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Posted: Tue Jul 06, 2010 12:40 pm
by JazHaz
Arexack_Heretic wrote:
Griff. They are full of beauty.
AH, have you seen all the Griff ships since you came back? See them all on the Gallery on the wiki that me and ADCK have made! :)

Posted: Tue Jul 06, 2010 12:47 pm
by Arexack_Heretic
That is what I was praising yes, the more classical remakes are just awesome. :shock:

The chopped krait and the naked boa are impressive as well, just not elite.
:)

edit:

@Griff/ hermit dock:
I like the idea of large ships not being able to dock at a hermit.
Maybe small dockables should have warning signs like viaducts have.
i.e. Your ship must be "this small" to enter. (arrows indicating width of dock)

And comms "docking denied" warnings when a ship of too large dimensions comes close.

Then again, the main stations are actually scaled too small for logic.
Gameplay dictates that the dock needs be small enough for a cobra to scrape through and the station small enough so that the dock is recognisable from a distance.

Would expanding the dock into a harbour/dockingbay with specific berths for the various shipsizes be possible?

Posted: Tue Jul 06, 2010 8:06 pm
by Kaks
Arexack_Heretic wrote:
Would expanding the dock into a harbour/dockingbay with specific berths for the various shipsizes be possible?
Judging from what Thargoid did with Lave Academy & Aqualina's Aquatics headquarters, I daresay you should be able to manufacture a harbour any shape & size you fancy! And in 1.74.x you can even have a docking tunnel with any arbitrary (closed) shape too...

Posted: Tue Jul 06, 2010 10:42 pm
by Arexack_Heretic
I mean: have several docks of varying sizes inside a single entity.

(If the coriolis is upscaled to be reasonable, the dockingslit will be able to to fit several behemoths at the same time, so add smaller docks inside this big dock.... problems arise when docks are no longer on the axis of rotation of a rotating station and static docks are just not the same. :/ )

Posted: Tue Jul 06, 2010 10:51 pm
by Kaks
Ah, several docks of different sizes & shapes: yep, definitely! :)

Posted: Fri Jul 09, 2010 8:49 pm
by Arexack_Heretic
But.... IS it possible to have multiple dock-subentities to a ship/station object?
And is it now possible to assign one as landing only or launching only?
Will multiple docks lead to multiplicated escort/defender max-ships?
Apparently it is possible to script docking clearance now.

-I'd like to assign small docks to launch torpedoes.
-I'd like to have an open carrier deck.


Sorry, I know I should just test it in an OXP, but have gotten bit rusty, plus there's so much new stuff.
So, what used to be an hour of work to cobble together (say, a new ship with several subentities and scripts) now requires learning all over how to do stuff.
:oops:

Posted: Fri Jul 09, 2010 9:00 pm
by Thargoid
  • No, but you can have multiple "holes" in a station that lead down to a central dock-radius. For example Lave Academy has essentially 2 docking ports by doing it this way (you can fly into either end - said the actress to the bishop...)
  • No, but you could move the launching ship to a different place on the model to simulate an in-door and an out-door.
  • No, because you can't do it.
  • Yes, docking clearance is scriptable to some degree.
  • You could kinda do that by putting a dummy dock and setting the station's missile launch position to the location of that dock.
  • With careful modelling plus clever use of a docking radius something like that could be done. But it looks odd as launching ships would just appear rather than coming out of something (this is the minor drawback of Lave Academy.
[/color]

Posted: Fri Jul 09, 2010 9:38 pm
by Arexack_Heretic
I think that if I...


-create a torpedo_ship with role torpedo and a custom trackingAI that only targets large_ships
-create a torpedoboat with AI that launches its torps IF an enemy large_ship is in scanner range. (with a tracker for number launched if necessary)
--if I can set the ships allowed to launch from the torpedoFrigate to torpedo_ship only.
--disallow any docking of any kind with the T_frigate.

it might be possible.

edit: I already have the model for the torp (see signature below) at least I used to have it. :/

Posted: Fri Jul 09, 2010 11:03 pm
by Kaks
Arexack_Heretic wrote:
Will multiple docks lead to multiplicated escort/defender max-ships?
If you want to add more defenders, it's always possible to magic them out of thin air, at a specific location in respect to the launching station, and with a specific speed and orientation in respect of the launching station too, via the modern miracle that is javascript, now with even more methods! :D

And if you want to have different approaches depending on which ships are trying to dock, in principle you could get that idea to work, by mixing a lot of js approach calculations and modified AI script.
It's definitely not for the faint hearted, though! ;)

Hope this helps,

Kaks.

Posted: Fri Jul 09, 2010 11:47 pm
by Arexack_Heretic
yes, thanks again kaks.

edit:
ack! I've forgotten how to use wings. My entire model now has double vertices and faces! (Probably messed up a bridging somehow)
edit2: cleanup is the command I needed there. I'll stop hijacking this thread now. :oops:

Posted: Mon Jul 12, 2010 1:04 am
by RustiSwordz
I love these models however the Dizzy all in 1 pack on the main post doesnt include the Constrictor or the fancy new Krait model, the flashy looking one.

Can the all in 1 pack have the new models included please.

I tried the Griff illict unlock oxp and because i have some of griffs ships as seperate oxp's the Griff IU doesnt recoignise the seperate files only those in the all in 1 pack. (it seems that way) and im not technically proficient enough with all the coding and stuff to attempt to add them myself.

:) Thanks.

Posted: Mon Jul 12, 2010 1:16 pm
by Cody
RustiSwordz wrote:
Can the all in 1 pack have the new models included please.
Diziet Sma, who hosts the all-in-one oxp, seems to have fallen off the planet (only temporarily I hope), so the oxp has not been updated for some weeks.

Posted: Mon Jul 12, 2010 1:25 pm
by RustiSwordz
Ah right OK. :) Hope i dont seem to be asking too much!

Posted: Mon Jul 12, 2010 1:29 pm
by Arexack_Heretic
But why not just grab the NeonKrait itself from the 'ruining the classics' thread?

Posted: Mon Jul 12, 2010 3:42 pm
by RustiSwordz
Arexack_Heretic wrote:
But why not just grab the NeonKrait itself from the 'ruining the classics' thread?
Because i didnt know there was such a thing until you said so... ;) Boom boom!