a few questions on custom ships

  • Here are the ship´s entries in the .ini files if they help. Shiparch.ini: [Ship ids_name = 458752 ids_info = 458753 ids_info1 = 458754 ids_info2 = 458755 ids_info3 = 458756 ship_class = 3 nickname = terminator msg_id_prefix = gcs_refer_shiparch_Libhf mission_property = can_use_berths LODranges = 0, 2000 type = FIGHTER DA_archetype = ships erminator erminator.cmp material_library = ships erminator erminator.mat material_library = fxenvmapbasic.mat envmap_material = envmapbasic cockpit = cockpitsciviliancivilian.ini pilot_mesh = generic_pilot nanobot_limit = 59 shield_battery_limit = 59 mass = 150.000000 hold_size = 70 linear_drag = 1.000000 fuse = intermed_damage_smallship01, 0.000000, 400 fuse = intermed_damage_smallship02, 0.000000, 200 fuse = intermed_damage_smallship03, 0.000000, 133 max_bank_angle = 50 camera_offset = 8, 34 camera_angular_acceleration = 0.050000 camera_horizontal_turn_angle = 17 camera_vertical_turn_up_angle = 5 camera_vertical_turn_down_angle = 25 camera_turn_look_ahead_slerp_amount = 1.000000 hit_pts = 8800 explosion_arch = explosion_li_elite surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03 surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03 surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03 steering_torque = 50000.000000, 50000.000000, 230000.000000 angular_drag = 40000.000000, 40000.000000, 141000.000000 rotation_inertia = 8400.000000, 8400.000000, 8400.000000 nudge_force = 30000.000000 strafe_force = 20000 strafe_power_usage = 2 bay_door_anim = Sc_open baydoor bay_doors_open_snd = cargo_doors_open bay_doors_close_snd = cargo_doors_close HP_bay_surface = HpBayDoor01 HP_bay_external = HpBayDoor02 HP_tractor_source = HpTractor_Source num_exhaust_nozzles = 4 shield_link = l_elite_shield01, HpMount, HpShield01 hp_type = hp_gun_special_10, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_9, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_8, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07 hp_type = hp_elite_shield_special_9, HpShield01 hp_type = hp_elite_shield_special_8, HpShield01 hp_type = hp_elite_shield_special_7, HpShield01 hp_type = hp_elite_shield_special_6, HpShield01 hp_type = hp_elite_shield_special_5, HpShield01 hp_type = hp_elite_shield_special_4, HpShield01 hp_type = hp_elite_shield_special_3, HpShield01 hp_type = hp_elite_shield_special_2, HpShield01 hp_type = hp_elite_shield_special_1, HpShield01 hp_type = hp_thruster, HpThruster01 hp_type = hp_mine_dropper, HpMine01 hp_type = hp_countermeasure_dropper, HpCM01 hp_type = hp_torpedo_special_1, HpTorpedo01 hp_type = hp_torpedo_special_2, HpTorpedo01 Goods.ini (hull): [Good nickname = te_hull category = shiphull ship = terminator price = 628000 ids_name = 12003 item_icon = Equipmentmodelscommodities
    n_iconsli_elite.3db Goods.ini (package): [Good nickname = te_package category = ship hull = te_hull addon = terminator_engine, internal, 1 addon = terminator_power, internal, 1 addon = ge_s_scanner_01, internal, 1 addon = ge_s_tractor_01, internal, 1 addon = shield01_mark07_hf, HpShield01, 1 addon = LargeWhiteSpecial, HpHeadlight, 1 addon = SlowSmallBlue, HpRunningLight01, 1 addon = SlowSmallBlue, HpRunningLight02, 1 addon = contrail01, HpContrail01, 1 addon = contrail01, HpContrail02, 1 addon = contrail01, HpContrail03, 1 addon = DockingLightRedSmall, HpDockLight01, 1 addon = DockingLightRedSmall, HpDockLight02, 1 Do a barrel roll!

  • I know dis mite b off topic a bit, but is it possible to make the star trek models of the enterprises and the voyager and even mancers cargo ships dockable? I notice that theyre actually quite small in comparison to the FL battleships, so you could set it up that your ship docks "with" it instead of into it. I suck at modelling, couldnt even make a big sphere with HP´s to use as a deathstar. These models are from legendary ships(enterprise, voyager, mancers cargo, etc.) but would be really awesome if you could dock with them, just like a base, then you wouldnt have to use FL´s bases all the time when adding new ones. I´ve added dockmounts and the respective dockpoints but no luck, when i select dock with, the npc gives me clearence but my ship flies away to 1000m turns around for like 10m and repeats this over + over again. How did rimshot do this to the hispania? Hope tis not wrong forum. Edited by - adenx on 9/12/2005 3:41:10 AM

  • Starman- for now, just find a ship with the same basic shape as your new model and use FL Model Tool to scale it to your ship. Argh, Harrier, Colin, and (I think) Anton are working on a sur exporter, but it´s not ready for prime-time, as it were. There´s a thread here somewhere about the progress.