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« on: December 26, 2020, 07:50:53 PM »
Best mod ever.
I have a problem, though: using Nexerelin, I started affiliated with Caparice Trading Co. and decided to start with a supership (the Scarlet Sky superfighter), and I was promised some cool wisp drones that can be launched from the cargo holds, but in game the ship doesn't have any.
Maybe it's a balance issue and the drones were taken off, when I tried to edit the yrxp_fighter_frigate.ship, I noticed it has the "yrxp_drone_aux" declared in the builtInWings function, but it has no launch bay declared in the weaponSlots. I tried to edit it by adding a launch bay using the same weaponSlot template found in yrxp_scout_frigate_b, which is the AE-522 which starts with the exact same drone wing, but I still can't seem a launch bay and the drone wings in the Scarlet Sky, even by starting a new game (the drone in the AE-522 is fine, though, I bought one as soon as the game started to check).
Is there anything else I should do to enable the launch bay? The AE-522 has no hullmods related to fighter bays, so I thought that just adding the object would work.
Edit: OK, so exactly 2 minutes after posting this, I decided to check the rest of the ship_data.csv file, and noticed it has a field for fighter bays. After editing this field, I found the drones.
TBH, I don't care if it will make the ship overpowered. It's not like I can field a full fleet of these things, since it's too unwieldy to use it and it requires a ton of fuel and cargo support for supplies, so I want to use my cool drone wings.