HpMount help
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Yeah, disable the numbering scheme in HardCMP when you create Hp_Mount so it is not assigned a number. Also, just a hint, open some vanilla ships in HardCMP and take a look at where such things are normally positioned and how they are named and numbered.
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Timmy51m wrote:
Yeah, disable the numbering scheme in HardCMP when you create Hp_Mount so it is not assigned a number. Also, just a hint, open some vanilla ships in HardCMP and take a look at where such things are normally positioned and how they are named and numbered.Ya, I had to do that a bit when I first started. Good advice.
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Yep but you all gave 3 alternate names for the darn thing!!
How do you expect to clarify it for him?!!
phoenix_crowe:
It must be named HpMount and it is what the ship sits on when it is in normal dock, so it must be below the ship, clear of any fins. If it is a big ship that won’t go through the docking rings then put it 200 or more below, this will “lift” the ship into the sky - FL uses HpMount to connect to docks and gates and jumpholes.
Some of my giants have it 700-800 below - e.g. Y= -700
Don’t export the ship “upside-down”, export it back-to-front.
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in vanilla capital ships and large utility ships have their HpMount some meters in front of the bow. in fact i experienced it to be a good configuration for the purposes of docking (or mooring) of any way, as you dock always with the bow to the front and if the HpMount isn’t there, too, there is a risk of permanent collisions and docking failure.
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That is because they don’t dock in vanilla.
Then the ship will be embedded into the floor if it is a player ship. Looks silly.
And if it is huge it will not dock at all, nor pass through jumpgates or tradelanes, or get stuck in a base because it won’t fit through the dock or gate or tradelane or jumphole sur.
I like mine way up in the sky when docked on planets, and when docking above the bases the PlanetKiller and other huge ships overshadow the base and look supremely scary! lol
I converted all of my mooring fixtures to accept large ships, and added jump moors to the tops of bases and stations etc for this purpose.
We’ve highlighted the pros and cons, now it’s up to the modder.
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Ah, must be because they are called hpmount01. Haven’t tried it yet but that is likely the problem thanks.
Edit: I always had some problems bringing it in threw as .3ds file directly to milkshape. Ship always broke apart and other strange things any time I tried.
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Then yes, it means there is no HpMount and so FL will default the mount point to the middle of the ship.
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Yes, changing the name seemed to work. One thing you guys forgot to mention is that HpMount needs to be put on the root. Not a big deal I figured that out fast.
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Mais… Oui!
But… Yes!
Of Course!
Tut! tut!
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Well - that was the polite reply.
Here is what I’m thinking:
Bloomin’ kidz! Have to bleedin’ well spoonfeed ‘em all the bleedin’ time! Step by bleedin’ step!
Here, son… Open wide, there’s a good chap and we’ll play choo-choos to get food into your bleedin’ mouth!
One…
Two…
Three…!
Chooo!
CHooo!
Wooo-hooo!
Grraaaaahhhhh!
!!