The Starport
  • Categories
  • Recent
  • Users
  • Groups
  • Starport Blog
  • Knowledge Base
  • The Forge
  • Discord
  • Register
  • Login

Space Battleship Yamato/Star Blazers mod wanted

Scheduled Pinned Locked Moved Help Wanted/Available Section
61 Posts 11 Posters 29.1k Views
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #31

    HunterKiller wrote:
    In real life, the Yamato was almost sunk in real life battle.

    Actually it was sunk in real-life battle. Multiple aircraft from United States Navy carriers took it down - but it took over one hundred bombs and unguided torpedoes to do it. Even in reality she was one tough super-battleship.

    Both the original Space Battleship Yamato/Star Blazers anime and 2199, actually show the Yamato on the sea floor.

    In the OG series, it was the actual Yamato’s hull that got turned into a Space Battleship, because when the series was made (1970s) they didn’t know that the Yamato broke in two when she went down.

    In the 2199 reboot, they are more accurate about this. They merely used the sunken Yamato’s hull pieces as camouflage while they were building the new ship, and the new Space Battleship was based on the shape of the old seagoing battleship.

    As a side note, yes I am a bit of an SBY fan. I know a lot about the series.
    I’m also a military historian with a focus on Cold War items. I’m an amateur of course but I know a lot about the military and especially the US Navy.

    1 Reply Last reply
    0
  • C Offline
    C Offline
    Cpt_Rei_Fukai Historic Supporter
    wrote on global:last_edited_by,
    #32

    My work on this is done.
    The sur is not perfect, but I think this is caused by Schmackbolzens converter.
    But it works well enough.

    This mod was so unfinished that EA tried to publish it.
    But then again, Freelancer modding has come a long way since 2005.

    [olist]

    • Extract the yamatoshipmod.zip to the FLMM Mods directory
    • Start FLMM
    • Deactivate the old mod
    • Activate the new mod
    • Maybe copy the existing single player saves
    • Load a save before you bought the ship if possible
    • Buy the ship again
    • ???
    • Profit
      [/olist]

    I hope everything works out for you.

    Fun fact: Today marks the third anniversary of my visit to the yamato museum in Kure.

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #33

    Cpt_Rei_Fukai wrote:
    My work on this is done.
    The sur is not perfect, but I think this is caused by Schmackbolzens converter.
    But it works well enough.

    This mod was so unfinished that EA tried to publish it.
    But then again, Freelancer modding has come a long way since 2005.

    [olist]

    • Extract the yamatoshipmod.zip to the FLMM Mods directory
    • Start FLMM
    • Deactivate the old mod
    • Activate the new mod
    • Maybe copy the existing single player saves
    • Load a save before you bought the ship if possible
    • Buy the ship again
    • ???
    • Profit
      [/olist]

    I hope everything works out for you.

    Fun fact: Today marks the third anniversary of my visit to the yamato museum in Kure.

    Thank you! I’ll be testing it soon - I know it works with FLMM, since I just activated it.

    For now though, I like that you added the ability to use either the new balance or the old. (I chose the old to start with. Time to see if I like it.)

    Edit: Oh my god. Captain Rei, you are a MIRACLE WORKER. You can be my chief engineer any time.

    I LOVE THIS MOD.

    1 Reply Last reply
    0
  • C Offline
    C Offline
    Cpt_Rei_Fukai Historic Supporter
    wrote on global:last_edited_by,
    #34

    Saphira123456 wrote:

    Edit: Oh my god. Captain Rei, you are a MIRACLE WORKER.
    You can be my chief engineer any time.

    As a matter of fact, I am an engineer.

    Glad you like it.
    The whole new balance thing and the broken effects took me quite a while,
    I hope it was worth the wait.
    You should be able to freely switch between the old and new balance, so give it a try.

    See you in Space Cowboy

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #35

    Cpt_Rei_Fukai wrote:

    Saphira123456 wrote:

    Edit: Oh my god. Captain Rei, you are a MIRACLE WORKER.
    You can be my chief engineer any time.

    As a matter of fact, I am an engineer.

    Glad you like it.
    The whole new balance thing and the broken effects took me quite a while,
    I hope it was worth the wait.
    You should be able to freely switch between the old and new balance, so give it a try.

    See you in Space Cowboy

    VERY worth it. I’ve been waiting on this mod since 2014, and you did a phenomenal job.

    It was WELL worth the wait - and you are exceptional!

    It only took you a couple days to fix everything. Not long at all!

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #36

    Hey folks, thank you again for the superb Yamato mod rebuild.

    You’ve inspired me to ask for an extension of this mod to include the fighters from the same universe, specifically the Cosmo Tiger, Cosmo Zero and Cosmo Falcon from SBY2199.

    I also created a separate thread for this request, that includes some other fighters.

    https://the-starport.net/modules/newbb/viewtopic.php?topic_id=6535

    1 Reply Last reply
    0
  • C Offline
    C Offline
    Cpt_Rei_Fukai Historic Supporter
    wrote on global:last_edited_by,
    #37

    As per your request, I added some docking options.

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #38

    Cpt_Rei_Fukai wrote:
    As per your request, I added some docking options.

    Thank you so much Chief Orion!

    (Don’t know if you’ve seen the original Star Blazers, but that’s a reference to that.)

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #39

    I’m getting an error when i try to launch it in FLMM 2.0e. Details to follow:

    Error: This mod (yamatoshipmod_1-1) doesn’t contain any files under the DATA, DLLS or EXE folders, so it wouldn’t modify anything!
    Check the folder structure for this mod.
    Found mod: C:\FL Mod Manager 2.0e\mods\yamatoshipmod_1-1

    I’ve verified that the files are actually there, but FLMM isn’t recognizing them. Please advise.

    1 Reply Last reply
    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #40

    Did you extract the zip to its own folder? i.e. you have [c]mods\yamatoshipmod_1-1\yamatoshipmod[/c]. Remove that intermediary, so it’s just [c]mods\yamatoshipmod[/c].

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #41

    adoxa wrote:
    Did you extract the zip to its own folder? i.e. you have [c]mods\yamatoshipmod_1-1\yamatoshipmod[/c]. Remove that intermediary, so it’s just [c]mods\yamatoshipmod[/c].

    Thanks, it looks like that worked.

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #42

    Hello, this message is for the amazing Cpt_Rei_Fukai from before.

    I’m trying to use the mod with the new, upgraded balance and there’s a problem. The ship isn’t showing up for purchase on Planet Junyo. A Drone freighter is available for purchase insead.

    Mod manager is saying that the mod is installed and active, however the ship is not showing up for purchase on Planet Junyo.

    1 Reply Last reply
    0
  • C Offline
    C Offline
    Cpt_Rei_Fukai Historic Supporter
    wrote on global:last_edited_by,
    #43

    Well, that is a strange one, as the code for the ship sale is the same, regardless which option you choose.
    Only the drone is sold at planet Junyo in vanilla and the mod just adds the yamato as the second ship that is sold there.

    Please check the file DATA\EQUIPMENT\market_ships.ini for its contents,
    It should contain the following:

    [Base Good]
    base = Ku02_04_base
    marketgood = kfr_package, 10, -1, 1, 1, 0, 1, 1
    [...]
    marketgood = yamato_package, 20, -1, 1, 1, 0, 1, 1
    
    
    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #44

    Cpt_Rei_Fukai wrote:
    Well, that is a strange one, as the code for the ship sale is the same, regardless which option you choose.
    Only the drone is sold at planet Junyo in vanilla and the mod just adds the yamato as the second ship that is sold there.

    Please check the file DATA\EQUIPMENT\market_ships.ini for its contents,
    It should contain the following:

    [Base Good]
    base = Ku02_04_base
    marketgood = kfr_package, 10, -1, 1, 1, 0, 1, 1
    [...]
    marketgood = yamato_package, 20, -1, 1, 1, 0, 1, 1
    
    

    Negative. The entire .ini file is completely missing from the mod folder. Only the MODELS folder exists in the DATA\EQUIPMENT folder.

    1 Reply Last reply
    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #45

    It’s added by the script, you have to check the actual file.

    Ah, the script is using [c]append[/c] when it should be [c]sectionappend[/c]. Deactivate it, open up the mod’s [c]script.xml[/c], search for [c]market_[/c], insert [c]section[/c] before [c]append[/c], and repeat (i.e. you should change [c]market_misc[/c] and [c]market_ships[/c]), reload, reactivate and that should do it.

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #46

    adoxa wrote:
    It’s added by the script, you have to check the actual file.

    OK, I checked the file and I found the Yamato. However, there’s an error.

    Instead of being “base = Ku02_04_base” it’s added at “base = St02_01_base”.

    1 Reply Last reply
    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #47

    I just edited my post, with instructions to fix that.

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #48

    adoxa wrote:
    It’s added by the script, you have to check the actual file.

    Ah, the script is using [c]append[/c] when it should be [c]sectionappend[/c]. Deactivate it, open up the mod’s [c]script.xml[/c], search for [c]market_[/c], insert [c]section[/c] before [c]append[/c], and repeat (i.e. you should change [c]market_misc[/c] and [c]market_ships[/c]), reload, reactivate and that should do it.

    I’m not comfortable messing with scripts, I’m scared I’ll screw something else up. I’ll give it a shot though.

    1 Reply Last reply
    0
  • S Offline
    S Offline
    Saphira123456
    wrote on global:last_edited_by,
    #49

    OK, good news and bad news.

    Good news is, I can now purchase the ship. (thanks Adoxa.)

    The bad news is: When I target the mooring fixture it doesn’t give me the option to dock/moor (the button is greyed out.) When I target the planet or the docking ring and click the dock button, the flight controller says “Your request is denied, we are unable to accommodate ships of your size.”

    So how do I dock/moor?

    1 Reply Last reply
    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #50

    Looks like the mod includes [c]moors.dll[/c], but not the [c]dacom.ini[/c] entry for it. Open up the script again and add this at the bottom (between [c][/c] & [c]<data>[/c]):

     <data file="EXE\dacom.ini" method="sectionappend" options="1:2,1:3">[Libraries]
    
    	<source>
    		moors.dll</data> 
    
    ```</data>
    1 Reply Last reply
    0

  • Story Mission level requirement
    C
    CommanderArgelo
    0
    11
    52

  • Crash Offsets
    J
    josbyte
    0
    231
    251.4k

  • Capital ships shield collision detection
    C
    CommanderArgelo
    0
    3
    17

  • Dropping a phantomloot cargo from an NPC
    C
    CommanderArgelo
    0
    5
    26

  • Incorrect Shield Value on HUD
    C
    CommanderArgelo
    0
    4
    19

  • @Adoxa - Wheel Scroll plugin improvements
    AingarA
    Aingar
    0
    3
    20

  • Release: Advanced Renderer v. 1.1 beta 1
    S
    SWAT_OP-R8R
    3
    50
    428

  • German Mod Tutorials? 2024 Mod Tutorial?
    S
    SWAT_OP-R8R
    0
    18
    66
  • First post
    Last post
0
  • Categories
  • Recent
  • Users
  • Groups
  • Starport Blog
  • Knowledge Base
  • The Forge
  • Discord