Cruisers, battleships in game
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If you think that this is needed, just do it! It’s your cruiser.
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Oki… lets look at this a second
In short… yes, when in doubt… make your own to test with… that’s the joy of modding really. This applys to almost every aspect of making anything… EVER… so… that bita wisdom aside…
You are starting to get the idea here Davis, yes a traders engine won’t have the necessary thrust to counter the battleship/cruisers mass… you can in theory have a powerplant with small values and still have a functional ship… but the engine is key to flight here and here’s where you should start, regardless of your crash … its just good practice.
Now… There’s a whole bevy of engines already in the game that cater for all classes but in my experience when working on bringing back the Battleships & Other non flyables for player use… its best to just leave the originals alone and make some “copys” … why? you ask… well balance really… and agian… its good practice and easy too for what your doing you can even use the same IDS numbers (though not desired) just tag them differently in the INI IE: my_bs_engine01
also… try to get as close to possible to the original from the start (for anything) then “mod up” from there… make it work… then mod it… well that’s what works for me anyways lol & when in doubt, revert back to your previous backup (you do make backups i hope?) and start again after sleeping on it a bit 8-)
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@ Xarian
Ive never made new powerplants, engines (except recoloring) nor capitals ingame thats why i asked about it.
Just because i have an idea thats not sure to gonna work, and get CTD every time, is not enjoyable, at least to me, and when im on the verge of givin up, i rather ask, if nobody responds i continue, and sooner or later i find something. But thats dead-time and a bit boring, and why do i get headache if someone knows the solution or spots the problem, next time i will take care of it.Anyway your guideline is fine, i will try what you mentioned.
Thanks a lot
(you do make backups i hope?)
5 separate places, after my vga gettin ill
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Did you modify anything else exept the things for that cruiser? And where do you want to sell it? Make sure you don’t have more than three ship packages to sell on the station/planet.
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Just use the cruiser engine
should be ge_lc_engine01 or ge_lc_engine_01. -
<data file="data\ships\shiparch.ini" method="append"><source> [Ship] ids_name = 237031 ids_info = 66565 nickname = li_cruiser_pl LODranges = 0, 200, 400, 600, 1000, 6000 msg_id_prefix = gcs_refer_shiparch_Libc cockpit = Cockpits\liberty\l_freighter.ini HpCockpit=DpCntrltwr shield_link=l_freighter_shield01, HpMount, HpEngine01, DpCntrltwr hp_type = hp_freighter_shield_special_10, DpCntrltwr max_bank_angle = 15 camera_offset = 15, 150 ; 25, 180 camera_angular_acceleration = 0.060000 camera_horizontal_turn_angle = 20 camera_vertical_turn_up_angle = 10 camera_vertical_turn_down_angle = 20 camera_turn_look_ahead_slerp_amount = 1.000000 strafe_force = 40000.000000 mission_property = can_use_large_moors ;type = CRUISER type = FREIGHTER ship_class= 2 DA_archetype = ships\liberty\li_cruiser\li_cruiser.cmp material_library = ships\liberty\li_capships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic linear_drag = 1.000000 mass = 5000.000000 hold_size = 1000 hit_pts = 43300 explosion_arch = explosion_instant fuse = li_cruiser_body_fuse, 0.000000, 1 fuse = li_cruiser_burning_fuse01, 0.000000, 10825 fuse = li_cruiser_burning_fuse02, 0.000000, 5413 surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 20000000.000000, 20000000.000000, 20000000.000000 angular_drag = 132000000.000000, 132000000.000000, 132000000.000000 rotation_inertia = 40000000.000000, 40000000.000000, 40000000.000000 nudge_force = 300000.000000 HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 4</data> <data file="DATA\EQUIPMENT\goods.ini" method="append"><source> [Good] nickname = li_cruiser_pl_hull category = shiphull ship = li_cruiser_pl price = 15 ;00 ids_name = 237031 [Good] nickname = li_cruiser_package category = ship hull = li_cruiser_pl_hull addon = infinite_power addon = ge_s_scanner_02 addon = ge_s_tractor_01 addon = ge_lc_engine_01 addon = sfx_rumble_cruiser addon = li_cruiser_forward_gun01, HpWeapon01 addon = li_cruiser_turret01, HpTurret_L5_01 addon = li_cruiser_turret01, HpTurret_L5_02 addon = li_cruiser_missile_turret01, HpTurret_L5_03 addon = li_cruiser_missile_turret01, HpTurret_L5_04 addon = li_cruiser_turret01, HpTurret_L5_05 addon = li_cruiser_turret01, HpTurret_L5_06 addon = li_cruiser_turret01, HpTurret_L5_07 addon = LargeWhiteSpecial, HpHeadLight01 addon = LargeWhiteSpecial, HpHeadLight02 addon = SlowLargeBlue, HpRunningLight03 addon = SlowLargeBlue, HpRunningLight06 addon = SlowLargeBlue, HpRunningLight08 addon = SlowLargeBlue, HpRunningLight09</data> <data file="DATA\EQUIPMENT\misc_equip.ini" method="append"><source> [Power] nickname = my_power_01 ids_name = 0 ;GENERATESTRRES("My Power Converter") ids_info = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><just loc="center"><text>My Power Converter</text><para><para><tra data="0" mask="1" def="-1"><just loc="left"><text>CLASSIFIED</text><para><para></para></para></just></tra></para></para></just></tra></push></rdl></xml>") volume = 0.000000 mass = 10 DA_archetype = equipment\models\hardware\li_fusion_reactor.3db material_library = equipment\models\hardware.mat capacity = 18000 charge_rate = 6000 thrust_capacity = 1500 thrust_charge_rate = 100 lootable = false</data>
Stick that in an xml script file in your mod folder, FLMM will read that, and create a player flyable Liberty Cruiser, with a slot for a class 10 freighter shield if you want to buy one.
There is also an example of how you would add a custom power converter if you wanted one for the ship, dont use that one though, not large enough really for a capship.
Just add the market goods entry for the package as you would for any new ship…
<data file="DATA\Equipment\market_ships.ini" method="append"><source> [BaseGood] base = Li01_03_base ;***pittsburgh ; *** New Ships *** marketgood = li_cruiser_package, 1, -1, 1, 1, 0, 1, 1</data>
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Thanks for the info, but all I want to make a new engine entry which is based on the nomad fighter engine (ge_nf_engine_01) but as big as the li_cruiser engine (ge_lc_engine_01) for cruiser class of course. I haven’t played with it for a while so my knowledge is rusty.
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Davis wrote:
Thanks for the info, but all I want to make a new engine entry which is based on the nomad fighter engine (ge_nf_engine_01) but as big as the li_cruiser engine (ge_lc_engine_01) for cruiser class of course. I haven’t played with it for a while so my knowledge is rusty.Ahh, well that would mean editing the engine effects ale to make a nomad fighter style engine in a capship size,
the other two nomad engines, are quite large and have additional effects that mean they might not suit, but you could try the nomad gunboat engine as a base
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For the start I would just use the original liberty cruiser’s flame effect by replacing the effect reference in your new engine with:
flame_effect = gf_li_largeengine01_fire
As editing effect files is rather difficult.
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Quarks wrote:
For the start I would just use the original liberty cruiser’s flame effect by replacing the effect reference in your new engine with:flame_effect = gf_li_largeengine01_fire
As editing effect files is rather difficult.
As I wrote I want to use the li_cruiser engine with flame effect of nomad engine and, of course make a new engine entry for it.
So, make it clear:[Engine]
nickname = ge_lc_engine_01
ids_name = 263887
ids_info = 264887
volume = 400
mass = 10
max_force = 300000
linear_drag = 10000
reverse_fraction = 0.1
flame_effect = gf_li_largeengine01_fire –-> flame_effect = gf_no_smallengine01_fire
trail_effect = gf_li_largeengine01_trail –-> trail_effect = gf_no_smallengine01_trail
cruise_charge_time = 5
cruise_power_usage = 20
rumble_sound = rumble_cruiser
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
cruise_start_sound = engine_li_cruise_start
cruise_loop_sound = engine_li_cruise_loop
cruise_stop_sound = engine_li_cruise_stop
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 90
outside_sound_cone = 270The red marked entries come from the preferences of ge_nf_engine_01 but they are smaller. I guess I have to resizing them up to the cruiser engine’s size or not I don’t remember. This is my question.
ps:
Anyway, adding effects to the engines isn’t difficult you can add weapon effects etc… that’s ok. What I don’t remember: do these effects hold their parameters or they adapt to the engine’s size? Huh I hope you understand what I want to ask, late night here and I barely see the screen. -
well thats how, like the ‘custom power’ example I gave you, custom engines are the same, just a different ini…
; ************* ; Engines ; ************* <data file="DATA\EQUIPMENT\engine_equip.ini" method="append"><source> [Engine] nickname = ad_raptor_dest_engine_01 ids_name = 263887 ids_info = 264887 volume = 000.000000 mass = 10 max_force = 250000 linear_drag = 5000 reverse_fraction = 0.300000 flame_effect = gf_li_largeengine01_fire ;trail_effect = gf_li_largeengine01_trail trail_effect = gf_co_smallengine03_trail cruise_charge_time = 5 cruise_power_usage = 20 rumble_sound = rumble_cruiser rumble_atten_range = -5, 0 rumble_pitch_range = -25, 25 cruise_start_sound = engine_li_cruise_start cruise_loop_sound = engine_li_cruise_loop cruise_stop_sound = engine_li_cruise_stop indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 90 outside_sound_cone = 270</data>
That’s based off a liberty cruiser engine, for a custom liberty destroyer
That s the flmm script to make a new engine, to use it for a player ship, just put your new engine name in theaddon = [enginename], internal, 1
line in the ship package code.
For an npc ship, there is a similar line in the loadouts inis, loadouts.ini for small or player ships
The other loadout ini’s are for npc transports and warships.
the syntax changes to
equip = [enginename], internal, 1
As for your RED highlighted entries, as I said earlier, to resize the engine effects from a nomad fighter engine to fit a cruiser, you would need to edit the ale file with an ale editor, OR use larger effects, such as the ones from the nomad gunboat, however, when using nomad engine effects, be aware that you might need to MOVE the hpengine?? hardpoints forwards, as they dont follow the same setup as regular engine effects, since they were intended to add internal effects to a transparent hull as well as the engine fire/trail.
The gunboats engine effects are in here
[Engine] nickname = ge_ng_engine_01 ids_name = 263905 ids_info = 264905 volume = 400.000000 mass = 10 max_force = 360000 linear_drag = 3000 reverse_fraction = 0.100000 flame_effect = gf_no_largeengine01 cruise_charge_time = 5 cruise_power_usage = 20 rumble_sound = rumble_nomad rumble_atten_range = -5, 0 rumble_pitch_range = -25, 25 cruise_start_sound = engine_no_cruise_start cruise_loop_sound = engine_no_cruise_loop cruise_stop_sound = engine_no_cruise_stop indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 90 outside_sound_cone = 270 lootable = false [Engine] nickname = ge_nb_engine_01 ids_name = 263906 ids_info = 264906 volume = 400.000000 mass = 10 max_force = 3000000 linear_drag = 100000 reverse_fraction = 0.100000 flame_effect = gf_no_largeengine02 cruise_charge_time = 5 cruise_power_usage = 20 rumble_sound = rumble_nomad indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 90 outside_sound_cone = 270 lootable = false
Ok?
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If you decide to move the hardpoints, you will want to clone the original cruiser mesh with the FL model cloner so it doesnt conflict with the original, write your new ship script to use the 'new mesh, and add your new custom engine/power/whatever in the new package file.
If the effect you are using doesnt fit, you will have to edit the ale, there should be tutorials on that somewhere along with links to a working version of the ale editor, if its still available.
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AD;
You actually answered my question, ale modification is needed that’s what I wanted to avoid.
Anyway I want to use it for a custom cruiser I made but the color and trail effects of the orig lc_engine doesn’t fit. Hping isn’t a problem because it’s a custom vessel.
I will try the gunboat engine’s effects and we shall see.Thanks
~D
Edit: I tried the ng_engine, it is good in size but it also has additional effects at the front.
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OK, , erm….
First of all, gonna show you some code entries for a custom capship, used by npcs, so you can see how the script goes together, ok…
First define your ship…
<data file="data\ships\shiparch.ini" method="append"><source> [Ship] ids_name = 0 ;GENERATESTRRES("Nuit Destroyer") ids_info = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><tra data="1" mask="1" def="-2"><just loc="center"><text>Stats</text><para><tra data="0" mask="1" def="-1"><just loc="left"><text><para><text>Guns/Turrets: 0/11</text><para><text>Armor: 19200</text><para><text>Cargo Holds: 2000</text><para><text>Max Batteries/NanoBots: 40/80</text><para><text>Optimal Weapon Class: 10</text><para><text>Max. Weapon Class: 10</text><para><text>Additional Equipment: 8xM, 2xCM</text><para><para></para></para></para></para></para></para></para></para></para></text></just></tra></para></just></tra></para></text></push></rdl></xml>") ids_info1 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><just loc="center"><text>Ra Frigate</text><para><tra data="0" mask="1" def="-1"><just loc="left"><para><text>The Ra Frigate is based on a heavily modified freighter design, intended to provide the Liberty Corporations with a heavily armed cargo vessel that can double as a Capital ship in Corporate wars.</text><para><para><text>[CLASSIFIED]</text><para></para></para></para></para></just></tra></para></just></tra></push></rdl></xml>") ids_info2 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><text>Stats</text><para><tra data="0" mask="1" def="-1"><text><para><text>Gun/Turret Mounts:</text><para><text>Armor:</text><para><text>Cargo Space:</text><para><text>Max Batteries/NanoBots:</text><para><text>Optimal Weapon Class:</text><para><text>Max. Weapon Class:</text><para><text>Additional Equipment:</text> <para></para></para></para></para></para></para></para></para></text></tra></para></tra></push></rdl></xml>") ids_info3 = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><text><para><text>0/11</text><para><text>19200</text><para><text>2000</text><para><text>40/80</text><para><text>10</text><para><text>10</text><para><text>8xM, 2xCM</text><para></para></para></para></para></para></para></para></para></text></para></text></push></rdl></xml>") nickname = ADNuit-Player LODranges = 0, 999999, 999999, 999999, 999999 msg_id_prefix = gcs_refer_shiparch_Libc ;mission_property = can_use_berths ;mission_property = can_use_med_moors mission_property = can_use_large_moors ship_class = 2 type = Freighter ;type = CRUISER state_graph = CRUISER pilot_mesh=generic_pilot mass = 3000 hit_pts = 40000 hold_size = 1000 linear_drag = 1 steering_torque = 600000, 600000, 1200000 angular_drag = 1200000, 1200000, 2400000 rotation_inertia = 180000, 180000, 180000 nudge_force = 30000 ;30000 strafe_force = 40000 ;20000 strafe_power_usage = 200 max_bank_angle = 20 camera_offset = 15, 150 ; 25, 180 camera_angular_acceleration = 0.060000 camera_horizontal_turn_angle = 20 camera_vertical_turn_up_angle = 10 camera_vertical_turn_down_angle = 20 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 225 shield_battery_limit = 225 DA_archetype = ships\Custom\ADNuit\ADNuit.cmp material_library = ships\Custom\ADNuit\ADNuit.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = ships\Custom\ADNuit\ADNuit.ini explosion_arch = explosion_ge_atransport surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 fuse = li_cruiser_body_fuse, 0.000000, 1 fuse = li_cruiser_burning_fuse01, 0.000000, 10825 fuse = li_cruiser_burning_fuse02, 0.000000, 5413 explosion_arch = explosion_instant bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 3 shield_link=l_freighter_shield01, HpMount, HpEngine01, HpShield01, HpShield02, HpShield03, HpShield04 hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04 HP_tractor_source = HpTractor_Source hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01, HpMine02, HpMine03 hp_type = hp_countermeasure_dropper, HpCM01, HpCM02 hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Cruise Disruptor Hardpoint hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Torpedo Hardpoint hp_type = hp_gun_special_10, HpWeapon01 ;, HpWeapon02 hp_type = hp_turret_special_10, HpTurret_K1_01, HpTurret_K1_02, HpTurret_K2_01, HpTurret_K2_02, HpTurret_K2_03, HpTurret_K2_04, HpTurret_L2_01, HpTurret_R2_01, HpTurret_K3_01, HpTurret_K3_02, HpTurret_K3_03, HpTurret_L3_01, HpTurret_L3_02, HpTurret_L3_03, HpTurret_R3_01, HpTurret_R3_02, HpTurret_R3_03 hp_type = hp_cargo_pod, HpCargo01 [Ship] ids_name = 0 ;GENERATESTRRES("Nuit Destroyer") ids_info = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><tra data="1" mask="1" def="-2"><just loc="center"><text>Stats</text><para><tra data="0" mask="1" def="-1"><just loc="left"><text><para><text>Guns/Turrets: 0/11</text><para><text>Armor: 19200</text><para><text>Cargo Holds: 2000</text><para><text>Max Batteries/NanoBots: 40/80</text><para><text>Optimal Weapon Class: 10</text><para><text>Max. Weapon Class: 10</text><para><text>Additional Equipment: 8xM, 2xCM</text><para><para></para></para></para></para></para></para></para></para></para></text></just></tra></para></just></tra></para></text></push></rdl></xml>") ids_info1 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><just loc="center"><text>Ra Frigate</text><para><tra data="0" mask="1" def="-1"><just loc="left"><para><text>The Ra Frigate is based on a heavily modified freighter design, intended to provide the Liberty Corporations with a heavily armed cargo vessel that can double as a Capital ship in Corporate wars.</text><para><para><text>[CLASSIFIED]</text><para></para></para></para></para></just></tra></para></just></tra></push></rdl></xml>") ids_info2 = 0 ;GENERATEXMLRES("<xml><rdl><push><tra data="1" mask="1" def="-2"><text>Stats</text><para><tra data="0" mask="1" def="-1"><text><para><text>Gun/Turret Mounts:</text><para><text>Armor:</text><para><text>Cargo Space:</text><para><text>Max Batteries/NanoBots:</text><para><text>Optimal Weapon Class:</text><para><text>Max. Weapon Class:</text><para><text>Additional Equipment:</text> <para></para></para></para></para></para></para></para></para></text></tra></para></tra></push></rdl></xml>") ids_info3 = 0 ;GENERATEXMLRES("<xml><rdl><push><text><para><text><para><text>0/11</text><para><text>19200</text><para><text>2000</text><para><text>40/80</text><para><text>10</text><para><text>10</text><para><text>8xM, 2xCM</text><para></para></para></para></para></para></para></para></para></text></para></text></push></rdl></xml>") nickname = ADNuit LODranges = 0, 999999, 999999, 999999, 999999 msg_id_prefix = gcs_refer_shiparch_Libc mission_property = can_use_large_moors ;ship_class = 2 ;type = Freighter type = Cruiser ;type = CAPITAL ;type = transport state_graph = CRUISER pilot_mesh=generic_pilot mass = 4000 ; 2000 hit_pts = 40000 hold_size = 1000 linear_drag = 1 steering_torque = 600000, 600000, 1200000 angular_drag = 1200000, 1200000, 2400000 rotation_inertia = 180000, 180000, 180000 nudge_force = 30000 ;30000 strafe_force = 40000 ;20000 strafe_power_usage = 200 max_bank_angle = 20 camera_offset = 25, 180 camera_angular_acceleration = 0.060000 camera_horizontal_turn_angle = 20 camera_vertical_turn_up_angle = 10 camera_vertical_turn_down_angle = 20 camera_turn_look_ahead_slerp_amount = 1.000000 nanobot_limit = 225 shield_battery_limit = 225 DA_archetype = ships\Custom\ADNuit\ADNuit.cmp material_library = ships\Custom\ADNuit\ADNuit.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic cockpit = ships\Custom\ADNuit\ADNuit.ini explosion_arch = explosion_ge_atransport surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 fuse = li_cruiser_body_fuse, 0.000000, 1 fuse = li_cruiser_burning_fuse01, 0.000000, 10825 fuse = li_cruiser_burning_fuse02, 0.000000, 5413 explosion_arch = explosion_instant bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 num_exhaust_nozzles = 3 shield_link=l_freighter_shield01, HpMount, HpEngine01, HpShield01, HpShield02, HpShield03, HpShield04 hp_type = hp_freighter_shield_special_10, HpShield01, HpShield02, HpShield03, HpShield04 HP_tractor_source = HpTractor_Source hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01, HpMine02, HpMine03 hp_type = hp_countermeasure_dropper, HpCM01, HpCM02 hp_type = hp_torpedo_special_2, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Cruise Disruptor Hardpoint hp_type = hp_torpedo_special_1, HpTorpedo01, HpTorpedo02, HpTorpedo03, HpTorpedo04 ; Torpedo Hardpoint hp_type = hp_gun_special_10, HpWeapon01 ;, HpWeapon02 hp_type = hp_turret_special_10, HpTurret_K1_01, HpTurret_K1_02, HpTurret_K2_01, HpTurret_K2_02, HpTurret_K2_03, HpTurret_K2_04, HpTurret_L2_01, HpTurret_R2_01, HpTurret_K3_01, HpTurret_K3_02, HpTurret_K3_03, HpTurret_L3_01, HpTurret_L3_02, HpTurret_L3_03, HpTurret_R3_01, HpTurret_R3_02, HpTurret_R3_03 hp_type = hp_cargo_pod, HpCargo01</data> <data file="DATA\Missions\mShipProps.ini" method="append"><source> [mShipProps] archetype_id = ADNuit-Player ;mission_property = can_use_berths ;mission_property = can_use_med_moors mission_property = can_use_large_moors state_graph = CRUISER [mShipProps] archetype_id = ADNuit mission_property = can_use_large_moors</data> <data file="DATA\EQUIPMENT\goods.ini" method="append"><source> [Good] nickname = ADNuit_hull category = shiphull ship = ADNuit-Player ;ship = ADNuit price = 1 ;7115000 ids_name = 0 ;GENERATESTRRES("Nuit Destroyer") item_icon = ships\Custom\ADNuit\ADNuit.3db [Good] nickname = ADNuit_package category = ship hull = ADNuit_hull addon = sfx_rumble_cruiser, internal, 1 addon = infinite_power, internal, 1 ; Power Generator ;addon = ad_ra_power, internal, 1 ; Power Generator addon = ad_nuit_engine_01, internal, 1 ; Engine addon = ad_s_scanner_03, internal, 1 ; Deep Scanner addon = ad_s_tractor_02, internal, 1 addon = ad_rclaw_shield_fr, HpShield01, 1 addon = ad_rclaw_shield_fr, HpShield02, 1 addon = ad_rclaw_shield_fr, HpShield03, 1 addon = ad_rclaw_shield_fr, HpShield04, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = contrail01, HpContrail03, 1 addon = contrail01, HpContrail04, 1 addon = SmallRed, HpRunningLight01, 1 addon = SmallRed, HpRunningLight02, 1 addon = SlowMediumWhite, HpRunningLight03, 1 addon = SlowMediumBlue, HpRunningLight04, 1 addon = SlowMediumBlue, HpRunningLight05, 1 addon = SlowMediumBlue, HpRunningLight06, 1 addon = SlowMediumBlue, HpRunningLight07, 1 addon = SlowMediumBlue, HpRunningLight08, 1 addon = SlowMediumRed, HpRunningLight09, 1 addon = SlowMediumGreen, HpRunningLight10, 1 addon = SlowMediumRed, HpDockLight01, 1 addon = SlowMediumGreen, HpDockLight02, 1 addon = SlowMediumRed, HpDockLight03, 1 addon = SlowMediumGreen, HpDockLight04, 1 addon = DockingLightRed, HpDockLight01, 1 addon = DockingLightRed, HpDockLight02, 1 addon = DockingLightRed, HpDockLight03, 1 addon = DockingLightRed, HpDockLight04, 1 addon = DockingLightRed, HpRunningLight03, 1 addon = DockingLightRed, HpRunningLight04, 1 addon = WhiteCone, HpHeadLight01, 1 ; White Cone addon = WhiteCone, HpHeadLight02, 1 ; White Cone addon = LargeWhiteSpecial, HpHeadLight01, 1 ; White Cone addon = LargeWhiteSpecial, HpHeadLight02, 1 ; White Cone ;addon = cargopod_red, HpCargo01 addon = ad_sutekh_thruster, HpThruster01, 1 addon = ad_sutekh_cm, HpCM01, 1 addon = ad_sutekh_cm, HpCM02, 1 addon = ad_sekhmet_mine, HpMine01 addon = ad_sekhmet_mine, HpMine02 addon = ad_sekhmet_mine, HpMine03 ;addon = ad_phantom_mine01, HpMine01 ;addon = ad_phantom_mine01, HpMine02 ;addon = ad_phantom_mine01, HpMine03 addon = ad_nuit_forward_gun01, HpWeapon01, 1 addon = ad_fleet_turret150, HpTurret_K1_01, 1 addon = ad_fleet_turret150, HpTurret_K1_02, 1 addon = ad_fleet_turret250, HpTurret_K2_01, 1 addon = ad_fleet_turret250, HpTurret_K2_02, 1 addon = ad_fleet_turret250, HpTurret_K2_03, 1 addon = ad_fleet_turret250, HpTurret_K2_04, 1 addon = ad_fleet_turret250, HpTurret_L2_01, 1 addon = ad_fleet_turret250, HpTurret_R2_01, 1 addon = ad_fleet_turret050, HpTurret_K3_01, 1 addon = ad_fleet_turret050, HpTurret_K3_02, 1 addon = ad_fleet_turret050, HpTurret_K3_03, 1 addon = ad_fleet_turret050, HpTurret_L3_01, 1 addon = ad_fleet_turret050, HpTurret_L3_02, 1 addon = ad_fleet_turret050, HpTurret_L3_03, 1 addon = ad_fleet_turret050, HpTurret_R3_01, 1 addon = ad_fleet_turret050, HpTurret_R3_02, 1 addon = ad_fleet_turret050, HpTurret_R3_03, 1 addon = ad_sutekh_torpedo01, HpTorpedo01, 1 addon = ad_sutekh_torpedo01, HpTorpedo02, 1 addon = ad_sekhmet_torpedo, HpTorpedo03, 1 addon = ad_sekhmet_torpedo, HpTorpedo04, 1</data>
Notice there are TWO ships that use the same mesh, one for players , type Freighter, and one for NPC’s, type Cruiser, because the game handles flight mechanics differently for big npc ships and they are virtually unflyable by mere humans…
Player ships have a ‘package’ that defines what equipment you get when you buy it, npc ships dont have these they use ‘loadouts’
Cap ships go in the special loadouts file, player ships can use these too, but special ships with standard loadouts cause problems, so…
;*** Loadouts for Warships *** <data file="data\ships\loadouts_special.ini" method="append"><source> ;**** Npc loadout for Nuit Class Destroyer **** [Loadout] nickname = ADNuit_Loadout archetype = ADNuit equip = sfx_rumble_cruiser, internal, 1 equip = infinite_power, internal, 1 ; Power Generator ;equip = ad_ra_power, internal, 1 ; Power Generator equip = ad_nuit_engine_02, internal, 1 ; Engine equip = ad_s_scanner_03, internal, 1 ; Deep Scanner equip = ad_s_tractor_02, internal, 1 equip = ad_rclaw_shield_fr, HpShield01, 1 equip = ad_rclaw_shield_fr, HpShield02, 1 equip = ad_rclaw_shield_fr, HpShield03, 1 ;equip = ad_rclaw_shield_fr, HpShield04, 1 equip = contrail01, HpContrail01, 1 equip = contrail01, HpContrail02, 1 equip = contrail01, HpContrail03, 1 equip = contrail01, HpContrail04, 1 equip = SmallRed, HpRunningLight01, 1 equip = SmallRed, HpRunningLight02, 1 equip = SlowMediumWhite, HpRunningLight03, 1 equip = SlowMediumBlue, HpRunningLight04, 1 equip = SlowMediumBlue, HpRunningLight05, 1 equip = SlowMediumBlue, HpRunningLight06, 1 equip = SlowMediumBlue, HpRunningLight07, 1 equip = SlowMediumBlue, HpRunningLight08, 1 equip = SlowMediumRed, HpRunningLight09, 1 equip = SlowMediumGreen, HpRunningLight10, 1 equip = SlowMediumRed, HpDockLight01, 1 equip = SlowMediumGreen, HpDockLight02, 1 equip = SlowMediumRed, HpDockLight03, 1 equip = SlowMediumGreen, HpDockLight04, 1 equip = DockingLightRed, HpDockLight01, 1 equip = DockingLightRed, HpDockLight02, 1 equip = DockingLightRed, HpDockLight03, 1 equip = DockingLightRed, HpDockLight04, 1 equip = DockingLightRed, HpRunningLight03, 1 equip = DockingLightRed, HpRunningLight04, 1 equip = WhiteCone, HpHeadLight01, 1 ; White Cone equip = WhiteCone, HpHeadLight02, 1 ; White Cone equip = LargeWhiteSpecial, HpHeadLight01, 1 ; White Cone equip = LargeWhiteSpecial, HpHeadLight02, 1 ; White Cone ;equip = cargopod_red, HpCargo01 equip = ad_sutekh_thruster, HpThruster01, 1 equip = ad_sutekh_cm, HpCM01, 1 equip = ad_sutekh_cm, HpCM02, 1 equip = ad_sekhmet_mine, HpMine01 equip = ad_sekhmet_mine, HpMine02 equip = ad_sekhmet_mine, HpMine03 equip = ad_nuit_forward_gun01, HpWeapon01, 1 equip = ad_fleet_turret150, HpTurret_K1_01, 1 equip = ad_fleet_turret150, HpTurret_K1_02, 1 equip = ad_fleet_turret250, HpTurret_K2_01, 1 equip = ad_fleet_turret250, HpTurret_K2_02, 1 equip = ad_fleet_turret250, HpTurret_K2_03, 1 equip = ad_fleet_turret250, HpTurret_K2_04, 1 equip = ad_fleet_turret250, HpTurret_L2_01, 1 equip = ad_fleet_turret250, HpTurret_R2_01, 1 equip = ad_fleet_turret050, HpTurret_K3_01, 1 equip = ad_fleet_turret050, HpTurret_K3_02, 1 equip = ad_fleet_turret050, HpTurret_K3_03, 1 equip = ad_fleet_turret050, HpTurret_L3_01, 1 equip = ad_fleet_turret050, HpTurret_L3_02, 1 equip = ad_fleet_turret050, HpTurret_L3_03, 1 equip = ad_fleet_turret050, HpTurret_R3_01, 1 equip = ad_fleet_turret050, HpTurret_R3_02, 1 equip = ad_fleet_turret050, HpTurret_R3_03, 1 equip = ad_sutekh_torpedo01, HpTorpedo01, 1 equip = ad_sutekh_torpedo01, HpTorpedo02, 1 equip = ad_sekhmet_torpedo, HpTorpedo03, 1 equip = ad_sekhmet_torpedo, HpTorpedo04, 1</data>
You can have more than one loadout for the same ship, depending on faction, pilot class etc…
The package and loadout use custom equipment, you had examples of how to make those earlier in the thread…
Now we have to issue the ship to a faction so their npcs can use it…
That means telling the game it IS an npc ship
; ******************* ; NPC Ships ; ******************* <data file="data\missions\npcships.ini" method="append"><source> [NPCShipArch] nickname = Nuit_Destroyer loadout = ADNuit_Loadout level = d14 ship_archetype = ADNuit pilot = ad_capship ;cruiser_default ;gunship_ace state_graph = CAPITAL npc_class = lawful, unlawful, class_destroyer, class_armored, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19</data>
Then decide who gets the new toy, and what formations they can use with it
; ******************* ; Faction Props - Who gets what... ; ******************* <data file="data\missions\faction_prop.ini" method="sectionappend">[FactionProps] affiliation = co_vr_grp <source> npc_ship = ADPhantom_Co_d1-5 npc_ship = ADPhantom_Co_d6-10 npc_ship = ADPhantom_Co_d11-19 ;npc_ship = Geb_Cruiser ;npc_ship = Nuit_Destroyer npc_ship = Ra_Frigate_NoCap npc_ship = Maat_Corvette npc_ship = Ptah_Gunship ;npc_ship = ADCrowTrans formation = sc_gunships, gunship_box formation = sc_capital, fleet_ops formation = sc_fleet2, cruiser-4-escort formation = sc_fleet3, gunship_box formation = sc_fleet4, gunship_box</data>
so now we have two ships, one you can sell to a player (see the markets entry in an earlier post for how to do that) and one for npcs, and we have issued the ship to a faction, their npcs will now use that ship depending on the ship class, and what population zones are in your star systems
So lets set up some ship classes
; ******************* ; NPC Ship Classes ; ******************* ; *** New Cap Ship Encounter Classes *** ; new ship classes for the cap-enc fleet-ops code ; class_ gunship class_gunboat class_ frigate class_destroyer class_cruiser class_battleship ; ** dont need these as vanilla game already has them ;[ShipClass] ;nickname = sc_gunboats ;member = class_gunboat ;[ShipClass] ;nickname = sc_cruisers ;member = class_cruiser <data file="data\missions\shipclasses.ini" method="append"><source> [ShipClass] nickname = sc_destroyers member = class_destroyer [ShipClass] nickname = sc_battleships member = class_battleship [ShipClass] nickname = sc_gunships member = class_gunship ;member = class_gunboat [ShipClass] nickname = sc_frigates member = class_frigate [ShipClass] nickname = sc_capital member = class_battleship member = class_cruiser member = class_destroyer member = class_frigate [ShipClass] nickname = sc_fleet1 member = class_battleship member = class_cruiser [ShipClass] nickname = sc_fleet2 member = class_cruiser member = class_destroyer member = class_frigate [ShipClass] nickname = sc_fleet3 ;member = class_frigate member = class_gunboat member = class_gunship [ShipClass] nickname = sc_fleet4 member = class_gunship member = class_fighter</data>
Ok, we have ships and ship classes, and npc entries, what next…
encounters…
; ************* Patrols + Capships... <data file="data\missions\encounters\patrolp_assault.ini" method="replace"><dest>[EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = class_patroller ship_by_class = 2, 3, sc_fighters, -1 pilot_job = assault_job formation_by_class = fighters behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = class_patroller ship_by_class = 2, 3, sc_fighters, -1 pilot_job = assault_job formation_by_class = fighters behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3 permutation = 1, 1</dest> <source> [EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = class_patroller ship_by_class = 2, 3, sc_fighters, -1 pilot_job = assault_job formation_by_class = fighters behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [EncounterFormation] ship_by_class = 1, 1, sc_fleet2, +1 pilot_job = assault_leader_job make_class = class_patroller ship_by_class = 0, 2, sc_fleet3, -1 pilot_job = assault_job ship_by_class = 0, 2, sc_fleet4, -1 pilot_job = assault_job ship_by_class = 1, 1, sc_fighters, +1 pilot_job = escort_leader_job ship_by_class = 1, 3, sc_fighters pilot_job = escort_job formation_by_class = sc_fleet2 behavior = patrol_path arrival = cruise allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3 permutation = 1, 1</data> ; ************* Area Defend ;whats in the file already for info ; 2-3 fighters per patrol ;ship_by_npc_arch = 1, 1, ke_ship ;pilot_job = pilot_0 ;formation = delta_high ;longevity = 50 ;explicit_group = ku_p_grp ;[EncounterFormation] ;ship_by_class = 1, 1, sc_fighters ;pilot_job = defend_leader_job ;make_class = wanderer ;ship_by_class = 1, 2, sc_fighters, -1 ;pilot_job = defend_job ;make_class = wanderer ;formation_by_class = fighters ;behavior = wander ;arrival = all, -tradelane, -object_jump_gate ;allow_simultaneous_creation = yes ;zone_creation_distance = 0 ;times_to_create = infinite <data file="data\missions\encounters\area_defend.ini" method="replace"><dest>[Creation] permutation = 0, 3</dest> <source> [EncounterFormation] ship_by_class = 1, 1, sc_fleet2 pilot_job = defend_leader_job make_class = wanderer ship_by_class = 2, 2, sc_fleet3 pilot_job = defend_job make_class = wanderer formation = cruiser-4-escort ;formation_by_class = sc_fleet2 behavior = wander arrival = all, -tradelane, -object_jump_gate allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3 permutation = 1, 2</data> ; ************* Area Assault <data file="data\missions\encounters\area_assault.ini" method="replace"><dest>[EncounterFormation] ship_by_class = 1, 1, sc_fighters pilot_job = assault_leader_job make_class = wanderer ship_by_class = 2, 3, sc_fighters, -1 pilot_job = assault_job make_class = wanderer formation_by_class = fighters behavior = wander arrival = all, -object_jump_gate, -tradelane allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3 permutation = 1, 1</dest> <source> [EncounterFormation] ship_by_class = 1, 1, sc_fleet2, +1 pilot_job = assault_leader_job make_class = wanderer ship_by_class = 0, 2, sc_fleet3, -1 pilot_job = assault_job make_class = wanderer ship_by_class = 0, 2, sc_fleet4, -1 pilot_job = assault_job make_class = wanderer ship_by_class = 1, 1, sc_fighters, +1 pilot_job = escort_leader_job make_class = wanderer ship_by_class = 1, 3, sc_fighters pilot_job = escort_job make_class = wanderer formation_by_class = sc_fleet2 behavior = wander arrival = all, -tradelane, -object_jump_gate allow_simultaneous_creation = yes zone_creation_distance = 0 times_to_create = infinite [Creation] permutation = 0, 3 permutation = 1, 2</data>
So, now as long as your ships have the right ‘class_whatever’ entries in their npcships definitions, the factions will use the ships, you get a chance of small capship patrols for any faction that 1 has capships, and 2 uses area_assault, area_defend or patrolp_assault encounter types, without having to edit a single star system ini to add them, and generally without having to fill up the area round your stations with loads of lumbering warships, scaring the merchants away and filling your pop caps
“Anyway, how can I use the gf_no_largeengine as effect on Hp?”
Basically you don’t
You use “addon =” to add that ENGINE to a player ship package, or “equip =” to add that engine to an npc ship loadout.
check the package and loadouty entries for the Nuit Destroyer above, see where they have custom engine entries?
equip = ad_nuit_engine_02, internal, 1 ; Engine
You would replace ‘ad_nuit_engine_02’ with for example ‘davis_cruiser_engine_01’.
Then make your custom engine
;**** Engine **** <data file="DATA\EQUIPMENT\engine_equip.ini" method="append"><source> [Engine] nickname = davis_cruiser_engine_01 ids_name = 263887 ids_info = 264887 volume = 000.000000 mass = 10 max_force = 300000 linear_drag = 10000 reverse_fraction = 0.100000 ;flame_effect = gf_li_largeengine01_fire ;trail_effect = gf_li_largeengine01_trail ;**** we comment out the old liberty engine effects and add the new ones we want, there is no trail so we add something else to make it pretty and different... flame_effect = gf_no_largeengine01 trail_effect = gf_co_smallengine03_trail cruise_charge_time = 5 cruise_power_usage = 20 rumble_sound = rumble_cruiser rumble_atten_range = -5, 0 rumble_pitch_range = -25, 25 cruise_start_sound = engine_li_cruise_start cruise_loop_sound = engine_li_cruise_loop cruise_stop_sound = engine_li_cruise_stop indestructible = false outside_cone_attenuation = -3 inside_sound_cone = 90 outside_sound_cone = 270</data>
So there is your custom engine, like a lib cruiser, but with different effects, then you just stick that in the package and loadout entries for your player only and npc only versions of your capship and TaDa! It should all work, if you didnt mistype, or something…
As for editing the Hp’s, yeah nomad engines do have extra stuff, soooo, you move the hp back and forth till it fits.
you say the fighters effects are too small for the exaust nozzles? How much too small, half the size needed?
use 4 instead of 1, spaced out in the nozzle so they overlap slightly, say 0.75 -1.0 units apart, center to center, so for example if the engine nozzle center was at
0, 0, 70
Your 4 hpengine?? hardpoints would be at
0, 0.75, 70
0, -0.75, 70
0.75, 0, 70
-0.75, 0, 70I’ve had 12 exaust nozzles on a ship, with no problems…
WARNING hpengineglow?? hardpoints, dont fit more than 8, fit em behind groups of hpengine?? hardpoints, in this example you would only use 1 hpengineglow say at 0, 0, 75
Remember to edit the number of exaust nozzles in the shiparch.ini entries to match the new number of hpengine?? hardpoints…
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Thanks for the input, but you misunderstand me. I do know how to make new entries for custom ships as I made a lot with proper loadout(s), new formations, infocards etc…
I know if I put more hps for engines there will be larger effect, and I also know how to change effects in the inis (weps, engines etc…)
I had two questions: first question was what you have already answered it was the ale modding. Second is the engine effect (trail, fire) for HpFx.