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Messages - FlessenGreendart

#46
Modding info / Re: Turret Scaling
December 29, 2014, 12:09:15 PM
Cool, I look forward to using it  :)
#47
Modding info / Re: Turret Scaling
December 27, 2014, 04:20:07 PM
Admittedly, it's more for custom hulls than the vanilla ones. The best example I can give is my starfighter mod I'm working on, where the hulls are smaller than the Banshee, and if I want visible turrets, they cover most of the ships.
I've scaled them to about the size of the banshee mk2 and used the xml scale to bring it down:



To give you an idea. (also, sneak peak  ;))
#48
Mods / Re: Expanded Trader Ships
December 26, 2014, 04:38:52 PM
Updated to match 0.15.3
#49
Modding info / Re: Turret Scaling
December 26, 2014, 08:39:45 AM
Honestly, the flash origins and fire origins are a wonderful addition!

What I was thinking was something like this:

<root>
<header>
<id>hull_banshee</id>
<title>Banshee</title>
<description>Fast, maneuverable interceptor type hull. Perfect ship for quick attacks.</description>
<enabled>1</enabled>
</header>

...

<weapon_slots>
<!-- energy (left) -->
<weapon_slot>
<id>0</id>
<slot_type>1</slot_type>
<slot_size>1</slot_size>
<display_type>1</display_type>
<direction>-30</direction>
<rotation_angle>120</rotation_angle>
<rotation_speed>200</rotation_speed>
<position>0.020;0.300;-0.122</position>
<!-- smaller than average -->
<weapon_scale>0.75</weapon_scale>
</weapon_slot>

<!-- ballistic (center) -->
<weapon_slot>
<id>1</id>
<slot_type>2</slot_type>
<slot_size>1</slot_size>
<display_type>1</display_type>
<direction>0</direction>
<rotation_angle>100</rotation_angle>
<rotation_speed>100</rotation_speed>
<position>-0.140;-0.120;-0.180</position>
<!-- larger than average -->
<weapon_scale>1.3</weapon_scale>
</weapon_slot>

</weapon_slots>

This way, smaller hulls could have smaller turrets, rather than looking like a gun attached to an engine :P
If you think it complicates things too much, as I said before, you can work around it by making the mesh larger and then scaling it down in the hull xml.
#50
News and Updates / Re: VoidExpanse - Patch notes v0.15.x
December 26, 2014, 08:13:22 AM
LMAO! I was not expecting my ship to insult me!
#51
Modding info / Re: Turret Scaling
December 25, 2014, 04:39:33 PM
That is really good news! :)
Will the fire origin be able to be set for multi-barrel type weapons (two fire origins)?

What I actually meant with the question, though, was could weapons have different scales on different hulls, e.g. Machine Gun being smaller on a Banshee than an Avalanche?
#52
Modding info / Turret Scaling
December 24, 2014, 04:23:10 PM
Just a quick question for you guys; is it possible to adjust the scale of a turret on a hull without increasing the size of the hull itself and using the xml to scale it back down?
No rush on an answer, just curious really.
Merry Christmas folks!
#53
Game discussion / Re: Is VoidExpanse ready for gold?
December 24, 2014, 04:07:50 AM
I think that's a yes from me. While there's still a lot that can be added to the game, and a few things I'd like to see (particularly crafing and debris looting), it is ultimately in a state where you can get a good few hours logged in to it before even getting to the Xengatarn space, and it plays really well and fairly stably (any ways that it doesn't, you guys are already working on fixing). You won't see any response like that guys from me.
#54
Mods / Re: Banshee Type-0 Hull
December 15, 2014, 02:29:12 AM
Haha, brilliant. It makes sense for pirates to be using it. I was considering making it the starting vessel for the fighter and scout classes.

Glad you guys like it & Thanks :)
#55
Mods / Banshee Type-0 Hull (Now on Steam Workshop)
December 14, 2014, 05:03:17 AM
Title: Banshee Type-0 Hull
Author: FlessenGreendart
Description: Adds the Banshee Type-0 to the game.
Mod version: 1.1.0
Game version: 0.10.4 (should also work on the Steam Test version)
Game mode: Singleplayer, but should work multiplayer if server and clients are using it.




Detailed Description:

This mod adds the following hull to the game:

Banshee Type-0 hull


The basis of what would become the Banshee hull.
Smaller and faster than the standard hull, but at
the cost of firepower.

Stats:

Structure Value: 1100
Armor Value: 5
Cargo Capacity: 80
Radar Targeting defense: +20%
Maneuverability: +15%
Warp Recharge Speed: +15%

This hull has a Tier 1 Energy/Ballistic slot.

Compatibilty:

This mod should work with everything, but if you're using an overhaul mod, balancing may be a bit off.

Download:
http://www.nexusmods.com/voidexpanse/mods/6/?
http://steamcommunity.com/sharedfiles/filedetails/?id=417265684
#56
You guys always seem to be one step ahead! :)
#57
Loving the concept of the repair drones :), but when I use them, it just says "Repair is not required. Structure is at maximum level." regardless of my current structure. Also repair consumables seem to have stopped working too (possibly related?).

Also, I've found an exploit: If you don't have enough money to repair at the stations, you can just grab a civilian shuttle, equip it, and then re-equip your normal hull, and your structure is back to 100% at no cost...
#58
Glad I'm not going crazy!
I half suspected that, but I dismissed it when I didn't get any notification saying you can't remove quest items.
#59
Here are the logs (tried it again in this update, but no avail)
https://www.dropbox.com/sh/nz4z66w4636o3hc/AADf6TrXLqqmGCbcsf5zGf15a?dl=0

I've tried with and without mods, but no luck.

On a completely unrelated side note, with the save data etc now in my documents, as a suggestion, would it be possible to set the directory for the game data to "My Documents/My Games/AtomicTorch..." in Windows, as a very large amount of games put their files there, plus it helps neat freaks like me keep the My Documents directory tidy ;D
#60
Game discussion / Re: Missile Lock??
December 10, 2014, 03:06:02 PM
Yeah, just hit the "R" key (default), and then you start to lock. Took me a while to find it at first too xD
If you hit F1, you get a help screen with default keybinds