address as the above image.
Please do. Reading the rest of your post makes me drool. :D

Posted: Wed Jan 03, 2007 4:34 pm
by Arexack_Heretic
OK uploading some OXP directories into ..AREXACK/WIP/

The file you were looking for is called Requires.plist and contains:

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>version</key>
	<string>1.65</string>
</dict>
</plist>
Or something similar.
I never bothered much with it. Just don't forget to write a readme-file with requirements instead.

ps the frigate is just a testbed type thing without a nice texture.
It's in together with carrier. and might need some files in ATT1 or V2. or some only on my working folder.
pps It seems my webspace is already full. :(
so many older folders may be empty, but recent work is there at least.

Posted: Wed Jan 03, 2007 4:52 pm
by LittleBear
Would that work for an OXP?

As an alternative, you set the Tech level to an impossible one (eg 20) for the missile, but tweak the Behomoths equivilant tech level to 20. That way you'd only be able to buy the Missile when docked with a Behemoth.

Posted: Wed Jan 03, 2007 6:09 pm
by Arexack_Heretic
That would require you to script a custom tech20 behemoth special for your missile-oxp. It may work.

If I myself set tech level at 99 or 20, I meant it to only available as a mission item or to NPC-battleships etc.

ps Just found my latest work on another drive. sigh.
Wait a mo, while I upload PPC_AH and such.

Posted: Wed Jan 03, 2007 7:08 pm
by Cmdr Wyvern
I tried to script the nuke so that it only appeared on the equipment screen if you had the naval energy unit. That didn't work.
Then I tried to script it so it was only sold on behemoths and gwxstations. Again, that didn't work.

Using requires.plist to try to make it require Thargon Threat and Behemoth oxps flopped, too.

Bother. So I wound up sticking a fork in it, and releasing as is. It works as designed, and like q-bombs, there's not much chance a pirate is gonna nuke ya.

Hey A-H, that torp model would work for a torp carrying a q-bomb for a warhead. The mother of tactical weapons... :lol:

Posted: Wed Jan 03, 2007 8:12 pm
by Arexack_Heretic
you could write a small script for an 'underhanded' transaction...

dock at station + some additional requirements + chance factor.

Mission screen text:
Commander, would you be willing to carry this mother of a missile in the coming Thargoid offensive?
choice Y/N

Y: script SpecialCargo: MassiveTorpedoMounting, AddEquipment: RemoveMissiles, AddEquipment: EQ_OMEGAMISSILE

INFLIGHT: checkForEquipment: EQ_OMEGAMISSILE.
EquipmentFound: nothing, or 1% chance of AI-funny statement a la DarkStar.
NothingFound: remove specialcargo, AddCargo: 5 alloys.


Edit: PS webspace is : http://home.tiscali.nl/arexack/arexack/WIP/

Posted: Thu Jan 04, 2007 2:35 am
by GoreLeech
This is going somewhere i like :twisted: i will enjoy (if i can) making rather large carriers (like Moth's) only a HELL of a lot bigger.....think battlestar bigger :D and will equip with many fighters and have them broadside each other with nukes torpedoes and general crap flying around....also perhaps the Moth's should have small(er) intercept fighters instead of carrying way more ass kickage naval asp's, and vipers......the thargon ships never really stand a chance except for their more powered laser

Posted: Thu Jan 04, 2007 3:00 am
by Arexack_Heretic
With Thargorn-threat installed this is still true, although the most casualties are from the other thargoids attacking terroriser escorts and a behemoth v2's frontal turret barrage.

I'm not sure whether multiple launchbays are supported yet in v1.65b, but try by all means. :D

My initial idea for the torpedo was as a defencecraft-roletype miniship launched from a tiny dockingbay (launchtube).
The only problem was larger ships trying to dock with the torpedo-tube. :roll:

Posted: Fri Jan 05, 2007 12:50 pm
by Dr. Nil
Arexack_Heretic wrote:
Image
Any chance of a variant with the warhead smoothed?

Posted: Fri Jan 05, 2007 2:14 pm
by Captain Hesperus
Would the smoothing instruction from the Taranis OXP work?

Captain Hesperus
"Errrm. I have nothing to say right now."

Posted: Fri Jan 05, 2007 7:30 pm
by Arexack_Heretic
The smoothinggroups would need to be defined...
maybe the groups can be recognised due to their #of vertices.
I suggest only smoothing the cylindrical sections with the red-stripes.

IIRC the tailfins are constructed of 3 clades that go all through the model, so there should be no gaps intruduced from smoothing.
The fins should remain as they are, otherwise they will look too organic.

ps. If you want it done, you should do it yourself. I don't have the drive to do it right now.

Anyway, one does not get too many chances to see one up-close. So I don't really see much point in it.
Same goes for missiles, the paintjob is only for display purposes:
In the fraction of a second you could distinguish a smart from a hard missile, it detonates.