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Kirin Sport.oxp

Posted: Wed Jul 22, 2009 3:47 pm
by Cmdr Wyvern
A smaller, faster - and cheaper! - variant of the Kirin CV.

Now at a shipdealer near you.

Posted: Wed Jul 22, 2009 3:55 pm
by Rustybolts
Nice one!
Any pictures?

Posted: Wed Jul 22, 2009 4:10 pm
by Cmdr Wyvern
I uploaded it off a thumbdrive @ work. Sorry, I didn't think about adding some spaceship porn. I should've taken some screenies, but oh well, 20/20 hindsight.

Posted: Wed Jul 22, 2009 4:18 pm
by Rustybolts
Ahh you got me all excited then let me down!

Posted: Wed Jul 22, 2009 4:27 pm
by Cmdr Wyvern
You could just take one out for a test-fly, you know. Kick the landing gear, joyride it around the station aegis... Just don't have a "stargasm" on the nav console. ;)

Posted: Wed Jul 22, 2009 7:30 pm
by ClymAngus
sweet!

Posted: Thu Jul 23, 2009 2:12 pm
by Cmdr Wyvern
A bit late but better than never, some spaceship eyecandy and technical specs.

Image

Image

Image

Image

SPECS:
Speed 300
Accel 32
Yaw/Pitch 0.8
Roll 1.8

Energy 4 banks
Recharge 5.0

Cargo 100
Expansion 50

WEAPON MOUNTS:
Four lasers
Four low output turrets (top, bottom, two aft)
10 missile/mine slots

Broad equipment compatibility

Nominal crew 5

Price 350,000Cr
Availability TL 12 and above
Comes standard with injectors and fore beam laser

Port and starboard

Posted: Thu Jul 23, 2009 3:41 pm
by Gimi
Not that it matters much, but if your Red and Green lights represent Port and Starboard, I do believe they are the wrong way round. :?

Posted: Fri Jul 24, 2009 9:19 pm
by Cmdr Wyvern
I was trying for the red/green running lights seen on some of the ships in FFE. Keep in mind I'm working from memory; I havn't bothered with FFE in a coon's age.

If I got the positions wrong, sue me. It works, that's all that matters to me, and I don't consider the positions enough of a bug to worry about. I'm not -that- much a pragmatist, at least not with flashers which really have no bearing on how well the thing works. (With laser mounts, missile mounts, scoop and view positions, I may be too much a perfectionist. But those items have a bearing on how well it performs.)

You are of course free to 'fix' this 'bug' if it bothers you that much, the code shouldn't be hard to figure out.

Posted: Sat Jul 25, 2009 1:22 am
by Gimi
Hey, as I said, it doesn't matter, and my lawyer says I have no case anyway. I like the model, and if the brits can drive on the left (together with close to half the world), then your choice of "navigation lights" just adds diversity. It was not meant as criticism, just a comment since you chose the colours you did.
Cmdr Wyvern wrote:
I was trying for the red/green running lights seen on some of the ships in FFE. Keep in mind I'm working from memory; I havn't bothered with FFE in a coon's age.

If I got the positions wrong, sue me. It works, that's all that matters to me, and I don't consider the positions enough of a bug to worry about. I'm not -that- much a pragmatist, at least not with flashers which really have no bearing on how well the thing works. (With laser mounts, missile mounts, scoop and view positions, I may be too much a perfectionist. But those items have a bearing on how well it performs.)

You are of course free to 'fix' this 'bug' if it bothers you that much, the code shouldn't be hard to figure out.

Re: Port and starboard

Posted: Mon Nov 02, 2009 9:57 pm
by CheeseRedux
I recently flew one of these babies off the lot in a now-forgotten system, and I've been having a blast ever since.
Did my first GalNavy mission: Helping fending off a fleet of bugs, and it performed admirably.
Suffered a bit from the lack of the second shield+energy upgrades, but once those are in, I should be ready for almost anything.
The novelty of having the turrets shoot down incoming missiles have led me into trouble on a couple of occasions; instead of using ECM I've distracted myself long enough watching missiles approaching their own impending doom that my opponents got in a free shot or fourteen! :roll: :oops:

Gimi wrote:
Not that it matters much, but if your Red and Green lights represent Port and Starboard, I do believe they are the wrong way round. :?
The red/green bit was nagging me a bit - having spent too many months at sea to let it slide, I guess - so I spent 90 seconds flipping them around.
It's incredible how fast you can pick up enough small details from the .plists to make such minor adjustments with ease and confidence.
I also ripped out the old MilHud version it shipped with and replaced it with v3, so I'm a happy camper.

Now to save up for an XM version or a Caddy.
(By the time I can afford one there will either be no more FuelStations left in the Ooniverse or the crash problems will have been fixed :twisted: )

Posted: Tue Nov 03, 2009 12:49 am
by CptnEcho
Cmdr Wyvern wrote:
A bit late but better than never, some spaceship eyecandy and technical specs.

...

SPECS:
Speed 300
Accel 32
Yaw/Pitch 0.8
Roll 1.8

Energy 4 banks
Recharge 5.0

Cargo 100
Expansion 50

WEAPON MOUNTS:
Four lasers
Four low output turrets (top, bottom, two aft)
10 missile/mine slots

Broad equipment compatibility

Nominal crew 5

Price 350,000Cr
Availability TL 12 and above
Comes standard with injectors and fore beam laser
With all the combat & cargo capability it has, I feel it is underpriced. 8)

Posted: Tue Nov 03, 2009 1:39 am
by Chrisfs
4 turrets, and 100t cargo and standard beam and laser and injector,
that's a nice ship. I'll have to take it out for a test drive. :D

Cmdr Wyvern wrote:
A bit late but better than never, some spaceship eyecandy and technical specs.


SPECS:
Speed 300
Accel 32
Yaw/Pitch 0.8
Roll 1.8

Energy 4 banks
Recharge 5.0

Cargo 100
Expansion 50

WEAPON MOUNTS:
Four lasers
Four low output turrets (top, bottom, two aft)
10 missile/mine slots

Broad equipment compatibility

Nominal crew 5

Price 350,000Cr
Availability TL 12 and above
Comes standard with injectors and fore beam laser

Posted: Tue Nov 03, 2009 7:27 am
by Killer Wolf
i just noticed in testing my new ship my port/larboard lights are incorrect too - i painted them up right but totally forgot Oolite's annoying habit of reversing textures.

Posted: Sun Nov 15, 2009 11:57 pm
by Chaky
shipdata.plist is missing one </dict>

Correction:

line 315

Code: Select all

<string>Hold_&_Lower_T</string>
should be:

Code: Select all

<string>Hold_&_Lower_T</string>