Some Ship Setup Questions
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I’ve made the CSV flyable. All works fine, I am happy with the new hardpoints (getting acquainted with HardCMP was my homework for today). Except the view: it’s like the camera is hanging in or before the ship, except when cruising. Then it is where it should be: just behind the ship.
I guess this is a cockpit issue. I’ve tried l_freighter.ini, l_fighter.ini and l_elite.ini, but din’t notice any difference. So either the issue isn’t cockpit related or I should write a custom cockpit (the other ships I see are about the same size so I don’t think they will likely fit)
Anyway, I’m not 100% sure the cockpit is the issue. I’m sure someone here can enlighten me though
Thanks in advance!
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A totally different matter, yet fitting under the same topic title, are the steering_torque, angular_drag, and rotation_inertia. Studying the various ships, I failed to see an obvious pattern. Yet I assume, that smaller numbers will render a more turnable ship. Maybe someone can elaborate a bit on this?
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for your original cockpit issue: because it is an npc only ship it doesnt have any of the camera values set in shiparch
these values are taken from my own csv so should work
put these lines in the [ship] section
camera_offset = 10, 42
camera_angular_acceleration = 0.050000
camera_horizontal_turn_angle = 17
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 25
camera_turn_look_ahead_slerp_amount = 1.000000I use the standard setting for the bw_fighter
cockpit = cockpits\corsair\bw_fighter.ini
camera_offset is the line that controls the tether distance from the ship, in this case 10 up 42 back
play with it and see the difference
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i use cockpit = cockpits\LIBERTY\l_freighter.ini for my CSV ship
[Cockpit]
mesh = cockpits\liberty\models\li_fighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 50, 40[CockpitCamera]
[TurretCamera]
tether = 0.000000, 5.780000, 22.874001
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5 -
the camera offset is relevant for the problem you have.
to the ship handling. how the parameters work exactly is not entirely cleared, startrader however managed to write a ship handling tutorial that works in almost every aspect on almost any ship.
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Thanks for the replies folks!!
@ Thaddeus: I did have a recollection of those cameralines, but didn’t see them in my file. Stupid me: I broke the ShipArch.ini into separate xml-files, and the one where I was looking only contains non-player ships. So, none of them had these lines. Should have rememberd that :oops: Thanks for your code!! My CSV is complete now
@ Nort: Now the camera values are configured, it works fine.
@ Gisteron (& StarTrader): thanks!!
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You’re very welcome, MH.
I did not do much work on the strafe_force and nudge_force values though.
One more thing to be aware of is the problem of collision rebounds - when a ship is hit by another one.
This reaction is affected by the inertia values in the .sur file as well as the drag and inertia in the shiparch.ini file.
In small ships it is not a real problem - but in big ships it can be a spinning nightmare!
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StarTrader wrote:
In small ships it is not a real problem - but in big ships it can be a spinning nightmare!
:lol: I guess that is something I have to grow into.
Btw I when you give satellite (child archetypes to station) a spin value, and then in-game hit them with your playership, they sometimes tumble (fall over, that is). Kinda weird. I guess this is based on the same / a similar issue?
Too bad we can’t make a-game-within-the-game out of it: earn reputation by knocking straight the towers on base such-and-such.
Your tutorial is really straightforward, ST! Last time I delved into this was when Argh relased his toolkit. He did great things, but imho he had rather radical ideas about ship handling and how it should all be very different, while I wanted to stay as close to ‘vanilla FL’ as possible.
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New Question!
These oddly named hardpoints, like HP_Turret_B2_01, HP_Turret_B3_01, HP_Turret_B3_02 etc. in the Bretonia gunboat, are they a different category than normally named hardpoints (like HP_Turret_01) in fighters and freighters? Are these hardpoints unfit for normal guns?
Or is it just a nickname that could be practically any string? Meaning I could just set them up like every other weapon hp.
I’m inclined to think it’s the second option; just want to be sure.
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Second, they are just unique faction warship hardpoint naming that wasn’t taken further.
Look in the loadouts_special.ini file to confirm.
Of course those hardpoints must exist in the model .cmp
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StarTrader wrote:
Second, they are just unique faction warship hardpoint naming that wasn’t taken further.Look in the loadouts_special.ini file to confirm.
Of course those hardpoints must exist in the model .cmp
Of course. But those existing HPs can be setup as any weapon HP, which is fine.
Thanks for the reply!
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A shield question:
Does a shield work in a certain sphere around its HP? Or does it simply work for the entire ship it is attached too?
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Yes, the shield_link = line specifies which shield bubble the ship will use.
I copied an existing one and resized it for my big ships, it works well.
I am not sure how the game does it but the entire ship is still covered even if the shield is not large enough to cover it.
I have put multiple shield hardpoints in very big models, trying to keep the ship covered in any case.
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Thanks folks, very informative!
StarTrader wrote:
I have put multiple shield hardpoints in very big models, trying to keep the ship covered in any case.
Yeah I noticed people doin that years ago already… But if I understand it properly this isn’t really necessary. Unless one or more shields are being destroyed.
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Moonhead wrote:
These oddly named hardpoints, like HP_Turret_B2_01, HP_Turret_B3_01, HP_Turret_B3_02 etc.[…]These HPs are named to fit the size if the turret mounts on the model, e.g. a turret using the br_turret03.cmp is meant to fit onto the HpTurret_B3_01. Other turret models might look too big or small. But is has no effect on the HP itself.
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Quarks wrote:
Moonhead wrote:
These oddly named hardpoints, like HP_Turret_B2_01, HP_Turret_B3_01, HP_Turret_B3_02 etc.[…]These HPs are named to fit the size if the turret mounts on the model, e.g. a turret using the br_turret03.cmp is meant to fit onto the HpTurret_B3_01. Other turret models might look too big or small. But is has no effect on the HP itself.
Hmm… That might imply it would be best to make it a separate class… I want to make all guns buyable, but was planning to get rid of the level restrictions anyway, in order to give the cap ship guns a separate class. Maybe I should reserve more than one class for the cap ship guns.
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I never studied the cap ship guns before. Now I did, I noticed they’re a bit of a mess… The model names I mean - they do not correspond very well to the archetype names in the equipment files.
Anyway, what I wanna do is, to get rid of the level-based weapon classes, and instead design a system more or less like:
hp_gun_special_1 = fighters, freighters (so, the vanilla playable ships)
hp_gun_special_2 = the largest fighters (and maybe the largest freighters too)
hp_gun_special_3 = armored transport, repair ships, lifters etc.
hp_gun_special_4 = trains, transports
hp_gun_special_5 = gunboats, destroyers
hp_gun_special_6 = cruisers and cap ships
And four more classes left for special cases. Of couse these could vary per ship, some ships being hybrids etc.
Of course, I can do whatever I want, but does the above outline make any sense? Or would it be more sensible to split the cap ship classes (or any other category) into more classes?
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Yes this is fine.
I did a similar thing myself, but using 2 classes for each ship type (i.e. fighter can take class 1 and class 2), but your idea is better I think - then it makes sense to spread the weapon power and price within each class.
Make each more powerful weapon much more expensive than the lower one.