Aardvark Variants

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

Aardvark Variants

Post by CnnfdrTerris »

well since SSC is down I'll start from the beginning. Hi all, a while back I decided to refit old models on my pc. one such endeavor lead to the Aardvark fighter. Then I decided to make different variants of them. Some slight performance boosts between them and design changes. The guns are fast and whittle down a falcon's hp fast but not to fast. however the ammo is limited to 2000 rounds (1000 per gun). of course the ai doesnt react too well. when out of ammo they tend to get real close to the enemy and once in awhile collide with them or you if you tend to be real aggresive and get close. anyways the old aardvark is the brighter red one.
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Aardvarks.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

another picture

Post by CnnfdrTerris »

here is another picture...took me awhile to figure it out

Image
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Aardvarks2.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

further updates

Post by CnnfdrTerris »

ill have more soon but im still learning MGF's way of uploading pics correctly...current pic looks to big to me
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

Puma WIP

Post by CnnfdrTerris »

what started out as a next gen aardvark slowly morphed into a wannabe viper. mostly because of staying up late studying for exams and watching bsg. anyway i decided to make the top engine look tacked on (mainly cause im still learning). thinking of putting gunson the wingtips at an angle.

Image
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Puma2.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: Puma WIP pic 2

Post by CnnfdrTerris »

another pic............

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Puma1.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: Puma WIP pic 3

Post by CnnfdrTerris »

final pic for now

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Puma3.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

Atmosphere problems

Post by CnnfdrTerris »

When i switched from arcarde to realistic mode my fighters crash immediately when breaking orbit. more like as soon as you see sky BOOM. heres some info as i have no clue on this stuff.


name: Aardvark
display_name: Aardvark
class: Fighter

model: "Aardvark\aardvarkB.MAG"

mass: 15.5
integrity: 3640
vlimit: 600
agility: 110
air_factor: 0.50
roll_rate: 1250
scale: 0.15
acs: 20.1
drag: 0.35
roll_drag: 6.5
pitch_drag: 4.0
yaw_drag: 4.5
trans_x: 2000
trans_y: 2000
trans_z: 2000
bridge: (0, 5, -10)
chase: (0,-1500,400)
CL: 1e-2
CD: 1.5e-5
stall: 0.45
prep_time: 5
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: Atmosphere problems

Post by wdboyd »

mass: 15
integrity: 1250
vlimit: 290
agility: 80
roll_rate: 750
scale: 0.27
acs: 1
detet: 50e3

trans_x: 2000
trans_y: 2000
trans_z: 2000

arcade_drag: 0.14
drag: 5.0e-5
roll_drag: 5
pitch_drag: 4
yaw_drag: 4

CL: 1.1e-2
CD: 1.0e-1
stall: 0.40

avoid_fighter: 7

chase: (0, -1200, 250)
bridge: (0, 145, 8)

power: {
type: Fusion,
max_output: 50,

loc: (0, 0, 0),
size: 32,
hull_factor: 0.5
}

Listed above is some craft data that is known to work in the atmosphere.

Use what you find helpful. [:D]

Good luck and have fun.

There is a fighter and carrier example at www.Starshatter.com

Check under Mod SDK and then under Systems.


"Time is a great teacher, but unfortunately it kills all its pupils!"
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

thnx

Post by CnnfdrTerris »

thnx wdboyd. i keep forgetting about the starshatter site. now my fighters can safely enter the atmosphere. just gonna make a few adjustments here and there. here is a pic of the Puma, the Viper ripoff. its gonna be a testbed for the atmosphere parameters.

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

several pics

Post by CnnfdrTerris »

for the first pic i've replaced the old weasel(right) attackcraft with the fulcrum(left)

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

RE: several pics

Post by CnnfdrTerris »

then altered the fulcrum to a bigger size with a hump. the new model is the rhino lca.

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

RE: several pics (rhino with hump)

Post by CnnfdrTerris »

angled view

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Rhino2.jpg
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CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: several pics (cargo)

Post by CnnfdrTerris »

and here is a cargo and fuel carrier. the next thing to work on is a military freighter

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Cargo.jpg
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wdboyd
Posts: 628
Joined: Tue Jun 14, 2005 9:52 pm
Location: Ohio U.S.A

RE: several pics (cargo)

Post by wdboyd »

Salutations,

Great work. [:)]

Keep em flying.
"Time is a great teacher, but unfortunately it kills all its pupils!"
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

$*@#(%!* lithunwrap and shatner

Post by CnnfdrTerris »

i dont remember how i did it and the advice i got at SSC is gone so now im back at square one with lithunwrap. i drag the mag file onto shatner....it makes the obj and mtl file. then i try to open it in lith and it says no geometry found and then error reading file. what did i miss?
MQG
Posts: 21
Joined: Tue Feb 28, 2006 3:40 am

RE: Aardvark Variants

Post by MQG »

I like the models and the texuring aint bad at all. What's with all the red?[:)]
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

RE: Aardvark Variants

Post by CnnfdrTerris »

i dont know really....just stuck with it... all ships in the folder are this color. the texture is the same as the plain white one i had on at SSC but red now...i am tinkering with my own textures. one is two of mine mixed with the default plate+.pcx. almost look somewhat like aztec but the plate doesnt show up well in certain areas. i am progressing though
CnnfdrTerris
Posts: 39
Joined: Thu Feb 23, 2006 4:33 pm

the texture

Post by CnnfdrTerris »

here is what the out come was

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

Brother Cruisers

Post by CnnfdrTerris »

two cruisers....the jelvin on the right which is group1's first foray into cruisers and the jervis on the left which is the second attempt. the jervis was developed later and sacrificed the forward aa guns for more firepower

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

missile frustration

Post by CnnfdrTerris »

ive been trying to create my own torpedo for awhile to no avail. it keeps showing up in the TAC as a guided missile and not combat drone. ive tried drone and combat drone in the type section of the def to no effect. my major problem now is the targeting. ive seet them up to fire at an upward angle and the targeting to the forward area of the ship so they launch out then turn towards the target. instead they refuse to fire. i even pointed the launch area at the target and nothing. here is the missiles def

WEAPON

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

ammo: 3,
capacity: 10,
recharge_rate: 10,
refire_delay: 10,
charge: 10,
min_charge: 1,
damage: 8e3,
speed: 6e4,
life: 60,

mass: 25.3,
carry_mass: 1,
carry_resist: 1,
thrust: 2e5,
drag: 3,
roll_drag: 3,
pitch_drag: 3,
yaw_drag: 3,
roll_rate: 5,
pitch_rate: 5,
yaw_rate: 5,

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,

min_range: 5e3,
max_range: 90e3,
max_track: 100e3,

graphic_type: 1,
model: "Missiles\BevakMissile1.MAG",
scale: 0.9,
visible_stores: false,
trail: "Missiles\missleex.pcx",
trail_width: 1,
sound: "Missiles\AAAmissile.wav",
sound_min_dist: 750,
sound_max_dist: 10e3,
}

and the weapon def in the ship

weapon: {
type: "Krygen Torpedo",
design: "Missile Weapon",
name: "Port Torpedo Battery",
abrv: "PrtTpBt",
group: "Torps",
muzzle: (-88, 69, 261),
muzzle: (-88, 69, 289),
muzzle: (-88, 69, 316),
muzzle: (-109, 56, 261),
muzzle: (-109, 56, 289),
muzzle: (-109, 56, 316),

azimuth: -1.571,
elevation: -0.785,
loc: (-65, 60, 289),
size: 10,
hull_factor: 0.9,
explosion: 5,
}
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