Behaviour is the same no matter what it's defined as. I suspect as i mentioned earlier, this behavior might be hardcoded.
Most annoying.
Posts by Gibbon
-
-
The only other items attached are,
[Object]
nickname = Br02_01_freeport7_space_dome
rotate = 0, -45, 0
pos = 3300, -4, 30461
archetype = freeport7_space_dome
parent = Br02_01
reputation = br_p_grp
[Object]
nickname = Br02_01_space_tankl4x4_01
rotate = 0, 45, 0
pos = 3827, 0, 30989
archetype = space_tankl4x4
parent = Br02_01
reputation = br_p_grp
The item i call the prison_nodock is the standard prison model defined as NON_TARGETABLEThe Freeport 7 space dome is set to SATELLITE and the space_tankl4x4 is set to NON_TARGETABLE
-
Tried that, still behaves the same. Don't get me wrong, i can live with how it is, i'm just trying to understand why only the dockable part attacks players but the whole thing attacks npc's. I suspect this is hardcoded somewhere, although why it should be like this, i don't know. It's really stupid behaviour
-
Hi OP,
Here's the code,
[Object]
nickname = Br02_01
ids_name = 196666
pos = 3623, 0, 30785
rotate = 0, -135, 0
archetype = prison
ids_info = 65689
base = Br02_01_Base
dock_with = Br02_01_Base
reputation = br_p_grp
behavior = NOTHING
voice = atc_leg_f01
space_costume = pl_female2_head, br_female_guard_body
difficulty_level = 6
loadout = prison_br_01
pilot = pilot_solar_hardest
[Object]
nickname = Br02_01_prison_nodock_01
rotate = 0, -135, 0
pos = 3623, 309, 30785
archetype = prison_nodock
parent = Br02_01
reputation = br_p_grp
behavior = NOTHING
pilot = pilot_solar_hardest
difficulty_level = 6
loadout = prison_br_01_nodock
[Object]
nickname = Br02_01_prison_nodock_02
rotate = 0, 225, 0
pos = 3623, -309, 30785
archetype = prison_nodock
parent = Br02_01
reputation = br_p_grp
behavior = NOTHING
pilot = pilot_solar_hardest
difficulty_level = 6
loadout = prison_br_01_nodockI agree that i'm neutral when i attack but it doesn't seem to matter which part of the base i attack, only the main dockable section shoots back at me. As you can see the parent section is fine and slaved to the base so in theory, all three sections should open up on me, but they don't. Very strange. Yet for NPC's, all hell breaks loose.
-
I bolted on a few extras to Newgate prison and did a special loadout for the addon base part identical to the main base section, but with different lights. I'm taking about the prison station model. Here's a piccie to show you what i mean
So the issue i'm having is this. The three prison models behave oddly when under attack. If i attack the base by myself, ONLY the main section fires at me, the middle dockable section. If the pirates attack the station via a patrol path i put in there, then all three sections fire at whoever is attacking. Why not with me? Am i not worthy or is this some FL bug i've not noticed until now?
-
Tbh it's only useful if you have a big turret you want to use, otherwise it can be left on the standard setting of 90. Some base turrets after further digging are set to 45, but in my case i really wanted it to be slow so messed with the setting until i found a value i was happy with, 10 in my particular case
-
Don't know if this has been mentioned but something i randomly found out while testing a new ship with a massive turret on it.
I wanted to get it so the turret would turn really slowly due to its size and weight on the model. All it did was turn quickly like a normal turret. I then decided to add mass to it, thinking that's bound to slow it down. Nope, still turning quickly. And then i discovered this line in the weapon code,
turn_rate = 90
I always thought it had something to do with the angles the turret could turn like 45 degrees, or 90 degrees etc, but that's not the case at all. It's a speed setting for the turret. I set it to 10 on my model and the turret rotates really slowly like on a battleship which is exactly what i was after. Not sure what the highest number is you can enter, but all anyone needs to remember is low number equals a slow turn and high number a fast turn. Never too old to learn -
As an avid user of FLE for placement of objects into the game and alignment of objects that i bolt onto bases, there are one or two tips i'd like to pass on regarding its use. NEVER under any circumstances allow FLE to assign IDS numbers. Always use your own. Create a custom dll and use your own numbers. I still use FLEd-ids for entering numbers and infocards and it makes things much easier to track. Tradelanes work fine when added by FLE, but i always add my own entries for the names.
There are other areas where FLE really sucks, that being patrol paths but i found an easy workaround for that and since then all my patrol paths work 100% and i simply don't have issues with it but that's for another topic. Every entry needs checking that you add with FLE but since i'm used to it and have used it for years, there are a few basic rules i follow,
1. Create a custom dll and add your IDS entries there
2. Always add your own numbers when adding in an IDS name or infocard entry
3. Always double check what FLE has done and modify if needed
4. Only add one thing at a time and check in game, very important when doing patrol paths
5. Never allow FLE to do the market files and base NPC's. Always add them yourselfFinally, learn where the entries go, which files get altered when adding certain items and you'll be able to track down any issues very quickly
-
Down where you are, i can imagine the internet not being the quickest. Don't forget you can always turn down some of the effects in the option menu in FL. I'm sure OP has some effects that make a few computers graphically take a deep breath
-
Know what you mean, it never quite looks right
-
Here are some new explosions i've been working on for the new Genesis mod.
I suggest watching the video in HD on Youtube and fullscreen to get the desired effect
All of the explosions are actually already in FL, i just wrote some custom fuses to better implement them on the models i've been using like the Corsair Battleship and the Nomad Battleship. In standard FL, the Nomad Battleship has the worst explosion ever, i also updated the other Nomad ships so they give a much better visual boom.
-
I don't have an account on there anymore either, so i'll probably get the brush off as well, i wasn't exactly flavour of the month when i left. Just have to wait and find out i suppose
-
When the dx9 plugin is done then i'll go nuts bump mapping all my models i think, will look great on custom planets, ships, bases, whatever
-
Ok, wasn't sure of that as i have loads of different textures available for a new station model and thought i might try one of the extra maps to see what happens
-
Op, correct me if i'm wrong, is it possible to add bump maps to stations? IIRC it is. I know it doesn't seem to work on ships as i've tried that but i seem to recall it works on stations with the BcBt line in the type section in a mat file
-
On the hull section yes, when you look into the model, least it shows up now. This also explains why two of the models worked correctly as this had already been done on them but not on the other eight ships. It also explains why the double sided texture option didn't work as there was no mesh for it to be on. The file sizes of the models is still small, anywhere between 200k and about 600k after the alteration.
The other obvious option is screw the interior and just have a solid cockpit, but not as nice, especially when i have the option to make them transparent then it was just a case of find the solution. Works for me, might help someone else, all is happy in the land of Gibbon...for now lol
-
Well a few days away from the problem and the solution just came to me. Tested my theory and it works very well. Solution is a bit long winded but here goes.
1. I had to make a copy of the model and reverse the vertex order in MS.
2. Saved the model with the reversed vertexes.
3. Loaded in the normal model, merged it with the reversed one
4. Save as new modelNow in game the interior shows up as it should through the cockpit glass without actually having to have the textures double sided as there's no need now. It sounds complicated but takes a couple of minutes to do, so at least i know i can do this on any model now.
-
Every ship in vanilla has a power generator, it's standard issue. All information regarding the stats for powergenerators is in the misc_equip.ini
2779996489 = ge_fighter_power01, Starflier Power Generator
2182579915 = ge_fighter2_power01, Startracker Power Generator
2194637003 = ge_fighter4_power01, Hawk Power Generator
2195423681 = ge_fighter5_power01, Falcon Power Generator
2189918923 = ge_fighter6_power01, Eagle Power Generator
2722014858 = ge_train_power01, Train Power Generator
2911550017 = ge_large_train_power01, Large Train Power Generator
2548337857 = ge_transport_power01, Transport Power Generator
2573097859 = ge_large_transport_power01, Large Transport Power Generator
2592524426 = ge_prison_power01, Prison Liner Power Generator
2898311171 = ge_lifter_power01, Heavy Lifter Power Generator
2454314894 = ge_liner_power01, Luxury Liner Power Generator
2463997902 = ge_miner_power01, Mining Ship Power Generator
2440416965 = ge_repair_power01, Repair Ship Power Generator
2293659904 = ge_csv_power01, CSV Power Generator
2660060175 = ge_armored_power01, Armored Transport Power Generator
2180305863 = li_fighter_power01, Patriot Power Generator
2968894153 = li_elite_power01, Defender Power Generator
2896957829 = li_freighter_power01, Rhino Power Generator
3040067276 = li_cruiser_power01, Liberty Cruiser Power Generator
3009625668 = li_dreadnought_power01, Liberty Dreadnought Power Generator
3139811086 = br_fighter_power01, Cavalier Power Generator
2363039246 = br_elite_power01, Crusader Power Generator
3038861450 = br_freighter_power01, Clydesdale Power Generator
2726897037 = br_gunboat_power01, Bretonia Gunboat Power Generator
2493026244 = br_destroyer_power01, Bretonia Destroyer Power Generator
2869216321 = br_battleship_power01, Bretonia Battleship Power Generator
2559049420 = ku_fighter_power01, Drake Power Generator
2679297037 = ku_elite_power01, Dragon Power Generator
2368349760 = ku_freighter_power01, Drone Power Generator
2167106639 = ku_gunboat_power01, Kusari Gunboat Power Generator
2895376654 = ku_destroyer_power01, Kusari Destroyer Power Generator
2691043020 = ku_battleship_power01, Kusari Battleship Power Generator
2217753024 = rh_fighter_power01, Banshee Power Generator
2936819917 = rh_elite_power01, Valkyrie Power Generator
2757078158 = rh_freighter_power01, Humpback Power Generator
2644290371 = rh_gunboat_power01, Rheinland Gunboat Power Generator
2968999115 = rh_cruiser_power01, Rheinland Cruiser Power Generator
3220718660 = rh_battleship_power01, Rheinland Battleship Power Generator
2421248832 = bh_fighter_power01, Piranha Power Generator
2366526861 = bh_elite_power01, Barracuda Power Generator
3208063555 = bh_elite2_power01, Hammerhead Power Generator
2864006792 = pi_fighter_power01, Bloodhound Power Generator
2336623689 = pi_elite_power01, Wolfhound Power Generator
2891391439 = pi_freighter_power01, Mule Power Generator
2946888966 = bw_fighter_power01, Dagger Power Generator
2895354511 = bw_elite_power01, Stiletto Power Generator
2733166601 = bw_elite2_power01, Sabre Power Generator
2638301386 = bw_freighter_power01, Dromedary Power Generator
2582876104 = co_fighter_power01, Legionnaire Power Generator
2403646734 = co_elite_power01, Centurion Power Generator
2514394563 = co_elite2_power01, Titan Power Generator
3077351812 = or_elite_power01, Anubis Power Generator
3015408262 = no_fighter_power01, Nomad Fighter Power Generator
2853693445 = no_gunboat_power01, Nomad Gunboat Power Generator
2765008393 = no_battleship_power01, Nomad Battleship Power Generator -
I've tried virtually every option i can think of now. I've tried shared textures, individual ship mat files, exporting, importing, kind of given up as the only solution is not to bother really with see thru cockpits but to simply have a solid one instead, that way at least everything is as it should be. Still baffled why the Two setting in the Type section isn't working, usually does.
-
Link????