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Author Topic: Adding custom ships  (Read 230014 times)

Ehtremaerd

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Re: Adding custom ships
« Reply #285 on: February 19, 2012, 07:17:01 PM »

Still getting the same issue it looks like. I changed it to "ShadowWar/graphics/ships/BloodShardFighter.PNG"

Because originally I did not have .PNG there. Still not working it seems both as .PNG and .png.

Trying to think of what I'm doing wrong. As I freshly installed starfarer halfway through the day while attempting to figure this out.

The .png file is BloodShardFighter

Edit: I think I got it, just getting a different error now. Haha shouldn't have put ShadowWar up there it would seem. Hopefully I can figure this one out on my own. Thanks for the help!
« Last Edit: February 19, 2012, 07:18:52 PM by Ehtremaerd »
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Avan

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Re: Adding custom ships
« Reply #286 on: February 19, 2012, 07:41:32 PM »

np!  ;D

Now I'm off to get my own two latest ships in-game and working.

Avan

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Re: Adding custom ships
« Reply #287 on: February 19, 2012, 11:21:49 PM »

And here they are!

Smaller one (Cruiser) is the Hyena-class Light Cruiser, larger one (Capship) is the Kepler-class Explorer



Whereas the Rhino was a destroyer that had a number of cruiser attributes, the Hyena is a cruiser that has a number of destroyer attributes. In fact, one of its potential roles could be considered closer to that of early naval destroyers: the pursuit and destruction of smaller craft in the role of an escort for a larger, slower cruiser or capship. The Hyena however is too large, and has too powerful of a reactor to be classed with the rest of the destroyers, requiring a larger crew, carrying more cargo and fuel, and such. It relies almost entirely on speed to survive; its got decent shields, but it has the worst armor of all the cruisers, falling more in line with the destroyers in that regard. Although it can take longer to accelerate than most destroyers or frigates, the hyena can top a number of the slower small ships, and with some EMP weapons, can take on the faster ones too, cutting out their engines before moving in for the kill. In fact, its speed was seen to be important enough to the ship's survival in the design process that the flanges shielding the engines were added specifically to help cut down on the angles which an EMP weapon could be fired at the engines. Also, while venting flux (which takes a long time, due to its large flux reservoirs compared to its flux dissipation rate), it is extremely vulnerable to enemy fire due to its thin armor, and thus again relies on its un-boosted speed to move to a safe range.
While it would seem to be a ship designed for killing smaller craft exclusively, like the faster destroyers, as well as frigates, their speed allows them to easily kite a larger capship, and working in groups, optimally with each ship dedicated to a particular function, they can take it down with relative ease. Their individually limited firepower however makes them less than optimal capship killers by themselves; not very many weapons could be added to the design without drawing power away from the engines, hence the relatively low slot count, similar to the Falcon from which the hyena was derived.
The hyena finds itself a favorite of mercenaries due to its survivability and capacity to hunt down nimble pirate frigates and the like, though difficult to obtain simply out of rarity of blueprints. The Green Sun pirates have also been known to field these ships in their operations against the tri-tachyon corporation (which they frequently do, as they are tech pirates, more interested in technology than generic goods, though they do launch raids against large convoys on occasion, they generally don't bother with independent traders who simply don't have anything of sufficient interest to them; supplies and the like are traded with other pirate clans in exchange for fancy weapons, ships, and other such trinkets which Green Sun monopolizes)

The Kepler-class Explorer could be considered the spiritual predecessor to the Odyssey and the Manta: an exploratory capital ship capable of traveling a long distance on relatively little resources, with ample cargo space, able to hold its own against pirates and whatever else may be lurking in the unknown, but without carrying an absurdly expensive price-tag (though the Manta does edge towards a higher price). The three ships however had entirely independent designs.
The Kepler sports the usual relatively high speed, falling squarely between the slightly slower Odyssey and the slightly faster Manta. It has significantly lower support abilities due to a lack of flight decks as well as offensive abilities due to its limited number of slots in comparison to the later Odyssey and Manta, making up for these shortcomings in its versatility, sporting a pair of universal large turrets, and a pair of universal medium hardpoints. Its armor is nothing to write home about, but its certainly passable, but is still outclassed by the Manta, and only matching the Odyssey. The shield emitter is of the same lineage as the one used on the conquest, providing omni coverage, but only over 90 degrees, though its a slightly cheaper model, translating to lowered efficiency. It has impressive flux reserves, rivaling the Odyssey and leaving the Manta in the dust in this regard, giving it an extra edge in defense. Venting is slow however, and thus if those flux reserves are going to be put to use for flux-heavy weapons, they should preferably be long-ranged ones.
It earned a bit of a reputation for its relatively minimal fuel consumption, allowing it to out-range just about any other contemporary capital ship. Even now, the Odyssey and Manta are hard pressed to keep up, as they went the direction of providing more weapons and carrier support capabilities, sacrificing a bit of range and efficiency in doing so. This ship has become popular among well-to-do tech prospectors as a result and has also been adopted by some mercenaries, though they generally prefer the Odyssey for its additional large turret and carrier bay, without sacrificing any armor. Because of its lesser direct combat capabilities, few military and pirate fleets in the sector employ the ship.

MShadowy

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Re: Adding custom ships
« Reply #288 on: February 22, 2012, 01:07:58 PM »

Well, I worked a bit more on that ship... and ended up changing most everything about it except the flight deck.

It's probably a wee bit too green now.



However, it is much more distinctly mine;  I found that was the biggest problem with the idea I had -- essentially it was trying to take too much from the existing designs.  The hull right now is entirely too busy, but I kind of like it's crazy wing shape.

Well, that's all.

-Em Ess

Edit:  Design reasonably finalized.  Now to properly sprite-ify it.  Not sure about the color either.

Maybe red and white'd look good?

« Last Edit: February 22, 2012, 09:08:40 PM by MShadowy »
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washout

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Re: Adding custom ships
« Reply #289 on: February 23, 2012, 12:50:31 AM »

Anyone know which torpedoes are hidden on fighters? I don't want to put single torps on my xwings and bwings, the answer might just be none, or go create custom proton torps noob.
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Spartan114

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Re: Adding in custom ships
« Reply #290 on: February 23, 2012, 01:01:00 AM »

Ok, the weapon mount points are all wacky still, and the loadout is quick copy-paste but i just *had* to show you guys :)




I was looking through this thread.. and... and... DO WANT. Like actually, I have my Jayne Hat here and waiting.

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medikohl

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Re: Adding in custom ships
« Reply #291 on: February 23, 2012, 01:45:43 PM »

Ok, the weapon mount points are all wacky still, and the loadout is quick copy-paste but i just *had* to show you guys :)




I was looking through this thread.. and... and... DO WANT. Like actually, I have my Jayne Hat here and waiting.


but the firefly has no weapons!
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Shield

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Re: Adding custom ships
« Reply #292 on: February 24, 2012, 04:21:20 AM »

Ok, a couple new ships before I leave today and can't make any more for the weekend (conveniently anyways; all my computer where I shall be will have smaller, single monitors >.<)

Manta - Designed to be the converse of the Odyssey, while also a relatively fast exploration vehicle with a flight deck, it focuses primarily on defense with armor rivaling that of the Paragon and good shields [By concentrating the shield bubble just over the 'head' of the ship, they can be raised much faster than if they tried to encompass the whole ship, however, they are not as efficient as the Odysseys, due to having only 2/3rds the size of a max flux pool; then again, given its armament is meant to be primarily PD, that gives the shield a bit of breathing room], a large number of small energy turrets, 6 medium energy turrets, 4 small missile hardpoints (rear-facing, meant to take out small ships which think they can attack your unshielded engines like they can an onslaught), and 2 medium universal turrets, and an OP cap similar to the Odyssey's. While, yes, theoretically you could toss on 8 heavy blasters [a medium slot weapon], but a single volley will eat up a large portion of your flux reserves, forcing you to vent, which will take some time; the ship deals much better with point defense systems installed, though it can handle a pair of heavy blasters decently.


Rhino - The origin of this ship is something of an enigma, theorized to have been an early prototype blueprint created shortly before the collapse of the gate network; while the gadgetry employed in this ship is technologically astounding, putting it up with the likes of the Hyperion - hence the theorized date of design, the Rhino exhibits few of the contemporary design philosophies. From aesthetics to tactics, the rhino sticks out among its contemporaries like a sore thumb. While it has impressive flux reserves and efficient shields providing decent omni coverage and can support a good number of high-power weapons, its also abnormally heavily armored, and is one of the slowest destroyer class ships known, almost landing in the domain of cruisers were it not for its lower slot count and smaller profile. The speed issue seems to be a result of the combination of heavy armor and the designer using the widely available engine design from the standard Buffalo freighters, likely to save on time so they could test other components of the ship, or perhaps to save a little extra power so it could support more powerful weapons. Currently, the only known copy of the blueprints is held by the Green Sun pirates, though a number of trickled out to other users primarily through the rare sale or gift to allied pirate clans, or the occasional captured ship by mercenaries or military forces.


I want these ships...




NAO!!!!
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MShadowy

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Re: Adding custom ships
« Reply #293 on: February 24, 2012, 06:41:35 AM »

Well, basically finished this last night.  Not so sure about the hangar area, and the coloring isn't quite smooth enough to be as perfect as everything else (edit: by which I mean the official ships), but if I kept picking at it I'd probably ruin it.

Need to get some screenshots and write up a mission or two (not necessarily in that order) and it'll be ready to go.



Have a good day all.

Oh, and almost forgot -- I'm perfectly fine with others using or modifying this work.  Do with it as you will.

Just remember to mention me if you do.
« Last Edit: February 24, 2012, 06:51:23 AM by MShadowy »
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Darloth

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Re: Adding custom ships
« Reply #294 on: February 25, 2012, 08:30:31 AM »

Not so sure about the hangar area

I hope you don't take this as overly critical, and indeed it's a lovely ship in general, but I preferred the hanger area in your previous drawings of it. I think the raised + colourful tail in this latest version stands out a bit too much, and I liked the way the diagonal struts and launch-ramp-maybe? part drew the eye downwards, giving it a sense of speed.
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MShadowy

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Re: Adding custom ships
« Reply #295 on: February 25, 2012, 10:25:50 AM »

Hmmm... well, I can definitely see what you're saying.  Maybe if I swap the bottom hangars... ahhh, what the hell.  This made me want to fiddle with this some more anyway.  Thanks for the critique.

I'll test your suggestions out alongside the escort ship I was planning.

Thanks.

-EmEss
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Avan

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Re: Adding custom ships
« Reply #296 on: February 25, 2012, 10:27:21 AM »

That came out very nicely - might want to soften the edges though  ;)

StickyNavels

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Re: Adding custom ships
« Reply #297 on: February 26, 2012, 02:02:59 AM »

I'm working on adding a more-or-less independent Miner faction. I think I've settled on a style (robotic/industrial) but I can't figure out a good color scheme.
Right now I'm trying to decide between these two:

Any thoughts? (That's a frigate, btw, at 250% size. Background fluff: moves small metal-rich asteroids around with its magnetized head. It's fast, not very maneuverable, packs more mass than most common frigates).

Some great-looking ships in this thread! It's pretty strange seeing so many mods for a game in its alpha state.
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Sordid

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Re: Adding custom ships
« Reply #298 on: February 26, 2012, 02:13:29 AM »

Nice ship, though I don't like either of those color schemes. If you want to go for an industrial look, why not add a bunch of black and yellow safety stripes?
Oh and also, colored mounting points? Just no.
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medikohl

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Re: Adding custom ships
« Reply #299 on: February 26, 2012, 02:22:45 AM »

seed of an idea.

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