Aardvark Variants

This is the place for all questions related to modding Starshatter.
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: missile frustration

Post by CnnfdrTerris »

here is the pic of the missiles launch

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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: missile frustration

Post by Dragonlead »

WEAPON

missile: {
name: "Krygen Torpedo",
group: "Torpedo",
target_type: 0x0000fff00,
value: 5,

OK, step one, don't change the "type" in the ship def. That just tells the computer what subcomponents to show in the engineering screen. Instead go to the Weapon def and change your first line to "drone: {"
That will then put the little blue diamond around every one you fire (but it also means they can be killed as well.)
guided: 1,
lethal_radius: 500,
syncro: false,
self_aiming: false,
aim_az_max: 0.175,
aim_az_min: -0.175,
aim_el_max: 0.175,
aim_el_min: -0.175,

this should also help...set self-aiming to true.

Hopefully that will help.

V/R
USAF Ret.
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Dragonlead
Posts: 303
Joined: Sun May 16, 2004 6:25 am

RE: missile frustration

Post by Dragonlead »

BTW,

How did you get your missiles to fire straight up like that?

V/R
USAF Ret.
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: missile frustration

Post by CnnfdrTerris »

thank u dragonlead and wdboyd. i got the missiles to fire like that by setting the azimuth to -1.571 and elevation to 0.611 for port and 1.571-0.611 for stbd. with a little tinkering i got them to work now...only problem now is when launched the missiles are facing the target instead of launching out the turning also when launching with no target the missiles fire downward on the z axis....no biggy really. here is a pic of missiles going towards a target

Image

the azimuth and elevation posted were in the ship def and not weapon def...the weapon def azi and ele were hard to tinker with to target and fire correctly but now got it down
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

Bevak Bridge WIP

Post by CnnfdrTerris »

my first attempt for a bridge....still a WIP

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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: Bevak Bridge WIP

Post by CnnfdrTerris »

now a slightly side view....i plan to add more panels, flight controls in front, and chairs with a the view from a captains chair with panels...is it possible to put active data in a model such as power display, speed, hull status and etc??

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Incendiary Lemon
Posts: 137
Joined: Wed Mar 31, 2004 3:54 pm

RE: Bevak Bridge WIP

Post by Incendiary Lemon »

ORIGINAL: CnnfdrTerris

now a slightly side view....i plan to add more panels, flight controls in front, and chairs with a the view from a captains chair with panels...is it possible to put active data in a model such as power display, speed, hull status and etc??

Image

Looks pretty sharp [:)] Functioning panels isn't in 4.5, perhaps gathering storm will include them.
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

From to Bevak BB to Arbiter DN

Post by CnnfdrTerris »

well that would be nice if GS is capable of that....on another note made the Arbiter DN. its exactly the same as the Bevak except its a DN missile ship. the missile the bevak has is the Krygen Torpedo (30k damage) and a small limited supply of Vykral Nukes (80k). if possible the nukes can barely do any damage if shields are on full. the Arbiter however has only Vykral and quite a bit. here is a pic. she is really only for a story line for who ever feels the need for a large ship with limited defenses against another CA, BB, or DN but is a mjor threat against planetary installions (which as far as i know cant be done targetting wise but good for story)

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ArbiterDN.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

a little break from the Branton folder

Post by CnnfdrTerris »

as stated took a break from one group as they still need bridge and military freighter for them. went back to another group and worked on a DN. unfortunatley this group needs a carrier and newer fighter models like the aardvark variants. anyway here are the pics of the new DN. still working on the textures.

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NewDN.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: a little break from the Branton folder

Post by CnnfdrTerris »

alternate view

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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

ahhh crap

Post by CnnfdrTerris »

built a new comp and ported all my starshatter mods over fine.....the only problem i have now is that i cant remember how to get it to work. i think it has something to do with the command line but not sure but any help will be appreciated.
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: ahhh crap

Post by wdboyd »

Hi,

Can you be a bit more specific.?

Mod .dat files are to be placed in your games Mod folder.

Enable the mods from within Starshatters Option page. Exit the game entirely.

Re-enter the game. The enabled mod should show up. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: ahhh crap

Post by CnnfdrTerris »

thnx now i got the dats running. now i have to figure out how to get the rest of the stuff to work since most of my stuff are not dat format yet and probably wont be so they can be openly modded.
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: ahhh crap

Post by wdboyd »

I have info on creating your own .dat files.

I can put it together and email it to you.

Just email me so I can get your address.[:)]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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