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Federation Star Ships

Discussion and information relevant to creating special missions, new ships, skins etc.

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Westwood
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Post by Westwood »

Nice ship, but i thought Oolite featured the Constitution already! :P
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Ah well, more the merrier I say!
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Jagen Ordo
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Post 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?
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Jagen Ordo
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Post 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
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Diziet Sma
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Post 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)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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saint
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Post 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 ?
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Jagen Ordo
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Post 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.
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Jagen Ordo
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Post 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 0.0´-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?
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Lestradae
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.

Post 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
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Jagen Ordo
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Post 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?
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Muzzman
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Post 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
"Smoke me a trumble, I'll be back for breakfast!"
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Jagen Ordo
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Post 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.
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ClymAngus
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Post 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/
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Eric Walch
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Post 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.
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Jagen Ordo
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Post 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.
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Tivva
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Post 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)
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