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Posted: Fri Aug 07, 2009 5:34 pm
by Westwood
Nice ship, but i thought Oolite featured the Constitution already! :P
Image


Ah well, more the merrier I say!

Posted: Fri Aug 07, 2009 7:30 pm
by Jagen Ordo
What the frack?! :shock:
Well, nacelles and saucer are completely wrong and the torpedo launcher faces in the wrond direction. Good for me.

BTW, where did you get that?

Posted: Fri Aug 07, 2009 7:54 pm
by Jagen Ordo
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.

Image Image

Image Image

Posted: Sat Aug 08, 2009 2:57 am
by Diziet Sma
Westwood wrote:
Nice ship, but i thought Oolite featured the Constitution already! :P
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) :D :D 8)

Posted: Sat Aug 08, 2009 8:33 am
by saint
Jagen Ordo wrote:
Here's my first draft of the D7 cruiser used by the Klingon Empire.
:lol: :lol: :lol: :lol: :lol: :lol: :lol:
The rear bumper sticker
:lol: :lol: :lol: :lol: :lol: :lol: :lol:

Even Romulan Special Operation Office (that uses klingon like ships) would like it!!!!

BTW, cool Constitution, Jagen Ordo. May I place an order t to your shipyard ?

Posted: Sat Aug 08, 2009 8:58 am
by Jagen Ordo
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.

Posted: Sat Aug 08, 2009 12:30 pm
by Jagen Ordo
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";
};

"constitution" = {
ai_type = "policeInterceptAI.plist";
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 6;
forward_weapon_type = "WEAPON_MILITARY_LASER";
has_ecm = 1;
exhaust = "6.8 22.7 -11.3 10 5 20", "-6.8 22.7 -11.3 10 5 20";
bounty = 0;
laser_color = blueColor;
has_escape_pod = 1;
max_energy = 500;
max_flight_pitch = 1;
max_flight_roll = 1;
max_flight_speed = 500;
missiles = 20;
model = "constitutionhull.dat";
name = "Constitution-class Starship";
roles = "police escort interceptor";
scanClass = "CLASS_POLICE";
subentities = )"consitutionsaucer 0 0 0 1 0 0 0",
"constitutionbridge 0 0 0 1 0 0 0",
"constitutionengines 0 0 0 1 0 0 0");
thrust = 20;
weapon_position_aft = "0.0 -50.0 0.0";
weapon_position_forward = "0.0 10.0 40.0";
weapon_position_port = "-32.5 5.0 0.0";
weapon_position_starboard = "32.5 5.0 0.0";
};
"constitution-player" = {
aft_eject_position = "0.0 0.0ยด-50.0";
cargo_type = "CARGO_NOT_CARGO";
energy_recharge_rate = 6;
exhaust = "6.8 22.7 -11.3 10 5 20", "-6.8 22.7 -11.3 10 5 20";
laser_color = "blueColor";
max_cargo = "90";
max_energy = 500;
max_missiles = "20";
missile_launch_position = "0.0 0.0 20.0";
model = "constitutionhull.dat";
name = "USS Bismarck NCC-1941";
roles = "player";
subentities = )"consitutionsaucer 0 0 0 1 0 0 0",
"constitutionbridge 0 0 0 1 0 0 0",
"constitutionengines 0 0 0 1 0 0 0");

thrust = 20;
weapon_position_aft = "0.0 -50.0 0.0";
weapon_position_forward = "0.0 10.0 40.0";
weapon_position_port = "-32.5 5.0 0.0";
weapon_position_starboard = "32.5 5.0 0.0";
view_position_forward = "0.0 20.0 40.0";
view_position_aft = "0.0 0.0 -20.0";
view_position_port = "-20.0 20.0 30.0";
view_position_starboard = "20.0 20.0 30.0";
};
}

Can anybody tell me what I did wrong?

.

Posted: Sat Aug 08, 2009 1:00 pm
by Lestradae
"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!

Cheers, hope it helps

L

Posted: Sat Aug 08, 2009 1:10 pm
by Jagen Ordo
16 missiles max, huh? Now, that would explain why Oolite is such a jerk sometimes...

Energy 2000 for NPCs, 1000 for player. Alright, is going to be changed.#

Oki-dok, any ideas for the shipyard and demoship plists?

Posted: Mon Aug 10, 2009 12:29 pm
by Muzzman
Anyone who is interested, I have found a 'size' chart for most Federation Starships.

Notice the Galaxy Class is 643m long.

http://farm1.static.flickr.com/24/43134 ... 62b1_o.jpg

Posted: Mon Aug 10, 2009 1:03 pm
by Jagen Ordo
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.

Posted: Mon Aug 10, 2009 1:14 pm
by ClymAngus
Muzzman wrote:
Anyone who is interested, I have found a 'size' chart for most Federation Starships.

Notice the Galaxy Class is 643m long.

http://farm1.static.flickr.com/24/43134 ... 62b1_o.jpg
This one, is a touch broader.....

tp://www.merzo.net/

Posted: Mon Aug 10, 2009 1:26 pm
by Eric Walch
Jagen Ordo wrote:
Oooh-kay...
I re-modeled the Constitution-class to better match the real one.
Cut it into sub-whatever.....
Can anybody tell me what I did wrong?
I noticed:

Code: Select all

max_flight_pitch = 1; 
max_flight_roll = 1; 
max_flight_speed = 500; 
thrust = 20; 

missiles = 20; 
model = "constitutionhull.dat"; 
name = "Constitution-class Starship"; 
roles = "police escort interceptor"; 
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.

Posted: Mon Aug 10, 2009 4:26 pm
by Jagen Ordo
Thanks for the advise.
What roles should this ship have, then?
I just ask because I don't really know much about it.

Posted: Mon Aug 10, 2009 8:20 pm
by Tivva
Muzzman wrote:
Anyone who is interested, I have found a 'size' chart for most Federation Starships.
http://farm1.static.flickr.com/24/43134 ... 62b1_o.jpg
I quite like the look of the NX or the Prometheus 8)