Oolite Bulletins

For information and discussion about Oolite.
It is currently Wed Nov 14, 2018 7:20 am

All times are UTC




Post new topic  Reply to topic  [ 43 posts ]  Go to page Previous 1 2 3
Author Message
 Post subject: Re: star trek ships?
PostPosted: Wed Sep 19, 2018 4:16 pm 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13394
Location: Corke's Drift
Quote:
If you got a Star Trek planet/system in mind why not put it in interstellar space ? HIMSN had a concept for that.
If memory serves, HIMSN had a station in interstellar space. Tionisla Reporter has a planet in IS, as does Coyote's Run (alas, now broken) - Lago, it's called.

Image

_________________
Those who seek gold dig a lot of earth, but find little


Top
   
 Post subject: Re: star trek ships?
PostPosted: Fri Sep 21, 2018 3:09 pm 
Offline
Competent
Competent
User avatar

Joined: Mon Sep 17, 2018 5:57 am
Posts: 40
Looking at what I see here, I assume I could :
1- use Planets and Stations already installed in the game (even these included in Expansion Packs)
2- use new planets and stations (files.dat) I would have created from scratch (files.obj and all that)

Right?


Top
   
 Post subject: Re: star trek ships?
PostPosted: Fri Sep 21, 2018 3:10 pm 
Offline
Sharp Shooter Spam Assassin
Sharp Shooter Spam Assassin
User avatar

Joined: Sat Jul 04, 2009 9:31 pm
Posts: 13394
Location: Corke's Drift
Right!

_________________
Those who seek gold dig a lot of earth, but find little


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sat Sep 22, 2018 2:21 pm 
Offline
Competent
Competent
User avatar

Joined: Mon Sep 17, 2018 5:57 am
Posts: 40
Quote:
Right!
:shock: *FAINTs* [THUDDD!]


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sat Sep 22, 2018 3:00 pm 
Offline
Deadly
Deadly
User avatar

Joined: Mon May 30, 2016 3:54 am
Posts: 197
Quote:
Quote:
Right!
:shock: *FAINTs* [THUDDD!]
Its not as bad bad as it sounds, there are plenty of stations to chose from, just copy all relevant files to your own OXZ and rename it. In case you plan to use an original Star Trek starbase prepare yourself for some work, assigning the docking bay could be tricky :D

_________________
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:


Top
   
 Post subject: Re: star trek ships?
PostPosted: Thu Oct 18, 2018 3:23 pm 
Offline
Competent
Competent
User avatar

Joined: Mon Sep 17, 2018 5:57 am
Posts: 40
4/5 of my Old *.wrl Files were insuitable for conversion (VRML.1 !).
I have already converted the ones I have but they are few.
I can re-build some but I have to search the 'Net to find the others I need the most.
:| *GRUMF!*

I have succeeded to edit the JadeShadow.oxp in order to have my own 'prototype', so to speak.
Now, I understand the architecture of a starship.
The only thing I can't get a grasp on it is : the coordinates of the lasers and the turrets.
My guess is that they have to depend on the center of the ship. And their orientation and position are fixed this way.
Right?

Dockable Star Trek Stations.
Since we have the DockingComputers.oxz, I think I will declare them "dockable" and use the combitation keys [SHIFT+C] to enter them.
I know I will miss the part of "The Blue Danube" docking, but I have to simplify my job, until I have more knowledge of OOlite scripting.

( :? *PHIEW!* Have you seen my brain, somewhere?)


Top
   
 Post subject: Re: star trek ships?
PostPosted: Thu Oct 18, 2018 4:21 pm 
Offline
Deadly
Deadly
User avatar

Joined: Mon May 30, 2016 3:54 am
Posts: 197
Quote:
The only thing I can't get a grasp on it is : the coordinates of the lasers and the turrets.
My guess is that they have to depend on the center of the ship. And their orientation and position are fixed this way.
Right?
For turrets you should assign them to the hull, be careful there is currently no block to prevent them to hurt your own ship if wrongly assigned.

My personal experience with lasers is that an unequal number got 1 center laser while equal numbers should be assigned in close range. Norby had some great OXP's for that:

http://wiki.alioth.net/index.php/Separated_Lasers
http://wiki.alioth.net/index.php/Multiple_Lasers

_________________
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:


Top
   
 Post subject: Re: star trek ships?
PostPosted: Thu Oct 18, 2018 5:51 pm 
Offline
Competent
Competent
User avatar

Joined: Mon Sep 17, 2018 5:57 am
Posts: 40
Quote:
Quote:
The only thing I can't get a grasp on it is : the coordinates of the lasers and the turrets.
My guess is that they have to depend on the center of the ship. And their orientation and position are fixed this way.
Right?
For turrets you should assign them to the hull, be careful there is currently no block to prevent them to hurt your own ship if wrongly assigned.

My personal experience with lasers is that an unequal number got 1 center laser while equal numbers should be assigned in close range. Norby had some great OXP's for that:

http://wiki.alioth.net/index.php/Separated_Lasers
http://wiki.alioth.net/index.php/Multiple_Lasers

*FACEHOOF!* Owwwwwwwwmybrain... :(


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sat Oct 20, 2018 8:16 pm 
Offline
Oolite 2 Art Director
Oolite 2 Art Director
User avatar

Joined: Fri Jul 14, 2006 12:29 pm
Posts: 2291
Location: Wales
It can be very daunting getting your first ship in game but it really is a lot of fun once you getting it working, for placing lasers etc i found loading the object into wings3d and placing a vertex at the point where you want the laser/turret/subentity to be placed and making a note of the vertex co-ordinates worked really well for getting the settings for the shipdata.plist
If i can help getting your ship into game just let me know, once you have your first ship in game the others will be no problem :D

_________________
Wiki homepage for my OXP: http://wiki.alioth.net/index.php/Griff_Industries


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sun Oct 21, 2018 4:54 pm 
Offline
Competent
Competent
User avatar

Joined: Mon Sep 17, 2018 5:57 am
Posts: 40
Quote:
It can be very daunting getting your first ship in game but it really is a lot of fun once you getting it working, for placing lasers etc i found loading the object into wings3d and placing a vertex at the point where you want the laser/turret/subentity to be placed and making a note of the vertex co-ordinates worked really well for getting the settings for the shipdata.plist
If i can help getting your ship into game just let me know, once you have your first ship in game the others will be no problem :D
For me, Understanting is more valuable than Knowing.
If I don't practise a Theory (knowing), I won't be able to repeat it (so, no understanding).
If you help me, I won't get it right, my brain won't have the [TILT!] impulsion that leads knowing to understanding.
Besides, you ALREADY have helped much, with all the informations you guys gave me. My brain is now capable of "understanding OOlite StarShips".
Having experienced this stage of knowledge, now, I am able to understand OOlite Stations, because of the similarities with StarShips.
This second stage of knowledge will undoubtly and inevitably leads me to understanding OOlites Star Systems.
And THIS, specially, will lead me to the achievement of my goal : Star Trek in OOlite.
Thanks! :)


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sat Oct 27, 2018 3:53 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1052
Location: Essex (mainly industrial and occasionally anarchic)
I like the idea of Star Trek-lite, as we might call it. EDIT: trumbles off the starboard bow!

Also, my Interstellar Tweaks really should put a planet or station in interstellar space. That said, since the main script in that OXP is 3,500 lines long, perhaps that OXP is big enough already . . (though I have tried to optimise it).

FURTHER EDIT: 'the coordinates of the lasers and the turrets' - yes, that's a bugger. I never got my head around it. Instead, I cribbed stuff from other OXP's and asked the good people here to help me write my files . . :D :oops:


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sun Oct 28, 2018 5:41 am 
Offline
Deadly
Deadly
User avatar

Joined: Mon May 30, 2016 3:54 am
Posts: 197
Quote:
I like the idea of Star Trek-lite, as we might call it. EDIT: trumbles off the starboard bow!
Agreed to that, Star Trek got some great ships which would fit nicely to Oolite, lets say as visitors / designs from a neighbor space Federation.
Quote:
FURTHER EDIT: 'the coordinates of the lasers and the turrets' - yes, that's a bugger. I never got my head around it. Instead, I cribbed stuff from other OXP's and asked the good people here to help me write my files . . :D :oops:
While waiting for the outcry from our experts I admit that sometimes I just use the Gallery.OXP to assign lasers or turrets to a ship. Obviously its quick and dirty but most of the times it works. :| Just use a flasher for your desired laser position and do some test runs while spawned your new ships to see how it looks in game.

_________________
Trying to survive behind the controls of a Caduceus Psi XT in Alpha test :lol:


Top
   
 Post subject: Re: star trek ships?
PostPosted: Sun Oct 28, 2018 4:00 pm 
Offline
---- E L I T E ----
---- E L I T E ----

Joined: Sat Sep 12, 2009 11:58 pm
Posts: 1052
Location: Essex (mainly industrial and occasionally anarchic)
I didn't know of the Gallery OXP. I will investigate!


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 43 posts ]  Go to page Previous 1 2 3

All times are UTC


Who is online

Users browsing this forum: No registered users and 11 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited