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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 387177 times)

WKOB

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Re: Trylobot's ship editor (2.4.5)
« Reply #150 on: April 05, 2012, 04:13:41 AM »

Thanks, very easy to pick up program.
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keptin

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Re: Trylobot's ship editor (2.4.5)
« Reply #151 on: April 05, 2012, 07:33:45 AM »

Big thanks Trylobot, your editor is fantastic and has a ton of nice features to bust out ships.  One of my favorites is the large zoomable interface that really makes placement a breeze.  Keep up the great dev work!

Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #152 on: April 05, 2012, 10:45:43 AM »

Such kind words.. thanks you guys. It's been a very rewarding process  8)
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Upgradecap

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Re: Trylobot's ship editor (2.4.5)
« Reply #153 on: April 05, 2012, 10:47:11 AM »

I really don't have much to say. Your editor has helped me out so much that anything other than not crediting you would be horrible.
 Kudos to you, good sir ;)
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #154 on: April 05, 2012, 05:53:13 PM »


Changelog
editor version 2.0.2 (starfarer 0.51a)
- fixed bug with not always saving collision radius and shield radius
« Last Edit: April 08, 2012, 03:59:59 PM by Trylobot »
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Nanostrike

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Re: Trylobot's ship editor (2.4.5)
« Reply #155 on: April 05, 2012, 10:38:10 PM »

So far this thing is amazing.  I have a question and a couple suggestions, though.

Suggestions:
1) Default a new ship's Variant to "Hull" or something similar, so you can easily save a hull variant.  Since the Variant starts out plain, this shouldn't be too hard.
2) Somehow let the program link to the Descriptions file where you can input the ship's description for the codex and such.  Currently this has to be done manually.
3) Some sort of failsafe so you don't override your main game files and screw something up would be nice.  Not that I did that.  Nope.  Totally didn't.


Question:
1) Is there any way to give a ship more side-to-side maneuverability?  I want to make a ship that "Strafes" a lot.  But currently I'm not seeing anything about that as an option.
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #156 on: April 05, 2012, 11:16:19 PM »

Hull variants are generated procedurally by the game, according to Alex.

It's doubtful I will ever add description editing to this tool, as its simply too easy to edit them in notepad right now, and my platform lacks basic GUI elements so it would be a disproportionate amount of work to put this feature in. I might anyway, in the future, but it's probably the lowest on my list.

Strafing is hardcoded via a formula based on the overall thrust, and modulated according to the ship size; frigates get a bunch of strafe. cap ships get practically none. I was actually asking Alex myself about this last week  8)
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Durendal5150

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Re: Trylobot's ship editor (2.4.5)
« Reply #157 on: April 06, 2012, 12:07:53 AM »

Question:
1) Is there any way to give a ship more side-to-side maneuverability?  I want to make a ship that "Strafes" a lot.  But currently I'm not seeing anything about that as an option.

Strafing is hardcoded via a formula based on the overall thrust, and modulated according to the ship size; frigates get a bunch of strafe. cap ships get practically none. I was actually asking Alex myself about this last week  8)

Is it not possible to purposefully misclassify a ship to adjust that then? Does it affect anything else? Might give it a try.
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cp252

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Re: Trylobot's ship editor (2.4.5)
« Reply #158 on: April 06, 2012, 12:20:40 AM »

Make your ship bigger than its sprite suggests, but that would affect... Everything.
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Nanostrike

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Re: Trylobot's ship editor (2.4.5)
« Reply #159 on: April 06, 2012, 01:21:11 AM »

Strafing is hardcoded via a formula based on the overall thrust, and modulated according to the ship size; frigates get a bunch of strafe. cap ships get practically none. I was actually asking Alex myself about this last week  8)

Awwww.  That's disappointing.  I wonder if we'll be able to change that somewhere down the road...
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #160 on: April 08, 2012, 04:00:34 PM »

Changelog

editor version 2.0.3 (starfarer 0.51a)
- fixed bug with shield-center Y-coordinate being interpreted incorrectly



« Last Edit: May 05, 2012, 10:45:25 PM by Trylobot »
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Upgradecap

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Re: Trylobot's ship editor (2.4.5)
« Reply #161 on: April 10, 2012, 07:01:38 AM »

When are launch bays going to get implemented at last?
I really wish it's in the next update.........
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Ralkern

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Re: Trylobot's ship editor (2.4.5)
« Reply #162 on: April 10, 2012, 08:30:36 AM »

hi i just started to use this editor but i'm trying to make a wing_data file for my fighter wing but every time i try i can't save the file. i don't know if i'm doing something wrong but could someone tell me how to make a wing_data file?
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"That huge asteroid is blocking our sight and if it's an enemy fleet behind it we'll die."
"don't worry we'll be fine." on the other side of the astroid the Hegemony Planet Defense is waiting for the pirates. "FUUUUUUUUUUUUUUUU

K-64

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Re: Trylobot's ship editor (2.4.5)
« Reply #163 on: April 10, 2012, 08:31:59 AM »

Just copy and paste the one that's in the core data, delete the records and start from there. Though you may need to tweak the separators in the spreadsheet application to just use commas and nothing else
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Ralkern

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Re: Trylobot's ship editor (2.4.5)
« Reply #164 on: April 10, 2012, 08:56:59 AM »

i fixed it, but didnt use the editor at all
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a pirate Raiding party are heading for their home planet of Corvus 3.
"That huge asteroid is blocking our sight and if it's an enemy fleet behind it we'll die."
"don't worry we'll be fine." on the other side of the astroid the Hegemony Planet Defense is waiting for the pirates. "FUUUUUUUUUUUUUUUU
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