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Author Topic: Ships and weapons property  (Read 10617 times)

moffrevenge

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Ships and weapons property
« on: July 21, 2011, 01:23:19 AM »

Hi,

I need some explications for some lines i dont understand...

In weapon_data.csv:

flux?
impact?
OPs?
chargeup?
chargedown?
hints?
number?

and in ship_data.csv:

ordnance points?
shield type(what is the difference beetween OMNI and FRONT?)
shield upkeep?
number?

Thanks :D

(sorry for my bad english)
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Alex

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Re: Ships and weapons property
« Reply #1 on: July 21, 2011, 08:36:23 AM »

Hi!

This thread has most of the information.

OMNI shields point towards the mouse, FRONT shields always point to the front.

Shield upkeep is how much flux the ship generates every second it's up, expressed as a fraction of the ship's base flux dissipation rate.
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moffrevenge

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Re: Ships and weapons property
« Reply #2 on: July 21, 2011, 01:19:00 PM »

Ok thanks a lot :D

And an other question, it's possible to increase the distance of view? for use bigger and more detailed ship?
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Alex

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Re: Ships and weapons property
« Reply #3 on: July 21, 2011, 01:37:43 PM »

You can zoom in/out with the mousewheel, and pressing 'Z' toggles an expanded panning mode which lets you see 3x farther than normal.

Is that what you're asking, or is it something else?
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moffrevenge

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Re: Ships and weapons property
« Reply #4 on: July 21, 2011, 02:02:58 PM »

No, it's not that.

I want to zoom out more, for use ship with a size of 1000x300 for example, actually the biggest ship is 440x320.

but i think it's not possible due to technical issue :/
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Alex

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Re: Ships and weapons property
« Reply #5 on: July 21, 2011, 02:12:42 PM »

A 1000x300 ship ought to work fine - you could certainly pan far enough away from its center to see well, especially if you zoomed out.

If you want to zoom out even more, that's not very practical because sprites start to look bad - you might as well just draw them smaller to begin with and have them look better.
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moffrevenge

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Re: Ships and weapons property
« Reply #6 on: July 21, 2011, 02:30:00 PM »

Ok thanks  ;D So i gonna make smaller ship, but i'm not a pro in pixel art :/ i use 3dsmax for make ship, after i take a screenshot from the top, and i use gimp for finish the ship. But i think it's not the best way...

An other question... How to increase the range of the flak cannon? The shells always explode at the same distance of the ship.
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Alex

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Re: Ships and weapons property
« Reply #7 on: July 21, 2011, 02:33:53 PM »

An other question... How to increase the range of the flak cannon? The shells always explode at the same distance of the ship.

Change the range for it in weapon_data.csv :)

The shells have a proximity fuse and will always explode within a certain distance of an enemy ship/missile, or once they reach maximum range.
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moffrevenge

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Re: Ships and weapons property
« Reply #8 on: July 21, 2011, 02:43:30 PM »

Yes i tryed to increase the range in weapon_data.scv but it's change nothing :S

i have put 2000 in range, an look where the sheel explode...

http://s3.noelshack.com/upload/2159622686133_screenshot001.jpg
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Alex

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Re: Ships and weapons property
« Reply #9 on: July 21, 2011, 02:52:57 PM »

I promise that works. Is there an off chance you actually saved it as "scv" instead of "csv"? :) And you're re-running the game after changing it, correct?

Because I'm paranoid, I just tried it in my local 0.34a install (edited weapon_data.csv with notepad) and it worked.
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moffrevenge

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Re: Ships and weapons property
« Reply #10 on: July 21, 2011, 02:58:01 PM »

:S The name is correct, and i always restart the game after a modification.

I only have the problem with the Flak cannon, with the other the range work fine.
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Alex

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Re: Ships and weapons property
« Reply #11 on: July 21, 2011, 03:00:46 PM »

Hmm. The only thing that comes to mind is if you edited the right column for it, then.
« Last Edit: July 21, 2011, 03:10:55 PM by Alex »
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moffrevenge

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Re: Ships and weapons property
« Reply #12 on: July 21, 2011, 03:12:39 PM »

there is my line:

Dual,AA_double,1500,,150,,10,60,9,200,FRAGMENTATION,20,,0,0.33,1,,0,10,2,10,,500,,,30,PD,4.25
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Alex

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Re: Ships and weapons property
« Reply #13 on: July 21, 2011, 03:18:30 PM »

Looks right at first glance. Stupid question - are you actually using "AA_double" in your ship variant, or is it still set to "dualflak"?

The other part of it is you would need a weapon definition file (.wpn) for AA_double (making sure to change the "id" in it to say AA_double).
« Last Edit: July 21, 2011, 03:20:03 PM by Alex »
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moffrevenge

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Re: Ships and weapons property
« Reply #14 on: July 22, 2011, 01:21:16 AM »

OK i checked all ID and all are correct, and i modified the range of the original flak cannon in the .csv and it work :S

Maybe the problem come from the AA_double.wpn... Because i dont understant how "hardpointOffsets": work....
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