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News:

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

Poll

What would you like to see in Blackrock?

More ships
- 755 (23.7%)
More weapons
- 481 (15.1%)
More campaign features
- 478 (15%)
Space monsters
- 705 (22.1%)
More lore
- 207 (6.5%)
More music
- 131 (4.1%)
More portraits
- 157 (4.9%)
Subfactions
- 277 (8.7%)

Total Members Voted: 1425


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Author Topic: [0.9.1a] Blackrock Drive Yards  (Read 1790758 times)

Ishman

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #765 on: November 09, 2013, 08:36:08 PM »

Oh I know that feeling, I've dipped my hand into writing a few science fiction short story's and excerpts of ideas I've had - and it's amazing how something can shift under your feet when you look at it the second time.

You think you've penned utter gold, and when you proofread it the next day you wonder if the person who wrote this was hitting the medicine cabinet too hard; or you realize what you thought you wrote has no resemblance to what you actually wrote, but it's actually better that way. It's a tricky thing, but playing with words is damn satisfying once you KNOW you've forged a mastery of wordsmithing.

I also know how much motivation it provides when someone enjoys your work enough that they can't offer any critiques (YOU WRITE GOOD).
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Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #766 on: November 10, 2013, 10:11:23 AM »

Thanks a lot Ishman ;D I feel a bit more confident about my writing now.



Shoutouts to Trylobot for making this firing effect with me. Soon, we might also have a solution for the annoying bug that lets you charge the AM Lance even when it has 0 ammo. The explosion effect is a frankenstein of particle system code I've taken from here and there, thanks to Valk for letting me use some stuff!
« Last Edit: November 10, 2013, 10:15:27 AM by Cycerin »
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FasterThanSleepyfish

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #767 on: November 10, 2013, 10:24:26 AM »

I have noticed that any gun with a long charge up can spam its charge sound until your ears bleed. I would love that fix if it was in vanilla too.
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Trylobot

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #768 on: November 11, 2013, 11:52:00 AM »

+1  I hope it's fixed for Vanilla also. I think Alex knows about it / is already planning it at some point.
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Cycerin

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Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« Reply #769 on: November 12, 2013, 07:36:22 AM »



Testing the Asura's Flux Ejectors. Is there any way I could make it first use the canisters on the left side, and then on the right side?
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Trylobot

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #770 on: November 12, 2013, 08:22:45 AM »

Yeah absolutely. One way that would be absolutely fail-proof would be to set up 6 weapon slots of type SYSTEM, and equip the canisters as weapons on all of them, giving them a very specific naming convention; something like flux_ejector_0 through flux_ejector_5 - that way you can have the AI script use them in sequence without caring how many there are (you just loop through the weapons by name until it fails to return, that's your signal to cycle back to 0).

Another way might be to define one weapon with 6 barrels that fire ALTERNATING. Not sure if there's any downsides to that method really.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #771 on: November 12, 2013, 08:34:14 AM »

Aye, I think the first method probably sounds like it gives the most control.
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Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #772 on: November 12, 2013, 01:03:08 PM »

The chargeup sound bug has actually been fixed for 0.6.2a, its right in the patchnotes. I think it doesnt fix the fact you can charge a weapon that has 0 charges.



Asura-class Monitor, sans weapons. In the end I decided it was too fat-looking and needed a slightly differentiated color scheme from other BR ships since it's a phase ship. Also did away with the built-in weapon for now.
« Last Edit: November 12, 2013, 04:33:13 PM by Cycerin »
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zakastra

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #773 on: November 13, 2013, 04:56:31 AM »

That is one beautiful beast of a ship. Bravo sir. Bravo.
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Oh DRM, bane of the carrier captain...

Cycerin

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #774 on: November 13, 2013, 09:22:08 AM »



Blackrock phase cloaks are pretty inefficient when it comes to flux usage, however, the ship's main engines can work in phase space, making the ship noticeably faster while submerged.
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rada660

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #775 on: November 13, 2013, 09:27:56 AM »

Looks AAAAWESOME :D

Blackrock is maybe my fav mod in the pack, on how the ship are made and their unique weaponry :D
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HELMUT

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #776 on: November 13, 2013, 09:30:25 AM »

Cycerin, doing awesome job as usual. And you were right about changing the phase ship, your first version looked a bit too fat for BRDY vessel.
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rada660

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #777 on: November 13, 2013, 09:33:32 AM »

Not to forgot how he display his stuff! He's maybe one of the few that display his content in meaningful GIFs. Not only screenshots! :D
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phyrex

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #778 on: November 13, 2013, 11:22:54 AM »



Blackrock phase cloaks are pretty inefficient when it comes to flux usage, however, the ship's main engines can work in phase space, making the ship noticeably faster while submerged.

awesome ! as if that hadent been said already a thousand times  ::)

but what is the lore for BRDY phase cloak to be so inefficient ?
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rada660

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Re: [0.6.1a] Blackrock Drive Yards v0.42
« Reply #779 on: November 13, 2013, 11:24:13 AM »

I'd say the same as for the shield issues.
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