Re: Show and Tell (new ships/ ships in progress)
Posted: Mon Apr 25, 2011 10:30 am
Stoopid question: where's a download link?
EDIT: never mind, I found it from the first post
EDIT: never mind, I found it from the first post
For information and discussion about Oolite.
https://bb.oolite.space/
This is rather a personal preference than a hard rule, but personally I think that no ship which doesn't fit into a standard docking bay should be player-flyable in the first place. Logic dictates that if it can't dock, it also can't launch. So how would you even leave the station after you purchased it? Therefore I am of the opinion that standard-dock-size (width and height, minus a few meters for safety; length doesn't matter as much) should be the absolute limit for player variants of ships. NPCs can get away with being bigger, provided they have an AI that under no circumstances tries to dock them with any standard station. But for me at least one of the fundamental rules of the Ooniverse is that the player is confined to the role of a 'small' trader and cannot fly a capital ship. It's not Oolite's perspective.This ship is player flyable, but it reqires docking computers to dock or it will explode
Where did you c&p those from? That code is ancient. That's the buggy external views from Oolite 1.65, which were replaced in Oolite 1.70! They do work, by the way, but they're not external, because all view positions are inside your ship. What do you expect if your ship's front extends to coordinate -0.030000, 60.66330, 242.22336, but the view position is at 0.0 20.0 200.0? 200 is smaller, therefore less forward, than 242.22336. You can't see the outside of the ship if you position the camera inside.The external views don't work
custom_views
from the biggest ship in the original set (Anaconda) of a current version of Oolite, and you may still have to increase the viewing distance.Where do you want to have it? Measure the desired coordinates on your model, and put them into theThe exhaust is in the wrong place
exhaust
array. Again, if your ship extends to -188 meters behind its origin, why do you place the exaust only -32 meters behind the origin, within the ship, 156 meters in front of the ship's rear end?Same thing again. Measure the position(s) on your model where you want the laser beam to begin, and write exactly these positions into the correspondingThe laser is in the wrong place
weapon_position_foo
coordinates, instead of filling in just some random numbers.Same thing again.sometimes a missile/mine will detonate inside the ship
missile_launch_position
needs to be in front of and slightly below your ship, not deeply inside it.For starters, all your ship's vertex coordinates are listed in plain text in the DAT file. That's what a DAT file is: a simple text file with coordinate lists. By opening it with a text editor I found out in under a minute that the front end of your ship is located exactly at -0.030000, 60.66330, 242.22336, and the lowest z-coordinate is about -188 (which BTW also makes that the ship isn't centered around its origin, resulting in its target box being a little too big and off-centre; but that's a minor nitpick). (I misremembered, it's actually -190.83036.)Staer9 wrote:I will try and find out how to display co-ordinates in blender, then when I find out I will update the oxp.
How do you check the position in game? You only should be able to see where it emerges from your ship from a suitable external view. From the normal 'cockpit' view it always looks the same: emerging from the bottom of your screen. If it starts from somewhere in the bottom half of the screen you should reduce the z-coordinate. Technically that makes the laser come from within the ship, but that's a small price to pay for not having the strange visual effect of it originating out of the middle of nowhere.Staer9 wrote:I know that the laser is in the right place, blender gave me exactly the same co-ordinates as you found for the front of my ship, I changed the laser possition in th shipdata, but it wont change possition in the game, no matter how many renames I try and no matter how hard I press the shift key, it doesn't change.
when checking from a front side veiw it is clear that it leaves the ship several metres after the ship finishes (you can actually even see it from the front veiw target camera.Commander McLane wrote:You only should be able to see where it emerges from your ship from a suitable external view.
I know that moving effects laser/exhaust positions, my ship was perfectly still... I am serioulsy thinking about handing development over to someone else.Commander McLane wrote:Obvious question: is your ship moving? Try testing while standing still.
Liking the rework very much Griff, I think many of your Cobra IIIs could easily fall under the category/idea of "Manufactured under license" - thus all the variants could exist each one tweaked by local system builders, satisfies my concept of a Ooniversal balance anyway!Griff wrote:
Started work on a stupidly high polygon cobra III remake to try and get over my current edge bevelling mania i can't resist extruding those edges! The stick out engines i've got on the top of the cobraIII in my normalmap shipset have really started bugging me, i couldn't take them out of the model without doing some drastic reworking to the shape so it turned out easier to start again from scratch and stay more faithful to the cobra III in the default shipset