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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 273529 times)

arcibalde

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Re: Trylobot's ship editor (2.4.5)
« Reply #165 on: April 13, 2012, 12:11:43 AM »

Is it possible for you to make mirror editing of weapons angle and arcs after loading .ship? Now is possible after putting on ship but using already made .ship mirror editing is not possible.


Dude (Trylobot) don't look at me like that i'm just asking... Errr? What you gonna do with tha....!!!!  HEEEEEEEEEEELLLLLLPPPPPPP!!!!!!!!!!!!!!!!   I got cookies? NO? Heeeeeellllllllpppppppppppppppp!!!!



edit: After using editor for modifying ships:   At one point i did trigger mirror modification of weapon slots on loaded .ship file... On some slots mirror modification works on some not. Why? I don't know...
« Last Edit: April 13, 2012, 01:30:11 AM by arcibalde »
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #166 on: April 13, 2012, 11:23:21 AM »

@arcibalde: Unfortunately, the problem you are seeing is that to edit in mirrored mode, the slots or engines have to be exactly mirrored for them to be detected. Some of the existing vanilla ships are "eyeballed" and so are treated as unique slots.

You have to move the slots that are "close to mirrored" around until the positions exactly match up; from that point on, they should move together.
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arcibalde

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Re: Trylobot's ship editor (2.4.5)
« Reply #167 on: April 13, 2012, 11:35:31 AM »

 :D Heheheh ok tnx
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The Soldier

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Re: Trylobot's ship editor (2.4.5)
« Reply #168 on: April 30, 2012, 05:50:05 PM »

Any updates?  I'm looking forward to launch bay support!
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #169 on: April 30, 2012, 07:00:40 PM »

None yet, haven't been doing starfarer stuff lately. Expect an update shortly after the next update to the main game.
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The Soldier

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Re: Trylobot's ship editor (2.4.5)
« Reply #170 on: April 30, 2012, 07:03:03 PM »

Okeedokee, good luck!
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keptin

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Re: Trylobot's ship editor (2.4.5)
« Reply #171 on: May 01, 2012, 10:42:18 AM »

This tool is so awesome, I want to support it.  If you make a little 250x70px "made with Trylobot's ship editor" banner tag, I'd be happy to put it in my mod's OP and link the image to your thread.

Uomoz

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Re: Trylobot's ship editor (2.4.5)
« Reply #172 on: May 01, 2012, 11:15:31 AM »

This tool is so awesome, I want to support it.  If you make a little 250x70px "made with Trylobot's ship editor" banner tag, I'd be happy to put it in my mod's OP and link the image to your thread.
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #173 on: May 02, 2012, 12:40:19 AM »

Here's a banner, for those who wish to use it (I do not mind if you do not use it):  

Also: launch bay support will be in the next version.
« Last Edit: May 03, 2012, 10:43:27 PM by Trylobot »
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Upgradecap

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Re: Trylobot's ship editor (2.4.5)
« Reply #174 on: May 02, 2012, 05:42:39 AM »

Here's a banner, for those who wish to use it (I do not mind if you do not use it):  

Also: launch bay support will be in the next version.

When can we expect the next version to come out?
C(please say It's this weekend :D)
« Last Edit: May 03, 2012, 10:43:35 PM by Trylobot »
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #175 on: May 05, 2012, 10:42:56 PM »

Latest Changes
editor version 2.1 (starfarer 0.52a)
- ship: launch bay mode; press L to use
- variant: weapon group autofire attribute added; press A to toggle
- variant: max weapon groups increased to 5


OP updated with download link; I also feel I should explain how launch bays work, because I only recently was corrected by Alex himself and had previously misunderstood how they work.

Apparently, every launch bay is merely a collection of points, and fighters enter/exit those locations when the whole wing needs to dock for repairs. The number of total launch bays determines the total number of simultaneous wings that can be docked. The editor reflects this.
« Last Edit: May 05, 2012, 10:44:29 PM by Trylobot »
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keptin

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Re: Trylobot's ship editor (2.4.5)
« Reply #176 on: May 05, 2012, 11:36:17 PM »

Awesome, thanks for the update, can't wait to use it!

The Soldier

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Re: Trylobot's ship editor (2.4.5)
« Reply #177 on: May 06, 2012, 05:36:23 AM »

Oh-ra, baby!  Thanks for updating it!
When you place a launch bay, does it also play the specific effects when the fighter goes in? e.g. the sparks and welding where the point was?
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Erick Doe

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Re: Trylobot's ship editor (2.4.5)
« Reply #178 on: May 06, 2012, 05:41:39 AM »

5 weapon groups? Handy! Thanks, Trylobot!
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Upgradecap

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Re: Trylobot's ship editor (2.4.5)
« Reply #179 on: May 06, 2012, 05:42:09 AM »

This editor is the best.  Hats off to you, sir :)
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