Piloting the Interceptor
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Piloting the Interceptor
For reasons I won't bore you with, I have a yen to fly a Viper Interceptor. (I do have a scenario to justify this which, though not strictly legal, doesn't involve stealing one from GalCop).
I downloaded Illicit Unlock OXP, which put me in the pilot's seat of a very sleek-looking model. True, the flashing lights and GalCop ident might prove embarrassing when approaching dock, but I thought I'd worry about that later.
On firing the laser, magenta flashes appeared on the screen. I assume this is a view problem, as I appear to be looking down the laser axis. I assume too that 'cockpit view' is effectively set by the model itself, as I can't see anything in the plists. If that's true, it's probably not something I can fix myself, given my current level of expertise.
Next I tried Griff_No_Shaders_ShipSet0.95.oxp along with Griff_illicit_unlock.oxp, though I had to tweak the files a bit to get the new model up on the screen. (I love hacking OXPs -- for whole minutes at a time I can delude myself I know what I'm doing).
Unfortunately, once airborne (spaceborne?) I had exactly the same laser effect in the screen. (Also, though the model is undoubtedly gorgeous, unless my eyes are deceiving me griff_viper_interceptor_hull.dat is actually a standard Viper rather than the Viper Interceptor).
I'm now back to square 1. Can anyone tell me if there's an easy fix, or is this particular vessel destined to remain forever beyond my grasp?
I downloaded Illicit Unlock OXP, which put me in the pilot's seat of a very sleek-looking model. True, the flashing lights and GalCop ident might prove embarrassing when approaching dock, but I thought I'd worry about that later.
On firing the laser, magenta flashes appeared on the screen. I assume this is a view problem, as I appear to be looking down the laser axis. I assume too that 'cockpit view' is effectively set by the model itself, as I can't see anything in the plists. If that's true, it's probably not something I can fix myself, given my current level of expertise.
Next I tried Griff_No_Shaders_ShipSet0.95.oxp along with Griff_illicit_unlock.oxp, though I had to tweak the files a bit to get the new model up on the screen. (I love hacking OXPs -- for whole minutes at a time I can delude myself I know what I'm doing).
Unfortunately, once airborne (spaceborne?) I had exactly the same laser effect in the screen. (Also, though the model is undoubtedly gorgeous, unless my eyes are deceiving me griff_viper_interceptor_hull.dat is actually a standard Viper rather than the Viper Interceptor).
I'm now back to square 1. Can anyone tell me if there's an easy fix, or is this particular vessel destined to remain forever beyond my grasp?
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Re: Piloting the Interceptor
Albee, the view_position_forward will be the same as the weapon_position_forward in shipdata. Just change the view position to be a bit higher. Try something like
for the core Interceptor...might need to be tweaked a bit for a Griff ship. Find the weapon_position_forward and go up about a metre or two.
Code: Select all
view_position_forward = "0.0 1.0 35";
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Re: Piloting the Interceptor
Where should I be setting this, Smivs? I've tried setting it in shipdata.plist in both Illicit Unlock and Smivs'Shipset, but the view position doesn't change. (Frustratingly, I know I've played around with this attribute recently, but now I can't find it!)Smivs wrote:Albee, the view_position_forward will be the same as the weapon_position_forward in shipdata. Just change the view position to be a bit higher.
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Re: Piloting the Interceptor
Yep, that is the case! But it does have an extra engine!Albee wrote:unless my eyes are deceiving me griff_viper_interceptor_hull.dat is actually a standard Viper rather than the Viper Interceptor).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Piloting the Interceptor
You will be using an 'Illicit Unlock' OXP to fly your Interceptor. Open the shipdata.plist in this OXP and find the entry for the Viper Interceptor Player. Find the line for 'view_position_forward' for this ship. It is this you will need to change.
If you are still not sure, post the relevant section (Viper Interceptor Player) from the illicit Unlock shipdata here and we'll have a look.
If you are still not sure, post the relevant section (Viper Interceptor Player) from the illicit Unlock shipdata here and we'll have a look.
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Re: Piloting the Interceptor
Aye, it's exactly the same model - i never noticed at the time that the interceptor was a different shape to the standard viper!El Viejo wrote:Yep, that is the case! But it does have an extra engine!Albee wrote:unless my eyes are deceiving me griff_viper_interceptor_hull.dat is actually a standard Viper rather than the Viper Interceptor).
Although it doesn't help you to fly the viper from my shipset, i recommend ditching the Griff_illicit_unlock.oxp and getting the griff_shipset_player_flyable_NPC_ships_v1.03.oxp from my box.net site, it's got all the view positions and things sorted and the hyperdrive disabled for the ships that shouldn't have one.
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries
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Re: Piloting the Interceptor
Remember to restart the game with Shift held down, otherwise your edits will not be applied.Albee wrote:I've tried setting it in shipdata.plist in both Illicit Unlock and Smivs'Shipset, but the view position doesn't change.
Re: Piloting the Interceptor
That's my first problem -- there doesn't appear to be any 'view' data whatsoever in the shipdata.plist within illicit_unlock_FIX1.56. This is the extract for the Viper Interceptor...Smivs wrote:You will be using an 'Illicit Unlock' OXP to fly your Interceptor. Open the shipdata.plist in this OXP and find the entry for the Viper Interceptor Player. Find the line for 'view_position_forward' for this ship. It is this you will need to change.
If you are still not sure, post the relevant section (Viper Interceptor Player) from the illicit Unlock shipdata here and we'll have a look.
Code: Select all
<key>viper-interceptor-player</key>
<dict>
<key>energy_recharge_rate</key>
<real>6</real>
<key>exhaust</key>
<array>
<string>-32.0 0.0 -18.0 8.0 8.0 10.0</string>
<string>32.0 0.0 -18.0 8.0 8.0 10.0</string>
<string>0.0 0.0 -23.0 12.0 12.0 16.0</string>
</array>
<key>forward_weapon_type</key>
<string>WEAPON_MILITARY_LASER</string>
<key>laser_color</key>
<string>magentaColor</string>
<key>hud</key>
<string>hud.plist</string>
<key>max_cargo</key>
<integer>0</integer>
<key>max_energy</key>
<real>280</real>
<key>max_flight_pitch</key>
<real>2</real>
<key>max_flight_roll</key>
<real>4.2000000000000002</real>
<key>max_flight_speed</key>
<real>520</real>
<key>max_missiles</key>
<integer>3</integer>
<key>missiles</key>
<integer>3</integer>
<key>model</key>
<string>viperi_redux.dat</string>
<key>name</key>
<string>GalCop Viper Interceptor</string>
<key>roles</key>
<string>player</string>
<key>subentities</key>
<array>
<string>*FLASHER* -49 0 -9.5 260.0 2 0.5 8</string>
<string>*FLASHER* -44 0 1.125 260.0 2 0.6 8</string>
(etc. etc. more *FLASHER* data)
</array>
<key>thrust</key>
<real>50</real>
</dict>
I therefore added the following lines within the body of the file...
Code: Select all
<key>view_position_forward</key>
<array>
<string>0.0 1.0 35</string>
</array>
The format of shipdata.plist within Smivs'Ships is such that I was able to add the line you gave me directly, of course...
Code: Select all
view_position_forward = "0.0 1.0 35";
Thanks, Griff, I'll do that.Griff wrote:Although it doesn't help you to fly the viper from my shipset, i recommend ditching the Griff_illicit_unlock.oxp and getting the griff_shipset_player_flyable_NPC_ships_v1.03.oxp from my box.net site, it's got all the view positions and things sorted and the hyperdrive disabled for the ships that shouldn't have one.
Indeed. I've made so many changes recently I tend to do this by default, now.another_commander wrote:Remember to restart the game with Shift held down, otherwise your edits will not be applied.
Please note, everybody, I don't actually mind too much whose model I fly, as I won't be the one looking at it. I would feel happier knowing it's a 'real' Viper Interceptor, however. It would be easy enough, following the wiki tutorial, to create a 'dummy' ship with all the characteristics of an Interceptor and the shape of a Cobra 3, say, but I'd rather not do that. Some time in the future I still hope to have a bash at skinning. No luck with that so far, sadly, as I find the Gimp manual incomprehensible. I may try Blender or Photoshop next.
Thanks for your patience.
EDIT: Code made easier to read using 'Code display'
Last edited by Albee on Fri May 18, 2012 8:09 am, edited 1 time in total.
Re: Piloting the Interceptor
While on the subject of Laser fire in line of sight ... In my befuddled Brain box I rather think the Caduceus class ships have a similar issue and the shipdata seems on mylaptop at anyrate read only for that oxp so I can't do the plist edit . But never mind. twas nought but a passing missive
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Re: Piloting the Interceptor
I've just taken my Viper Interceptor (hack) out for a spin and tweaked the view.
Try
As I say I've just tried this and it does work (using my current shipset).
You will obviously have to make the change in the Illicit Unlock OXP. The code is different there...it uses XML whereas mine are in OpenStep. The code you wrote looks to be OK, so just try the new numbers.
Try
Code: Select all
view_position_forward = "0.0 3.0 28";
You will obviously have to make the change in the Illicit Unlock OXP. The code is different there...it uses XML whereas mine are in OpenStep. The code you wrote looks to be OK, so just try the new numbers.
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Re: Piloting the Interceptor
The Caddy was designed that way. It's for accuracy in sniping, as at range there is parallax between the target cursor and the beam. If you look closely on a small target, it normally has to be slightly below the crosshairs to be hit.Duggan wrote:While on the subject of Laser fire in line of sight ... In my befuddled Brain box I rather think the Caduceus class ships have a similar issue and the shipdata seems on mylaptop at anyrate read only for that oxp so I can't do the plist edit . But never mind. twas nought but a passing missive
The "view along the beam" design is to overcome this. The Vortex also has a sniping gun camera view for this reason.
My OXPs via Boxspace or from my Wiki pages .
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Re: Piloting the Interceptor
It certainly is an aid to long-range sniping - my 'sport' Constrictor is set-up this way, and when you get used to it, it looks quite effective.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
Re: Piloting the Interceptor
Nope. Doesn't work for me at all -- same old problem with the cockpit view.Smivs wrote:I've just taken my Viper Interceptor (hack) out for a spin and tweaked the view.
TryAs I say I've just tried this and it does work (using my current shipset).Code: Select all
view_position_forward = "0.0 3.0 28";
You will obviously have to make the change in the Illicit Unlock OXP. The code is different there...it uses XML whereas mine are in OpenStep. The code you wrote looks to be OK, so just try the new numbers.
Can you tell me which (relevant) OXPs you are using, please?
In trying to see what's going on, I looked at my logfile. Can't see a problem with Viper_Interceptor.OXP (a copy of Illicit Unlock I made, with everything stripped out except the Viper Interceptor data), but strangely enough it's reporting a problem with Clippers. I'll report that in the Clipper thread, however.
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Re: Piloting the Interceptor
For my models I tended to use the cockpit position (in Wings3D) for forward view position. I just loaded Griff's Viper Interceptor and the approximate coordinates are:
However, with these values you may see part of the forward hull and the forward gun. But transferring to reality, this is what the pilot of said ship would see.
Code: Select all
view_position_forward = "0.0 8.75 -2.7";
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Re: Piloting the Interceptor
It's a fudge, Albee. A long time ago I made a single-ship OXP for all the non-buyable ships, and a save-file to go with it. So I'm using that.
Can you post your adapted shipdata.plist here so we can have a look...it might help.
Can you post your adapted shipdata.plist here so we can have a look...it might help.
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