Useful feature(?): container stacking

More
12 years 8 months ago #17192 by cambragol
Another way to post screenshots is to use the "upload a screenshot" link from the right to first upload a screenshot to the site's gallery, then you can use the img tag in a post to add that screenshot into your post.

Please Log in or Create an account to join the conversation.

More
12 years 8 months ago #17194 by SRC
Hi Cambragol,

I don't understand the "screenshot upload" feature and probably deposited multiple copies of my shots, but I also found the attach files "additional feature" for forum posts, so I'll use that in the future. Thanks for the "like" on the pod-train!

Please Log in or Create an account to join the conversation.

More
12 years 8 months ago #17196 by cambragol
Yeah, you have a whole swack of screenshots in the 'Player Shots' gallery in the Gallery secton of the site. But, that is what the section is for.

Please Log in or Create an account to join the conversation.

More
12 years 8 months ago #17197 by cambragol
In considering building the cargo package for EoC and US, I should mention a little about the new loadout system GrandpaTrout and I built. It is very robust, and allows for visual/real switching of many weapon types, and also allows for an unlimited number of ships in game, something we couldn't do in vanilla. So when you are imagining these new kinds of ships that could take advantage of cargo stacking, turrets and drones etc., any and all could be added to US. The more the merrier! Although, it is a bit of a chore to get them in, and I am the only one who knows how to do it currently. And even I would have to relearn it, as it been some years since I put all the current ships into US...

Please Log in or Create an account to join the conversation.

More
12 years 8 months ago #17198 by SRC
Hi Cambragol.

I think that I'll limit my naval architecture ambitions. for the time being,
to optimizing the Pinguin for general purpose use, along the lines I've mentioned, with fewer REM fighters, a lot more cargo space, and player targeting for the turrets
and the docked Makwa fighters functioning as turrets.

Perhaps someone can teach me how to make movable elements in the models.
The turret fighter dockports ought to swivel as the turret fighters aim at their
targets.

But there is one other thought that might be really cool in both EoC and
US. Imagine a City-Class freighter with an enclosed cargo bay surrounding
the lower side of the spine, and that bay full of AI controlled wingmen fighters.
With the US wingmen commands, you could bring perhaps 5 x 3 craft fighter flights
into a battle. It would be an ideal ship for a mercenary career. Though that might
require scripting a war between two of the mutually hostile major factions. Or it could be a escort ship for carrying cargo on high-profit trade missions into dangerous systems.


You really have an amazing "world." I hope that more people, and more coders and modellers, will take notice.

Please Log in or Create an account to join the conversation.

More
12 years 8 months ago #17200 by cambragol
I made new turrets for US, and they can track/move...though I can hardly remember how I did it. It was a little tricky, though a simple replacement of one of the vanilla turrent elements with the docked fighter model might suffice.

I think your focus on one ship and the features surrounding it is sound. Having those features, and the new loadout for US, will allow others to take up their own navel engineering tasks if they so choose.

Modelling for US should be really easy, as the poly count is tiny compared to most modern games. Actually, at one point I had a professional modeller come on board to make ships, as he felt it would be easy for him and he wanted to contribute. However, at that time we didn't have a good process to get the models from other formats into LWO, so he gave up. We do now though...

Glad you like the base of US too. I think it is a really good foundation on which lots can be added.

Please Log in or Create an account to join the conversation.