Author Topic: About Armor & Hull ... it's just my ship is ...funny  (Read 1287 times)

Offline NatsuKagura

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About Armor & Hull ... it's just my ship is ...funny
« on: January 10, 2010, 12:09:40 AM »
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Hi... there is something I want to ask... (but first ... sorry my english is bad  :'()
Did anyone know ,how to adjust our ships armor?
I know there's another topic talk about this... it's said to go on ship.py
But since I was a newbie of a newbie...  :funny  I'm not sure which line it's?

The problem is,
First : My Galaxy class's armor is tend to damaged/ripped/holed or else faaarrr much faster than the subsystem itself. Let's say : the armor arround the phaser strip is already holed..... badly  :mad, but.... the phaser itself is still in 90% or even 95% operational  :eek  ..... so I think the damage and the visual isn't matching. How to fix it?
 
Second : Well You know the design of the Klingon Ktinga is.... Unique.... :evil ...especially around the neck. I got my Ktinga destroyed far too fast ... because of it. Some nasty guy aimed my "neck" all the time.  :'(So how to make the neck is stronger, but I don't want to change my hull value (maybe armor as well since it's already matching other ship). It just "the Neck" is the bottle neck on the battle. How to fix it anyway?

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Offline ACES_HIGH

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #1 on: January 10, 2010, 02:08:23 AM »
Well, the way that the HP system works, the subsystems might not line up with the positions on the model, especially the phaser arrays, the modeled array is a very wide, but relatively thin arc or ring, while the emitter system is fairly small spherical component of the hardpoint so they will not line up exactly, there will be areas where the array model is not in the same position as the emitter.

Unfortunatly, with the D7/K'tinga, the neck is a weakness that is hard to address, you can prevent the ship from exploding outright by opening the hardpoint and setting the bridge property to non-critical, however, keep in mind the enemy will still be able to target and destroy the neck, which means you will loose any systems that are in the "head" like the sensors and torpedoes.

Offline NatsuKagura

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #2 on: January 10, 2010, 08:20:18 AM »
Ow... Thanks very much anyway, Aces High...  ;)
Oh ya about Phaser ,sorry, that I didn't explain completely earlier....
The phaser emitter is one of the most disturbing in my case, but there is also occur on other subsystem like warp core... just as what I said before that my warp core was holed badly... very very... bad.... but the warp core's health is still 80-90%.

I heard it can be corrected in the ship.py to adjust Hole or Burn value... the bigger value, the harder it will be.... but which line is it anyway?   :roll  

I see... well yeah .... I just move the critical point there... yeeahh... I was beheaded... the ship survive... but I lost all of my weapons...   :evil   except my rear torpedo.
so there is no other way to save my Ktinga's neck then... :'(
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Offline teleguy

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #3 on: January 10, 2010, 12:39:57 PM »
Quote
I heard it can be corrected in the ship.py to adjust Hole or Burn value... the bigger value, the harder it will be.... but which line is it anyway?
pLODModel.AddLOD(pStats["FilenameHigh"], 10, 120.0, 15.0, 15.0, 400, 900, "_glow", None, None)

You have to delete the vox.nif file in the model folder for the changes to take effect.

Offline ACES_HIGH

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #4 on: January 10, 2010, 07:25:48 PM »
Ow... Thanks very much anyway, Aces High...  ;)
Oh ya about Phaser ,sorry, that I didn't explain completely earlier....
The phaser emitter is one of the most disturbing in my case, but there is also occur on other subsystem like warp core... just as what I said before that my warp core was holed badly... very very... bad.... but the warp core's health is still 80-90%.

I heard it can be corrected in the ship.py to adjust Hole or Burn value... the bigger value, the harder it will be.... but which line is it anyway?   :roll  

I see... well yeah .... I just move the critical point there... yeeahh... I was beheaded... the ship survive... but I lost all of my weapons...   :evil   except my rear torpedo.
so there is no other way to save my Ktinga's neck then... :'(


Yeah infact the stock Klingons originally were going to have targettable bridges, but the designers removed them from the hardpoint because the ships were too vulnerable and kept getting destroyed to easily.  it's just a flaw in the design.  increasing the forward shield strength might help you absorb more fire before it takes the damage, but there's nothing that will stop it.

Offline NatsuKagura

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #5 on: January 11, 2010, 08:50:18 PM »
Quote
I heard it can be corrected in the ship.py to adjust Hole or Burn value... the bigger value, the harder it will be.... but which line is it anyway?
pLODModel.AddLOD(pStats["FilenameHigh"], 10, 120.0, 15.0, 15.0, 400, 900, "_glow", None, None)

You have to delete the vox.nif file in the model folder for the changes to take effect.


Ow Thanks Teleguy...  :D so there is it.... I have try that one but it seems doesn't take effect....  I will try to modify that again.  :dance
By the way ... Vox.nif the one you mentioned is ... Galaxy_vox.Nif in the specific ship isn't?
Okay I'll try it again, may be a put then number too low.... Thanks Guys  :D
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Offline NatsuKagura

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #6 on: January 11, 2010, 08:57:19 PM »


Yeah infact the stock Klingons originally were going to have targettable bridges, but the designers removed them from the hardpoint because the ships were too vulnerable and kept getting destroyed to easily.  it's just a flaw in the design.  increasing the forward shield strength might help you absorb more fire before it takes the damage, but there's nothing that will stop it.
[/quote]


Hahaha...  :D yeah.... That's right... I'm also removing the bridge... :evil  ....
hmmm... front shield only....  :arms: well  ..... a good idea.... I think she still won't survive in 1 versus 2 ship battle if all the player intending to beheaded my head anyway  :angel... But ... I think that's what makes the ship.... Unique....
I'll try it guys , thank you very much..... :dance 
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Offline NatsuKagura

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Re: About Armor & Hull ... it's just my ship is ...funny
« Reply #7 on: January 12, 2010, 09:35:57 PM »
Thank You very much ACES HIGH, TELEGUY .... It's Work ...  :D"(pLODModel.AddLOD(pStats["FilenameHigh"], 10, 120.0, 15.0, 15.0, 1700, 1700, "_glow", None, None)"

Now my favourite Galaxy isn't awkward anymore.... Thank You very much your help again ....  :dance

Ah also... when I set the Hole value high enough, let's say 7100, my Ktinga can't be beheaded anymore. But as a result there won't be any hole in my ship either.... 
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