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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 387126 times)

xenoargh

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Re: Trylobot's ship editor (2.6.2)
« Reply #540 on: December 20, 2013, 07:12:25 PM »

Awesome, an update!

As for Trylobox, totally understand; the winter blues make finding motivation hard sometimes.  I tend to resort to making plans and task-lists to help give me a ladder to climb when I'm feeling slow, it usually helps to make your goals concrete :)
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Vinch

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Re: Trylobot's ship editor (2.6.2)
« Reply #541 on: January 05, 2014, 06:09:24 AM »

Hey!

I just dl your tool but i can't make it run: I puted the files in stasector-core folder and when i open the exe, the boxe asking to point starsector directory close before i can do anything and nothing else hapend. Plus the processus remain active but its "unkillable"  :-\

I tried to edit the setting manually but that dont help ( or more likely i didnt type the good folder).

Oh and i use windows 7 !
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Trylobot

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Re: Trylobot's ship editor (2.6.2)
« Reply #542 on: January 07, 2014, 07:39:12 AM »

whenever the tool runs it creates a log file; can you send that to me?
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xenoargh

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Re: Trylobot's ship editor (2.6.2)
« Reply #543 on: January 07, 2014, 01:20:31 PM »

Found a minor bug; Decorative weapons automatically get assigned in the Groups menu, instead of being ignored.
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XpanD

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Re: Trylobot's ship editor (2.6.2)
« Reply #544 on: February 12, 2014, 03:54:08 AM »

This may be a silly question, but... how do you change a weapon mount away from the "Medium Energy Turret" default?
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Tecrys

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Re: Trylobot's ship editor (2.6.2)
« Reply #545 on: February 12, 2014, 04:21:59 AM »

Hover over the mount and press "t" that will pop up a selection menue.
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XpanD

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Re: Trylobot's ship editor (2.6.2)
« Reply #546 on: February 12, 2014, 04:28:41 AM »

Thanks!
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Lcu

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Re: Trylobot's ship editor (2.6.2)
« Reply #547 on: March 08, 2014, 02:09:22 AM »

Uhh, how do you use the weapon editor?
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Trylobot

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Re: Trylobot's ship editor (2.6.2)
« Reply #548 on: March 18, 2014, 03:31:16 PM »

weapon editor doesn't work, and it probably never will; the amount of work wasn't worth the return.
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Toxcity

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Re: Trylobot's ship editor (2.6.2)
« Reply #549 on: April 17, 2014, 11:23:41 AM »

Whenever I create a ship with launch bays, the fighters always go to the center of the ship to heal.
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ValkyriaL

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Re: Trylobot's ship editor (2.6.2)
« Reply #550 on: April 17, 2014, 11:25:34 AM »

you have to put landing markers down, otherwise they will indeed land in the middle of the sprite.
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Az the Squishy

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Re: Trylobot's ship editor (2.6.2)
« Reply #551 on: May 09, 2014, 11:48:33 AM »

This is more of a question, but i've been playing aound with the ship-editor, and i'm a bit confused on some of the things in it, and read me only gives to much help... SO, has anyone made a written manual of sorts for the editor to better enable people to use it? as that's probably the only obstelcle to heave over.

ValkyriaL

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Re: Trylobot's ship editor (2.6.2)
« Reply #552 on: May 09, 2014, 10:55:04 PM »

there are multiple tutorials for it on youtube made by various users.
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Toxcity

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Re: Trylobot's ship editor (2.6.2)
« Reply #553 on: May 17, 2014, 12:06:43 PM »

This isn't really a problem with the editor, but I didn't think a new thread would be appropriate.

 1. Fighters always go to the center of the ships I create to repair, no matter where I put the Fighter Bays.

 2. How do you make ship jets only appear when they use their ship system (Maneuvering Jets in this case).
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Sundog

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Re: Trylobot's ship editor (2.6.2)
« Reply #554 on: May 17, 2014, 12:52:15 PM »

2. How do you make ship jets only appear when they use their ship system (Maneuvering Jets in this case).

See this post

Not sure about the fighter bay thing

Edit: Also, The most appropriate place for questions like that is probably this one
« Last Edit: May 17, 2014, 01:13:52 PM by Sundog »
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