New Stations

  • I think most of us are apalled at the size of the stations within FL. Far too small, giants tents in some cases if you look at the scale factor. So i guess my point is, larger stations. Using the jump command for docking is an easy way out, don´t have to worry about berths etc. Like the landing pad idea, could work nicely if you 6 or so on one station <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Btw, looking for your tutorial on painting planets Argh, can´t seem to find it, couldn´t put up a link please? thx in advance

  • the solar mat could use an update - the ´hardware´ greebles where you see airlock upon airlock upon porthole just look like garbage,and the normal grey tiles are a boring matte grey like you said. i´ve been considering building the space diner from spaceballs or the one at the end of the universe - put them in some freak system like gammu <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> dockyard, yes! FL´s shipyards are *meh* - modular.replacing most of the depots,space_shipping types especially - there are a few stations that i like a lot,but these bay ones(especially the yanagi station model-yuk) can go if you could make a hollow ship bay(wouldn´t really matter to me if i could fly though it,its just aesthetics to me)why not use the effect from the station w/ the blue triangle ´field´ is all i can describe it as,mounted in its rotating nozzles; for a atmospheric seal dealie <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> just like ROTS specific station skins to identify lawful/unlawfull/corporate very plainly,and some ´junky´ bases that are rusting and sparking,belching smoke,and groaning like icebreakers <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> how about making some of these new stations destructible? i´ve got a working solution that keeps bases destroyed until restart &amp; i guarantee won´t crash and it´s perfect for static models(especially 3db´s as deleting the mesh won´t delete the hardpoints you need placed precisely on the ghost station) - but right now theres no way to get the base info via neuralnet because of a small flaw with having an invisible station(if its still on radar it´s still dockable) so it has to have a 100% interference zone around it and a no-visit value- i might have a solution for this w/ a second airlock solar that belongs to the base but isn´t parented, i´d love to see it included in the toolkit even if it isn´t implemented in systems what i envision is miners guild members fighting to keep their stations open while pirates are trying to raid its cargo,or pirates trying to maintain a presence near key jumpholes while law enforcement does its best to destroy their stations &amp; collect prisoners,lots more possibilities for new MP interaction with lootable/destructible stations

  • oh its not the multipart fix i was working on before,its so simple it´s blindingly obvious - cargopods stay destroyed on solars,at first i thought that was related to destroyable depots but its just a cargopod property - weapons would be a problem,but thats what weapon platforms are perfect for i guess.so stations are basically equipment,they can be removed from loadouts to close access and they don´t use any subparts - well i guess you could but its not really worth it just to see the damaged station still there when you undock - although changing its debris lifetime might do the trick i hear ya on those dinky city models, but that is truly ambitious compared to making a few cargopod versions of your stations <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> Edited by - Cold_Void on 10/23/2005 7:22:54 AM

  • Hi! First, great idea to create some new stations. This is a part in FL-Modding we really need to work on (unfortunately I´m no modeler, but just an ini coder <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle> I like your ideas very much, but what I wanted to see in FL would be some stations for the Nomads! They could look somehow alien-like, but still stay close to the FL-style (so no crazy things) and maybe they could also have some parts in the typical Nomad texture (the see through pink thing, like their ships). It would be really cool to see some new bases for them in the game. Other ideas: - New model for jumpgates - New model for tradelanes (If freelimits is released and we can have different tradelane speeds per tradelane as Alcander is trying to do, it would be nice to have different models for a slower tradelane and a faster hyperlane) - New model for shipyards (I mean the actual shipyard model which is not a station) (the existing one is okay, but I think it could be improved) So, good luck with this and great work!!! Black Eagle

    [img=http://img131.echo.cx/img131/1397/blackeaglesignature28wu.jpg ]

  • I say, make a much more realistic Docking Ring. It must have way more docking places (A planet has only one entrance with all the traffic!?!?!?!), and maybe it should have a huge tube that in fact reaches the planet surface, to simulate some kind of elevator, or a tube where there´s no atmosphere for easier landing...

  • I had a go at doing a ring-base a while back. The look of it was pretty good and I wanted to use the &quot;rotate 0,0,0&quot; thing as well which i hoped would work with solar objects too. The idea was to have two pieces, the inner core was the dockable which remained still (to prevent any docking problems) and the outer ring rotates slowly around the centre (The ring part was vertical). I had a hard time texturing it (not one of my strong points as you know.. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> ) and seem to remember some backfacing probs too. But the idea of it is pretty sound. But, do we really need completely new bases? Could we just add blocks which fit perfectly over things like the space_police01 and give it the appearance of a new base. If we are thinking of new ideas, how about a more interesting mining base. With outer storage areas and parts visably cut into it exposing changes in texture. I was thinking of an old broken down mining base in-the-middle-of-nowhere, instead of some state of the art stuff. Edited by - M-A-C-E_166 on 10/23/2005 3:33:51 PM

  • I would like to see a kinda massive base, i mean capable of holding 20 Battleships, it would be like an alternative to a planet, though it would be good with hollowey bits (kinda like current bugish stations) only gihe, with landing decks, but vertical, so it soars high into the sky (or i could just rotaate it in INI´s lol)

  • Well wat bugged me was when u shot a torp at a station it didnt try to shoot it now i know this is proberly unfixable but maybe u could but up some kind of shield to make torps blow up b4 they reached the station.. and those weapen platforms i mean please as if they know if its the outcasts or the lsf the station should have a build on weapens platform like a weapen control centre like the milliem falcon so as if the station was getting attcked ull see pilots in these little bubbles with turrents on the side to shoot at you now wouldnt that be sweet =) Great idea argh! keep them going.. Good Hunting

  • I really like the idea of new Mining Bases. I don´t like the way that the current ones work, and they´re utterly impossible to get Big Things to land/take off from, without using ridiculously huge radii for their DockMounts. I also think that new Docking facilities with planets might be a good idea. But I´m kind´ve concerned about the whole &quot;dropping onto the planet&quot; sequence- that´s hard-coded, and goes along with Docking_Ring types. But that´s a cosmetic thing, really. I´ve been thinking that I can make some sort´ve forced-perspective &quot;tube&quot; that seems to drop down to the planet´s surface. I think the first thing I need to build, though, is a larger base with a proper &quot;landing strip&quot;, to test whether I can, indeed, get larger SURs to register collisions correctly.

  • Alot of bases would be nice to see. Huge bases, now I am not talking about &quot;big&quot;, I mean HUGE. You know that huge piece of planet that is used as a base. Bigger then that. <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> A huge station like that would be nice for a system I´ve had thoughts for. &quot;Freelancer&quot; feel type stations......you won´t believe how many times I´ve been to a mod with new kinds of stations and they look like starwars or startreck looking bases. yuck. <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle> .........Nomad looking bases..you know that texture on the nomad ships? WEll just add that to the base. Would look great for a nomad hive. All I have right now.

  • For a multiple battleship base, is the model from &quot;Starship Troopers&quot; useable here? In that movie, there was simply a gigantic ring which stretched completely around a small planet, which docks spaced at even intervals around it. It wouldn´t have to be a separate planet. If you can make a base with a core, just make a planet as part of the base...