Here's my first draft of the D7 cruiser used by the Klingon Empire.
I know the texture is a bit blank, but I oriented myself on the TOS cruisers.
Had to model it from memory, as I didn't have any pictures of it.
Hello. We come in peace, shoot to kill, shoot to kill, shoot to kill;
we come in peace, shoot to kill, shoot to kill, men.
Nice ship, but i thought Oolite featured the Constitution already!
Yep it does, and Jagen Ordo is doing a refit to bring it up to date with 1.72/1.73 (as well as bringing in a few other ships from the Trek-stable)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Well, I'm still working on the model, and if I can learn this script part about intersections, it will be much better. Oh, and I noticed the warp nacelles are in the wrong place, and they're too wide.
And good news, everyone! I found my Star Wars Ships Wings model files on my notebook. Not the already uploaded (they look awful!), but a not yet uploaded third version. And this X-wing requires intersections.
There's also a BoP, and my first attempt at a Klingon Cruiser.
But that will have to wait a few days, as I'm busy with another project that actually has a deadline.
Hello. We come in peace, shoot to kill, shoot to kill, shoot to kill;
we come in peace, shoot to kill, shoot to kill, men.
Oooh-kay...
I re-modeled the Constitution-class to better match the real one.
Cut it into sub-whatever.
Created a new script based on the buoyRepair OXP.
Nothing. Zip. Nada.
Here's the shipdata.plist:
/*constitution */
{
constitutionsaucer = {
ai_type = "nullAI.plist";
model = "constitutionsaucer.dat";
name = "Constitution Saucer";
roles = "constitution-ship";
};
constitutionbridge = {
ai_type = "nullAI.plist";
model = "constitutionbridge.dat";
name = "Constitution Bridge";
roles = "constitution-ship";
};
constitutionengines = {
ai_type = "nullAI.plist";
model = "constitutionrest.dat";
name = "Constitution Engines";
roles = "constitution-ship";
};
"max_missiles = "20";" for a player ship (and max_missiles only makes sense for a player ship, the corresponding NPC entry is "missiles" only) doesn't work and can make Oolite crash (at least on my system)
The maximum number you can enter here is 16.
Try that and have a look if it works.
Oh, and a minor cosmetic nitpick: Such a big ship should have a max_energy of around 2000 for NPCs and about 1000 for players, methinks. It's a carrier!
Ah, thanks mate.
Whops, my Constitution II is a tad too long...
Not that anybody will notice.
And I don't think I'll do a Galaxy, unless people beg. I hate that ship.
Hello. We come in peace, shoot to kill, shoot to kill, shoot to kill;
we come in peace, shoot to kill, shoot to kill, men.
For one your pitch and roll are way to fast for such a big ship. That does not fly realistic. Look for example at the Behemoth that uses 0.2 and 0.4 resp. And your ship is even bigger so those values should be even lower. The values are turn speeds in turns per second.
Also thrust is way to high. Big ships should accelerate slowly. A value of maximal 2 would be better.
And you can't give roles of "police" and "interceptor" to ships that are to big to launch. All station defence ships are selected from those roles. "escort" also looks strange for this ship.