[MOD] Some Ships
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Is it possile to put diffrent weapon on the turrets? Or does all turrets have pre-defined weapons?
Like Balor novadrones on the Astrobee missile launcher model?
That way we could create a missile ship that can launch novadrones without the need to turn to the target, but in the same time the turret could be destroyed so it balance the change.
Some kind of light destroyer with several novadrone turrets could be an interesting configuration.
Like Balor novadrones on the Astrobee missile launcher model?
That way we could create a missile ship that can launch novadrones without the need to turn to the target, but in the same time the turret could be destroyed so it balance the change.
Some kind of light destroyer with several novadrone turrets could be an interesting configuration.
its relatively simple to swap armanents on a Ship via Mod - but only as new Ship type (and you possibly have to create a few new Turrets based on existing ones, but thats simple), but you cannt do this dynamically since multimacro upgrades as used in the Skunk are bugged as hell for Non-player-Ships. you have to create a seperate Ship Type for each possible configuration.
if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
Is it possible that something in this ship mod like the dock of the Raptor has an effect to the dock of the old red destroyer "Wundbrandjäger"?
I had an old unused red destroyer parking somewhere in HoL with some fighters onboard, before I've installed the new ships the red destroyer had all his carrier commands, now he has only the pilot commands and Captain has no and DO only the "transfer" command.
It's more for info cause the original red detroyer is not longer needed.
Btw. I've builded a Raptor to test if his dock is fine and yepp, on Raptor everything works as intended.
I had an old unused red destroyer parking somewhere in HoL with some fighters onboard, before I've installed the new ships the red destroyer had all his carrier commands, now he has only the pilot commands and Captain has no and DO only the "transfer" command.
It's more for info cause the original red detroyer is not longer needed.
Btw. I've builded a Raptor to test if his dock is fine and yepp, on Raptor everything works as intended.
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- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
I know that the carrier functionality of Gangrene Chaser is included in "mm_morecarriers", it's only a bit irritating that all commands were inside and now they are no longer on the carrier.
No matter or difference if I use the ego forum or steam version of carrier and morecarrier.
Edit:
That's funny, the Raptor has the carrier commands, the sub fighter pilot not while the Chaser has no carrier commands but the sub fighter pilots have.
Edit II
Didn't see your last update, now the Raptor is working perfect as carrier.
No matter or difference if I use the ego forum or steam version of carrier and morecarrier.
Edit:
That's funny, the Raptor has the carrier commands, the sub fighter pilot not while the Chaser has no carrier commands but the sub fighter pilots have.
Edit II
Didn't see your last update, now the Raptor is working perfect as carrier.
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The dock location on the Split Python is in an odd spot, its on the left side wing and blocks your view from seeing most of whats going on when you dock. I only checked the Python, not sure if its the same on the others.
On a related note, how do you determine the correct x/y/z coordinates for these ship components?
On a related note, how do you determine the correct x/y/z coordinates for these ship components?
The more I use this ships, the more I love them!
My favorits are the great looking big OL ships.
Very nice to see the factions also using a lot of them.
Sure they are very powerfull but that's technical evolution and for realism big guns are in need of big ships, that's much more realistic and balanced than the mods with overpowerded weapons on small ships like the Yamato or the Tyrant that brakes the balance between PMC and HoA cause only PMC is using it.
For realism the docking points are perfect, to see what happens with the big window of "capital ship bridge" not, so I changed to use more F2 to have a nice look.
Btw. when I saw the Tyranis first time I thounght you are a pirat in second life, the way you did it could be real.
My favorits are the great looking big OL ships.
Very nice to see the factions also using a lot of them.
Sure they are very powerfull but that's technical evolution and for realism big guns are in need of big ships, that's much more realistic and balanced than the mods with overpowerded weapons on small ships like the Yamato or the Tyrant that brakes the balance between PMC and HoA cause only PMC is using it.
For realism the docking points are perfect, to see what happens with the big window of "capital ship bridge" not, so I changed to use more F2 to have a nice look.
Btw. when I saw the Tyranis first time I thounght you are a pirat in second life, the way you did it could be real.
i7 4770k /16GB /GTX 770
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- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
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- Joined: Fri, 30. Aug 13, 22:13
nobody likes the possibility of a frigate equipped with gatling guns , useful against fighters and ships equivalent.
weak against larger ships , exept if you buy a version with rotating high-velocity cannons ejeje
https://youtu.be/iqDCCTCYTNI?t=85
https://www.youtube.com/watch?v=yYQlYocoFzo
weak against larger ships , exept if you buy a version with rotating high-velocity cannons ejeje
https://youtu.be/iqDCCTCYTNI?t=85
https://www.youtube.com/watch?v=yYQlYocoFzo
-
- Posts: 70
- Joined: Fri, 30. Aug 13, 22:13
I'm not sure if we put a single turret possessing the combined speed of several smaller , the load on the engine would be the same, ofcourse this would have better armor.
https://youtu.be/BhZQEvg1V0Y?t=134
you cant see "Fire Serpent" efect
and in another topic , I love the slow beam cannon , gives the sensation of a stream of super hot matter, Can anything be done the same?
Sorry google traslator
https://youtu.be/BhZQEvg1V0Y?t=134
you cant see "Fire Serpent" efect
and in another topic , I love the slow beam cannon , gives the sensation of a stream of super hot matter, Can anything be done the same?
Sorry google traslator
- Marvin Martian
- Posts: 3547
- Joined: Sun, 8. Apr 12, 09:40
not for real
but you can change
mm_shippack_to\extensions\ego_dlc_teladi_outpost\assets\structures\landmarks\macros\landmarks_te_tradestation_buildmodule_xl_macro.xml
and add
but you can change
mm_shippack_to\extensions\ego_dlc_teladi_outpost\assets\structures\landmarks\macros\landmarks_te_tradestation_buildmodule_xl_macro.xml
and add
Code: Select all
<macro ref="units_size_xl_te_kit_none_03_macro" />