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[WIP] Nova Fighter
Posted: Tue Apr 07, 2015 10:18 am
by Vincentz
Download :
http://www.mediafire.com/download/3mxnx ... Series.zip
Disclaimer : The pack contains the 4 ships in the Nova Series together with a modified Start Choices by Spara, so its fast and easy to test the ships.
I hope this is ok with Spara, otherwise I'll remove it. I didnt change conditions, so its not for playing a game, but merely for checking out the new ships.
Also, keep in mind that these ships are VERY much still work in progress. Most configs are not done and textures might also change. Especially for the gunship, as I havent touched that one yet.
Moderator: Split from the Blender Modeling Tutorials thread.
kanthoney wrote:Python 3 is significantly different from Python version 2. I'd try using version 2.7. The second error is definitely a Python 3 specific error, not sure about the first.
Sweet
Now it just needs some tex and config
edit :
Me and Blender are not very good friends. Jesus its a complex program, with no logic, unless you are a 3d artist.
I really miss some drop down menus, and some simplification.
low res Nova Fighter
Re: Blender 3d Modeling Tutorials
Posted: Tue Apr 07, 2015 2:50 pm
by spud42
have a go with wings3D.........
[WIP] Nova Fighter
Posted: Tue Apr 07, 2015 3:46 pm
by Vincentz
More to come...
Re: Blender 3d Modeling Tutorials
Posted: Tue Apr 07, 2015 3:47 pm
by Vincentz
spud42 wrote:have a go with wings3D.........
Might do after I pull the last of my hair out
Getting slightly progress, and its a nice program. Its just not very noob-friendly
Talking of which, there is a way to output an UV ESP (with lines drawn up to show the different faces in the texture file).
I can see it in blender, but can't export it anywhere???
Btw, how long should something like this be in your opinion (small fighter or big corvette?)
topview of Nova Fighter
Also, can a moderator split the thread (is it possible) before I spam this one too much, and merge it with this one :
https://bb.oolite.space/viewtopic.php?f=4&t=17339
Re: Blender 3d Modeling Tutorials
Posted: Tue Apr 07, 2015 4:09 pm
by another_commander
Re: [WIP] Nova Fighter
Posted: Fri Apr 10, 2015 12:25 am
by Vincentz
started over with this one in blender (which I know sooo much better now (but still a loooong way to go
))
I'm really happy with the result (not final result, still need some details)
Its a beast to look at in game.
Size is same as viper though much smaller wingspan (30 wide x 10 high x 55 long)
Re: [WIP] Nova Fighter
Posted: Mon Apr 13, 2015 4:09 pm
by Without Remorse II
Very,VERY nice! Is it possible to have to pulse lasers in the front bits? That would be awsome!
Re: [WIP] Nova Fighter
Posted: Mon Apr 13, 2015 6:42 pm
by Vincentz
Without Remorse II wrote:Very,VERY nice! Is it possible to have to pulse lasers in the front bits? That would be awsome!
I'm hoping so, though its no as easy as it sounds
I'm reconsidering the size though. 55 meters long is quite a bit, though even the smallest "vanilla" ships are 35 meter (worm/shuttle/sidewinder/transporter).
Also, it should prolly be an escort ship. Neither of the "small" ships are Hyper Space cabable, and if it should fit just a little bit into the "lore" then this one shouldnt either.
Cockpit canopy is pretty big, so 28 meters long (half size) would fit the proportions a bit better.
Problem is, would it be too small ingame? can I get some opinions on this?
shipsizes with nova series :
http://i.imgur.com/HEGAHE9.png
edit : now with real sizes.
Re: [WIP] Nova Fighter
Posted: Mon Apr 13, 2015 9:21 pm
by Smivs
Vincentz wrote:...28 meters long (half size) would fit the proportions a bit better.
Problem is, would it be too small ingame?
Almost certainly, yes. It wouldn't be much bigger than a cargo container.
Does the 'canopy' have to be a canopy at all? Canon has it that these ships don't even have any sort of cockpit window as the pilot is encased in the control room/escape capsule with a display monitor.
Having said that many here disagree and like the concept of a more conventional aircraft-style cockpit, and although I'm in the 'enclosed cockpit' camp, I can't think that the pilot wouldn't want to look outside from time to time, so all my OXP ships have small cockpit windows - these are scaled to be around 1 metre wide.
The design of the Nova would lend itself to something similar - so you could consider texturing the 'canopy' as metal, and add some suitable windows/portholes or whatever.
Re: [WIP] Nova Fighter
Posted: Fri Apr 24, 2015 10:48 pm
by Vincentz
Smivs wrote:
Does the 'canopy' have to be a canopy at all? Canon has it that these ships don't even have any sort of cockpit window as the pilot is encased in the control room/escape capsule with a display monitor.
Having said that many here disagree and like the concept of a more conventional aircraft-style cockpit, and although I'm in the 'enclosed cockpit' camp, I can't think that the pilot wouldn't want to look outside from time to time, so all my OXP ships have small cockpit windows - these are scaled to be around 1 metre wide.
The design of the Nova would lend itself to something similar - so you could consider texturing the 'canopy' as metal, and add some suitable windows/portholes or whatever.
To keep in canon, I decided the canopy is not a canopy, it is the Escape Pod cover
Btw, is there anywhere/any lists I need to add the ship for it to be used by AIs?
Also, where to define the extra cargo hull size? 15 TC is a bit too much.
And can a regular ship builder take a look at the config, and see if I'm missing something?
(I removed the external views from here, as they are working fine, but takes up a lot of space.)
Code: Select all
{
"novafighter-template" =
{
"aft_eject_position" = "0.0 15.5 -33.0";
ai_type = "oolite-pirateAI.js";
auto_ai = yes;
auto_weapons = yes;
cargo_type = "CARGO_NOT_CARGO";
"energy_recharge_rate" = 4;
exhaust =
(
"-4.5 2 -20 2.0 1.0 14",
"4.5 2.0 -20 2.0 1.0 14",
);
"forward_weapon_type" = "WEAPON_PULSE_LASER";
frangible = 0;
hyperspace_motor = no;
fuel = 70;
has_ecm = 0.15;
has_escape_pod = 0.95;
has_scoop = 0.3;
has_scoop = 0.5;
has_shield_booster = no;
is_template = 1;
likely_cargo = 2;
hud = "hud.plist";
"laser_color" = redColor;
"max_cargo" = 2;
"max_energy" = 150;
"max_flight_pitch" = 1.5;
"max_flight_roll" = 2;
"max_flight_speed" = 300;
"max_missiles" = 2;
"missile_launch_position" = "0 1 10";
missiles = 2;
model = "novafighter.dat";
name = "Nova Fighter";
roles = "trader-courier hunter-medium(0.75) hunter-heavy(0.75) pirate-medium-fighter(0.5) pirate-heavy-fighter(0.5) pirate-interceptor pirate-aegis-raider escort-heavy assassin-heavy";
scoop_position = "0.0 -5.5 25.0";
thrust = 32;
"view_position_aft" = "0.0 2 -17";
"view_position_forward" = "0.0 5.0 -3";
"view_position_port" = "-2.0 3.5 2.5";
"view_position_starboard" = "2.0 3.5 2.5";
weapon_facings = 1;
"weapon_position_aft" = "0.0 2.0 -20";
"weapon_position_forward" = "0.0 0.0 25";
"weapon_position_port" = "-10.0 3 15";
"weapon_position_starboard" = "10.0 3 15";
subentities = (
// "*FLASHER* 1.0 2.0 27\t180 0.0 0.0 8.0",
// "*FLASHER* -1.0 2.0 27\t180 0.0 0.0 8.0",
// "*FLASHER* 0.0 3.0 27\t180 0.0 0.0 8.0",
"*FLASHER* 0.0 3.5 -8\t20 1.8 1.0 4.0",
"*FLASHER* 0.0 3.5 -8\t0.0 0.0 0.0 2.0",
"*FLASHER* 15.5 -3.5 -8\t128.0 1.0 0.25 3",
"*FLASHER* -15.5 -3.5 -8\t0 1.0 0.5 3",
"*FLASHER* -3.5 0.5 30.5\t0.0 1.0 0.75 3",
"*FLASHER* 3.5 0.5 30.5\t128 1.0 1.0 3"
);
};
"novafighter-player" =
{
like_ship = "novafighter-template";
hyperspace_motor = yes;
roles = player;
};
"novafighter-ai" =
{
like_ship = "novafighter-template";
};
}
Re: [WIP] Nova Fighter
Posted: Fri Apr 24, 2015 11:45 pm
by Norby
Vincentz wrote:where to define the extra cargo hull size? 15 TC is a bit too much.
extra_cargo
Vincentz wrote: has_scoop = 0.3;
has_scoop = 0.5;
One is enough.
Vincentz wrote: "*FLASHER* 0.0 3.5 -8\t20 1.8 1.0 4.0",
You should use
New-style subentity definition like this:
Code: Select all
subentities=({type=flasher; position=(0, 3.5, -8); color=redColor; frequency=1.8; phase=1; size=4;});
Role weights are enough around 0.2 else your ship will supersede many core ships.
In shipyard.plist weapon_facings should be 1 also and missiles can be 0 there.
Re: [WIP] Nova Fighter
Posted: Sat Apr 25, 2015 7:20 am
by Smivs
I think Norby picked up on all the code errors.
Regarding AIs, you have correctly used "auto_AI = yes;". This means that the ship will be given the correct AI for the role it has been spawned with, so you don't need to do anything else.
Regarding the "novafighter-ai" entry. This will just produce an NPC version based on the template - is that your intention? It's fine, but you could vary the specs a bit by giving some options their own plist entry, for instance give an assassin version a bit more kit than a pirate version.
I also notice that is has no hyperspace motor but does have fuel. Perhaps it should also have have injectors - "has_fuel_injection=yes;".
Re: [WIP] Nova Fighter
Posted: Sat Apr 25, 2015 8:03 am
by cim
Smivs wrote:Regarding the "novafighter-ai" entry. This will just produce an NPC version based on the template - is that your intention? It's fine, but you could vary the specs a bit by giving some options their own plist entry, for instance give an assassin version a bit more kit than a pirate version.
Adding
auto_weapons = "yes";
has already covered this - the assassin versions will automatically have some equipment changes made by the populator in this case.
Code: Select all
roles = "trader-courier hunter-medium(0.75) hunter-heavy(0.75) pirate-medium-fighter(0.5) pirate-heavy-fighter(0.5) pirate-interceptor pirate-aegis-raider escort-heavy assassin-heavy";
With only 150 energy and no hyperspace motor, this is going to be considerably weaker than most of the ships already in those roles. Some but not all of the medium/heavy roles practically require a hyperspace motor, too, as does trader-courier.
Some thoughts on which roles might be suitable:
assassin-light
is plausible - it's got the speed, and they can outfit it quite nicely for that role. It's significantly weaker than anything already in assassin-medium
, though.
- With the missile fittings, it could certainly justify
escort-medium
. escort-heavy
ships I'd expect to be a bit tougher.
hunter-medium
and hunter-heavy
both require witchdrives. It'd make a nice hunter
, though (for historical reasons, not hunter-light
)
- Piracy: the "independent pirate" role of
pirate
it would probably be ideal in. pirate-medium-fighter
, yes, certainly. pirate-heavy-fighter
it feels a bit too weak for, and pirate-interceptor
and pirate-aegis-raider
definitely require injectors and hyperspace for quick exits.
- Trading: without hyperspace capability,
shuttle
is probably the only trading role it can do, and it doesn't really look like one of those.
Conversely if you wanted to keep the existing roles, I think you'd need to fit a hyperspace motor to the NPC version, and increase the max energy from 150 to at least 250, which doesn't seem to be the concept you're otherwise going for with it.
Re: [WIP] Nova Fighter
Posted: Sat Apr 25, 2015 8:18 am
by Smivs
cim wrote:Smivs wrote:Regarding the "novafighter-ai" entry. This will just produce an NPC version based on the template - is that your intention? It's fine, but you could vary the specs a bit by giving some options their own plist entry, for instance give an assassin version a bit more kit than a pirate version.
Adding
auto_weapons = "yes";
has already covered this - the assassin versions will automatically have some equipment changes made by the populator in this case.
I was thinking more along the lines of giving different varieties different chances of stuff like shield units. Say
for an assassin version but only
for a grungy old pirate.
On this subject, is there a detailed description of the function of "auto_weapons" in terms of what equipment is concerned and how each role is affected in terms of equipment changes.
All I can find is the 'shipdata' part of the HowTo page which says
...may change the weapons, missile load, equipment and other such parameters of this ship to make it better fit its role.
It would be helpful to know what equipment is affected and how.
Re: [WIP] Nova Fighter
Posted: Sat Apr 25, 2015 8:35 am
by cim
Smivs wrote:On this subject, is there a detailed description of the function of "auto_weapons" in terms of what equipment is concerned and how each role is affected in terms of equipment changes.
All I can find is the 'shipdata' part of the HowTo page which says
...may change the weapons, missile load, equipment and other such parameters of this ship to make it better fit its role.
It would be helpful to know what equipment is affected and how.
I can document how the core game populator uses the parameter, but OXPs should also use it for their customisations.
Basically it's:
no: leave this ship alone, it's supposed to be this way
yes: feel free to customise it a bit for your own purposes
In terms of the core game:
- for all ships forward and aft laser weapon, currently carried missiles, and pilot skill may be adjusted up or down depending on role, system and other factors
- fuel injectors will be fitted to smugglers and interceptors
- pirate leaders get a shield booster and ECM
- pirate aegis raiders get a shield booster, ECM and injectors
- assassins get ECM and injectors, sometimes get a shield booster, and have escape pods removed