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Aardvark Variants
Posted: Sun Mar 05, 2006 10:22 pm
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.
another picture
Posted: Sun Mar 05, 2006 10:23 pm
by CnnfdrTerris
here is another picture...took me awhile to figure it out

further updates
Posted: Sun Mar 05, 2006 10:24 pm
by CnnfdrTerris
ill have more soon but im still learning MGF's way of uploading pics correctly...current pic looks to big to me
Puma WIP
Posted: Tue Mar 07, 2006 8:20 pm
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.

RE: Puma WIP pic 2
Posted: Tue Mar 07, 2006 8:23 pm
by CnnfdrTerris
another pic............

RE: Puma WIP pic 3
Posted: Tue Mar 07, 2006 8:24 pm
by CnnfdrTerris
final pic for now

Atmosphere problems
Posted: Wed Mar 15, 2006 3:59 am
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
RE: Atmosphere problems
Posted: Wed Mar 15, 2006 4:25 am
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.
thnx
Posted: Thu Mar 16, 2006 4:26 am
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.

several pics
Posted: Thu Mar 23, 2006 9:18 am
by CnnfdrTerris
for the first pic i've replaced the old weasel(right) attackcraft with the fulcrum(left)

RE: several pics
Posted: Thu Mar 23, 2006 9:19 am
by CnnfdrTerris
then altered the fulcrum to a bigger size with a hump. the new model is the rhino lca.

RE: several pics (rhino with hump)
Posted: Thu Mar 23, 2006 9:20 am
by CnnfdrTerris
angled view

RE: several pics (cargo)
Posted: Thu Mar 23, 2006 9:21 am
by CnnfdrTerris
and here is a cargo and fuel carrier. the next thing to work on is a military freighter

RE: several pics (cargo)
Posted: Thu Mar 23, 2006 9:30 pm
by wdboyd
Salutations,
Great work. [:)]
Keep em flying.
$*@#(%!* lithunwrap and shatner
Posted: Fri Mar 24, 2006 6:32 pm
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?
RE: Aardvark Variants
Posted: Fri Mar 24, 2006 11:28 pm
by MQG
I like the models and the texuring aint bad at all. What's with all the red?[:)]
RE: Aardvark Variants
Posted: Sat Mar 25, 2006 1:47 pm
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
the texture
Posted: Sat Mar 25, 2006 1:51 pm
by CnnfdrTerris
here is what the out come was

Brother Cruisers
Posted: Sat Mar 25, 2006 10:37 pm
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

missile frustration
Posted: Sun Mar 26, 2006 12:15 pm
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,
}