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BC Forums => BC General => Topic started by: hobbs on October 03, 2009, 08:32:15 AM

Title: hobbs' research
Post by: hobbs on October 03, 2009, 08:32:15 AM
this is my new topic for my research on all things BC

first project:

GLOWS

Is it posible to have glows change with different alert status'
forexample: at green alert the ship has normal glows, at yellow alert some glows are turned off and others are turned on.

I think it only works if you use MVAM but i'm not sure can any one enlighten me? (pun intended lol)
Title: Re: hobbs' research
Post by: King Class Scout on October 03, 2009, 08:41:21 AM
since they do it with the Bridges, it should be perfectly possible with the ships themselves.  don't forget, people have allready written scripts to only light the Bussards when necessary for Warp.
Title: Re: hobbs' research
Post by: hobbs on October 03, 2009, 09:26:00 AM
since they do it with the Bridges, it should be perfectly possible with the ships themselves.  don't forget, people have allready written scripts to only light the Bussards when necessary for Warp.
really? ididnt know that lol
hmm thanks will look into that :)
Title: Re: hobbs' research
Post by: King Class Scout on October 03, 2009, 10:51:49 AM
LOL!!  baz and wiley do it all the time for the JJ's
Title: Re: hobbs' research
Post by: hobbs on October 24, 2009, 10:36:25 AM
New research:


What is the most recent starfleet registry number? and what year is that set?
Title: Re: hobbs' research
Post by: Dalek on October 24, 2009, 10:54:55 AM
Well, for STO, a Sovie variant we see is NX-91000 or something like that. By that time its 2409, 30 years after Nemesis which took place in 2379. So I'd say you've got from the 80000's to the 90000's in there.
Title: Re: hobbs' research
Post by: ACES_HIGH on October 24, 2009, 10:55:18 AM
I'm not sure I understand the question,
Do you mean the highest cannon number?  I can't say for sure, but judging by the few newer ships we've seen in DS9 and Voyager, a ship in the 74xxx or 75xxx range would be reasonable for the mid 2370s.  The highest cannon one I can think of is Prometheus NCC-74913.
Title: Re: hobbs' research
Post by: hobbs on October 24, 2009, 11:03:00 AM
cheers guys new i could rely on the community...

to clarify:

i want to know what the latest reg number is and what year in trek universe that was set.

I'm working on a project with another community member and we need reg numbers for new ships. the date we have the ships set is 2387 and 2393

in the books "startrek: corps of engineers" the sabre class they use is the ncc-81623
Title: Re: hobbs' research
Post by: Dalek on October 24, 2009, 11:14:18 AM
Well, the Titan (Luna Class) is registry NCC - 80102 with the other Luna's ranging from 80100 to 80200 I think.
Title: Re: hobbs' research
Post by: ACES_HIGH on October 24, 2009, 11:14:46 AM
As I recall, DJ's ships from that time period have registries in the low 9xxxx range.
Title: Re: hobbs' research
Post by: Daystar70 on October 24, 2009, 11:18:54 AM
Yes, its possible to change colors with alerts. The script can trigger a texture glow change at alert, as it does to change to damage textures if the ship takes damage, all that is is scripts swapping out texture files.

It would require new texture glow Tga's added, and then a new path in the script to tell BC that when you hit say green alert=swap to green glow tga or whatever.
Title: Re: hobbs' research
Post by: hobbs on October 24, 2009, 11:21:36 AM
thanks daystar70 cool will look into the scripts.

also the low 9xxxxx good as we were looking at 92409 +
(i'm thinking that starfleet have released a lot of ships to build up the fleet after the dominion war, borg attacks etc...)
Title: Re: hobbs' research
Post by: Daystar70 on October 24, 2009, 11:26:23 AM
I'm not an expert and scripting is not my Forte but i've stumbled on "some" knowledge of python scripting from years of using poser and other 3d programs and folllowing tutorials, i also double checked with my IT computer scripter genius buddy and confirmed my guess that it can be done, he said it actually would be extremely easy to do, again its the same type of command string that tells the game to swap to damage textures when you get hit and damaged, the trick is knowing the proper place to add this value and path string to without causing an issue.
Title: Re: hobbs' research
Post by: hobbs on October 24, 2009, 11:33:45 AM
indeed im a trial and error scripter lol
Title: Re: hobbs' research
Post by: hobbs on July 30, 2010, 04:02:07 PM
well i asked about the glow changes at different alerts... What about blinking lights? As in having some 'blinkies' on at green alert, then different ones at yellow and red. Again i can use mvam to swap hp files but what about alerts?
Title: Re: hobbs' research
Post by: Mario on July 30, 2010, 06:28:28 PM
Quote
Is it posible to have glows change with different alert status'
forexample: at green alert the ship has normal glows, at yellow alert some glows are turned off and others are turned on.

Depends, I'd need a more specific example of what you mean.

Quote
i also double checked with my IT computer scripter genius buddy and confirmed my guess that it can be done, he said it actually would be extremely easy to do, again its the same type of command string that tells the game to swap to damage textures when you get hit and damaged, the trick is knowing the proper place to add this value and path string to without causing an issue.

Code: [Select]
pObject.ReplaceTexture
Will either swap texture or not work at all.

Quote
well i asked about the glow changes at different alerts... What about blinking lights? As in having some 'blinkies' on at green alert, then different ones at yellow and red. Again i can use mvam to swap hp files but what about alerts?

Depends again what you have in mind. And no MVAM, I'd recommend new code entirely--merging 2 mods is a headache.
Title: Re: hobbs' research
Post by: teleguy on July 30, 2010, 06:45:29 PM
IIRC Mleo once mentioned that BC doesn't allow swapping glow maps.
Title: Re: hobbs' research
Post by: Side 3 on July 31, 2010, 03:00:47 AM
Registries have never had any set meaning. late TNG onward they'd just pick random numbers. It's not a strict guideline you have to follow, and it should be fun for you, not a hassle. If you really had to settle on something just go 5 digits. Memoryalpha and all those 'conjectural' sites have lists.
Title: Re: hobbs' research
Post by: hobbs on August 09, 2010, 09:44:25 AM
hi :)

in regards to my previous posts:

at the moment i use MVAM mod to change my Uss Griffin from extended nacelles to retracted nacelles. this simply swaps the nif files. but i also have different hp's for both versions so at retracted the ship will only travel at a max warp 5 but will seriously damage the nacelles (wanted it to damage the ship as well but dont know how yet).

so what i'm going to do is have a new ship i'm working on have two identical nifs (different names of course) and when i hit mvam it swaps the nifs and hp's and gives me different colour blinking lights.

one to simulate "red alert" one for "green alert"

unless there is a better way of doing this  :idk: :help:

In regards to a new thought:

I startrek science what hapens to the warp plasma when it enters the nacelles, is it all used up for use in creating the warp field or is there an excess amount of plasma that is "lost"

my theory is this: on the asumption that a portion of the warp plasma is lost as waste this plasma could be redirected back into other systems such as power generation or even the warp drive systems thus creating a far more efficient warp drive.


any thoughts welcome :)
Title: Re: hobbs' research
Post by: King Class Scout on August 11, 2010, 12:43:22 PM
actually, i think it goes out the equivelant of a tailpipe.  that was the idea WAY back in UC (ST6).  that the only way they could track Chang was by his exhaust.  I believe that was incorporated into the latest KM?
Title: Re: hobbs' research
Post by: Villain on August 11, 2010, 02:31:47 PM
hi :)

so what i'm going to do is have a new ship i'm working on have two identical nifs (different names of course) and when i hit mvam it swaps the nifs and hp's and gives me different colour blinking lights.

one to simulate "red alert" one for "green alert"

unless there is a better way of doing this  :idk: :help:

If you look at Submodels/F-tech and more specifically the vash...ko...something.. It's a romulan ship, you'll see. That can trigger model swaps with alert status without the need for pressing a button beyond the red alert one.
Title: Re: hobbs' research
Post by: hobbs on August 11, 2010, 03:56:15 PM
actually, i think it goes out the equivelant of a tailpipe.  that was the idea WAY back in UC (ST6).  that the only way they could track Chang was by his exhaust.  I believe that was incorporated into the latest KM?

ah i see where you are coming from but... that was impulse gasses not warp plasma gasses.

my theory was to have a "toroidal warp plasma system" which sends the warp plasma from the core to the nacelles and the waste plasma returns to the core where it joins with the new plasma and returns to the nacelles. This would have the effect of increasing warp efficiency by 38%

or

to have a "toroidal warp plasma system" which sends the warp plasma from the core to the nacelles and the waste plasma returns to the EPS systems and so bolsters EPS power availability by 38% during Warp travel.
Title: Re: hobbs' research
Post by: hobbs on September 08, 2010, 02:03:12 PM
double post sorry

do we have any idea what a "kesok" looks like
Title: Re: hobbs' research
Post by: Dalek on September 08, 2010, 02:05:54 PM
Tada. http://images3.wikia.nocookie.net/__cb20090826034912/startrek/images/e/e0/Kessok.JPG
Title: Re: hobbs' research
Post by: Lionus on September 08, 2010, 02:17:39 PM
Suddenly, a wild Vinz Clortho appears!

(http://www.starstore.com/acatalog/Vinz_Clortho_terror_dog_L.jpg)

resemblance is striking, dont'cha think?
Title: Re: hobbs' research
Post by: hobbs on September 08, 2010, 02:41:11 PM
lol very similar lol

dalek: is that true to startrek or is it fan based?
Title: Re: hobbs' research
Post by: Dalek on September 08, 2010, 02:54:22 PM
The Kessok only appeared in BC. Thats a screenie from BC.
Title: Re: hobbs' research
Post by: hobbs on September 27, 2010, 06:58:46 AM
hi guys another idea came to me...

is it possible to add tech from a wreck to the ship you are flying

eg: you are in a space battle using the uss enterprise 1701-A and you are fighting a klingon bird of prey. the bird of prey is destroyed but its cloaking tech is left in the debris, using transporters you lock on to the cloak and transport the tech. And now the enterprise has cloaking tech.

is this possible?
Title: Re: hobbs' research
Post by: Nebula on September 27, 2010, 08:05:28 AM
heh I bet you could modify the borg tech grab "what ever it's name" script for that... but I doubt you could do it on debris... maybe on a severely damaged ship with no shields...
 
Title: Re: hobbs' research
Post by: hobbs on September 27, 2010, 11:25:47 AM
borg tech grab? i know what you mean but i didnt know it was in bc
Title: Re: hobbs' research
Post by: Nebula on September 27, 2010, 11:39:29 AM
I think it was one of the BCS:TNG techs... though I could be wrong.
Title: Re: hobbs' research
Post by: hobbs on October 10, 2010, 05:56:53 PM
well here is something i came up with... its a equation for getting BC damage values from postulated Phaser output.

A = output in watts
B = particles of space dust per cubic meter(20)
C = phaser range in kilometres
D = radiation dilation effect(10) [this is the effective dissipation of the phaser energy by stellar radiation]

E = eradication effect on space dust(40) [this is the destruction of space dust by the phaser beam during its activation]

(A/(BxC/DxE))
Type 10 phaser output = 5.1MW
range = 300'000km

5'100'000/(20x 100'000) / 10 x 40  = 1020

so the damage for a type X phaser is 1020           

Title: Re: hobbs' research
Post by: hobbs on October 19, 2010, 05:42:40 PM
hello there i hope some one can help:

I have spent the last 3 hours or so trying to find how to fix the torpedo mvam bug which looses the number of torpedoes you have.

how do i fix this?

 :help:
Title: Re: hobbs' research
Post by: Jb06 on October 19, 2010, 06:29:45 PM
You can do it this way:
http://bc-central.net/forums/index.php/topic,7905.0.html

or there's plugin we've got which is a hell of a lot more complex.

~Jb

Title: Re: hobbs' research
Post by: hobbs on October 19, 2010, 07:05:22 PM
where can i get this plugin? and thank you for the reply :)
Title: Re: hobbs' research
Post by: Worf359Alpha on October 20, 2010, 09:07:01 PM
Hey Hobbs how r u? So what ship are u trying to fix the MVAM bug on?
Title: Re: hobbs' research
Post by: hobbs on October 21, 2010, 04:36:19 PM
My Uss Griffin

http://bc-central.net/forums/index.php/topic,7411.msg158904.html#msg158904
Title: Re: hobbs' research
Post by: hobbs on November 28, 2010, 05:15:46 PM
Hi all i need help (any sfrd team out there?)

I have a shuttle. its modeled, textured (thank you baz1701) and in nifskope its centered. but in MPE its not cenetred infact its initialy focused on the port nacelle (left)

when itry to hp the pick and get position do not work. 0.0.0 IS center of the model but i cant seem to click on the model and get a true coordinate. clicking on any part of the ship near the 000 makes it go -3, 5, 2 so way off.

i need help
 :help:
Title: Re: hobbs' research
Post by: hobbs on December 01, 2010, 04:06:53 PM
Baz1701 came to the rescue :) all fixed and ready for beta again lol
Title: Re: hobbs' research
Post by: hobbs on December 22, 2010, 05:39:37 PM
I have a question (not for tiqhud lol)

if i say "SFRD Pre Enterprise Vesel" what era would you say the ship came from?

Title: Re: hobbs' research
Post by: hobbs on March 23, 2012, 08:14:58 AM
was wondering...

with starfleet utilising the doctor from voyager as a sentient crew member does he have to go through a "medical" like other crew?
Title: Re: hobbs' research
Post by: King Class Scout on March 23, 2012, 09:48:44 AM
even Data had to have a few external diagnostics done.  i imagine the Doctor has to have his program gone over once in a while, as well as his portable projector.  just don't let the real Louis Zimmerman at it, he's a jerk.
Title: Re: hobbs' research
Post by: TheConstable6 on March 25, 2012, 10:11:58 PM
^'greed, what a yatch  :D
Title: Re: hobbs' research
Post by: hobbs on April 02, 2012, 12:21:07 PM
cheers.

actual research now.

i'll be testing this later but was wondering what the use of the sensor strength in bc hp's are

so far i see the galaxy charts uses the number to allow you to scan other systems for example 32000 = 32000 ly which is basically all the core worlds in galaxycharts

what does the same number do in normal bc, in a system for example?
Title: Re: hobbs' research
Post by: King Class Scout on April 02, 2012, 03:06:06 PM
actually, i've run into thing where turning that level up does help.  it usually gives you instant opponent identification.  i don't think the stat is LIGHTYEARS...but kilometers.
Title: Re: hobbs' research
Post by: hobbs on April 03, 2012, 07:36:06 AM
well as far as my own research goes this is how the sensors seem to work in bc:

the number in the hp file for sensor range is in "units" which is used by bc to give in system range, what those units are i do not know. my tests showed the following:

Quote
at 500.88 km my ship can see a station with its sensors range at 2163.15 but with sensors 1% lower at 2147.37 my ship cannot see the station.

and with ship sensors at 31.59 the station can be seen at 5.53 km away.

(when i say see i mean the station appears in the tactical window)

but the number in Galaxy Charts is used as Light Years for sensor analysis in Stellar Cartography   so many ships have for example 2000 ly range.

in normal system play though the number of the sensors range is utilized in Kobayosi Maru for inaccurate phasers, the lower the number in the hp the less chance to hit enemy ships. i set a ship to 17 sensor range and in game i could hardly hit the enemy galors (i used 17 because in tng:tech manual it says the range of the ent-D sensors is 17 ly)


is it possible to edit the files on my install to reduce the inaccuracy when using a cannon number for the sensors. (note: i cannot find the file responsible for inaccurate phasers)
Title: Re: hobbs' research
Post by: Defiant on April 06, 2012, 02:35:56 AM
Length values are usually in Game Units. 1 Kilometer = 5.714 Game Units.

The sensor range applies to 100% sensor power. Objects in range will be detected, in half range identified.
Title: Re: hobbs' research
Post by: hobbs on April 06, 2012, 04:01:56 AM
@ Defiant

thank you  :bow:

unfortunately i cant figure out how to get Galaxy Charts to show 17 Ly range and still have a decent sensor accuracy in a system (if i make sensor range 17 units which = 17 Ly in GC then the actual range in system would be 2.9751487 km [maths not my strong point may be wrong lol] so that would not work lol)

oh well like tiq tells me i need to accept the system is not workable lol
(grumble, moan, gripe)
Title: Re: hobbs' research
Post by: tiqhud on April 06, 2012, 08:12:25 AM
Length values are usually in Game Units. 1 Kilometer = 5.714 Game Units.

The sensor range applies to 100% sensor power. Objects in range will be detected, in half range identified.
THATS the number , I could not ever remember. cookie
Title: Re: hobbs' research
Post by: hobbs on April 15, 2012, 11:01:32 AM
i have searched but can not find a solution (only found that someone else had the problem)

how do i fix the "ship disappears in fly bys" my ship is not a small one but still has the problem.

edit: ship disappears but blinking lights stay visible.
Title: Re: hobbs' research
Post by: hobbs on April 16, 2012, 05:56:01 AM
i have searched but can not find a solution (only found that someone else had the problem)

how do i fix the "ship disappears in fly bys" my ship is not a small one but still has the problem.

edit: ship disappears but blinking lights stay visible.

Edit 2: I fixed it all that was missing/needed apparently was the following from the pluginfile:

Quote
kShipStats = {
      "FilenameHigh": "data/Models/Ships/SentinelV6/SentinelV6.nif",
      "FilenameLow": "data/Models/Ships/SentinelV6/SentinelV6.nif",


Quote
pLODModel = App.g_kLODModelManager.Create(pStats["Name"])
      pLODModel.AddLOD(pStats["FilenameHigh"], 10,  15.0, 15.0, 15.0, 400, 900, "_glow", None,"_SPEC")
      pLODModel.AddLOD(pStats["FilenameLow"],  10, 300.0, 15.0, 15.0, 400, 900, "_glow", None, None)


I believe i was told this by someone many moons ago (sorry person i don't remember who you were)
Title: Re: hobbs' research
Post by: shade_30 on April 16, 2012, 04:39:13 PM
That would be me, and yes, the ship will disappear if you set the pLODModel lines wrong, or if they are missing. I can't remember ontop of my head which is which, but one sets at which distance the game should switch model (in this case, the model does not change, but you get the idea). If that line is missing, well the ships switches into nothingness and disappears.
Title: Re: hobbs' research
Post by: hobbs on April 17, 2012, 05:32:11 AM
sorry dude my bad... but thank you none the less.

it was floating round my head for ages i just couldn't quite remember it lol.

so like i say

thank you  :bow:
Title: Re: hobbs' research
Post by: hobbs on April 30, 2012, 10:26:01 AM
hi again.

i have looked but cannot find if there is a "Hull status" display mod.

i have the shield percentage mod... but would like to know what my hull strength is.

wondered if any one knew of such a mod if not thats going on my list of scripts to try and write :D
Title: Re: hobbs' research
Post by: Mario on April 30, 2012, 12:07:40 PM
hi again.

i have looked but cannot find if there is a "Hull status" display mod.

i have the shield percentage mod... but would like to know what my hull strength is.

wondered if any one knew of such a mod if not thats going on my list of scripts to try and write :D


http://bcs-tng.com/forums/index.php?topic=3812.0
Title: Re: hobbs' research
Post by: JimmyB76 on April 30, 2012, 02:03:53 PM
aha!  there it is!  i knew it had already been done by you, but i just couldnt find it on BCS lol
Title: Re: hobbs' research
Post by: Mario on April 30, 2012, 02:09:19 PM
It even took me 5 minutes of searching through the BCS forums. I suppose there are some more things like the hull integrity which are misplaced over there.
Title: Re: hobbs' research
Post by: hobbs on April 30, 2012, 06:33:30 PM
cheers, is there anything you havent done? lol

sorry i missed it (dumbass that i am i never thought of looking where  you do most of yours stuff)

Edit: i just used it cool little change (i could not imagine worf saying "captain, shields downt to 21%, Structural Integrity about this much less *holds thumb and fore finger apart by 5mm*")

but i actually meant the Hitpoints number. like when you scan an enemy ship you can see its shield strength (i know the hull on the enemy scan is a percentage, just realised as i was writing this) eg if your full hull strength/hitpoints was 20000 then you took 12% damage it would be a reading on tactical as 17600
Title: Re: hobbs' research
Post by: tiqhud on April 30, 2012, 09:26:30 PM
cheers, is there anything you havent done? lol
used it cool little change (i could not imagine worf saying "captain, shields downt to 21%, Structural Integrity about this much less *holds thumb and fore finger apart by 5mm*")
but i actually meant the Hitpoints number. like when you scan an enemy ship you can see its shield strength (i know the hull on the enemy scan is a percentage, just realised as i was writing this) eg if your full hull strength/hitpoints was 20000 then you took 12% damage it would be a reading on tactical as 17600
Hmm, mite be harder to code 1%, 2%, 3%, etcetc {I dont know really mite turn out easy]
Title: Re: hobbs' research
Post by: hobbs on April 30, 2012, 09:34:15 PM
the mod uss sov found for me basically changed the hull bar to a percent number like with the shield mod, so now when you get damaged it shows a percent you have left rather than a bar.

but my thought is that the percent number has to be derived from the hull number in the hp and that the number i wanted lol.
Title: Re: hobbs' research
Post by: Mario on May 01, 2012, 10:48:39 AM
Adapt the code.
Title: Re: hobbs' research
Post by: hobbs on May 01, 2012, 04:25:36 PM
Adapt the code.

attempting to do just that,

thanks
Title: Re: hobbs' research- force field effect
Post by: hobbs on May 09, 2012, 07:15:49 AM
Hi all
I wanted to sort this out on my own but have failed.
just so you know i have gone through the internet and the forums and found advice and info that has enabled me to get to this point. (so hope you guys don't think I'm being lazy and just wanting you to do this for me)

so the situation is this:
I decided to make a forcefield effect for my shuttle bay.
I have so far managed to create and alpha channel texture using the method i found to make the transparent tactical icon, and basically kept it at a semi transparent point.

then i created the model of a forcefield, i found out how to make that become transparent via opacity settings but while the model is now semi transparent and has the effect i wanted (looks good lol) when i export as a nif and sort out the node hierarchy in nifskope the texture is solid again.

I just cant figure it out... is it because of using Gmax, or using nifskope to set the node structure?
or is it because in my settings the diffuse and opacity settings are using the same map (map#81)

any help would be appreciated

again apologies
Title: Re: hobbs' research
Post by: Bones on May 09, 2012, 04:14:11 PM
Does the texture of semi transparent surface has _glow in the name ?
Title: Re: hobbs' research
Post by: hobbs on May 09, 2012, 08:32:05 PM
no it doesn't
 :facepalm: :facepalm:
what a fool i am

edit: lol but it didn't help... i think i messed up some where or its just not possible with gmax lol

thanks though.

this is what i got:
1) blue semi transparent in gmax becomes solid glowing blue texture
2) grey texture (after changing settings in opacity to alpha grey or what ever it was) in game it was glowing grey but blank no texture a tall
 
Title: Re: hobbs' research
Post by: hobbs on May 14, 2012, 12:30:03 PM
hi guys

anyone know how to get the old mod: Advanced torpedo management working?

i don't see an option to use the mod in felix' screen (or any others lol)

http://bridgecommander.filefront.com/file/Advanced_Torpedo_Management;90757
Title: Re: hobbs' research
Post by: hobbs on May 14, 2012, 01:41:47 PM
i fixed it  :dance
Title: Re: hobbs' research
Post by: hobbs on August 29, 2012, 05:30:13 AM
hi all anyone know what ship it is in starbase 220.... there is a damaged galaxy class... what is the other one?
Title: Re: hobbs' research
Post by: 086gf on August 29, 2012, 04:03:44 PM
Its just a kitbash thats I guess exclusive to that model. Haven't seen it on bcfiles.
Title: Re: hobbs' research
Post by: hobbs on August 29, 2012, 04:08:39 PM
thanks... feared as much... maybe i'll try making a kit bash
Title: Re: hobbs' research
Post by: hobbs on October 21, 2012, 04:31:14 PM
Hi all,
After a search on here and on google i have been unable to find a solution.

my Uss Survey and Uss Aegis both are able to be "sliced" apart ie: cutting chunks of the ship off and have those chunks spin away.

My Uss Scorpion however can be sliced and diced and yet it all stays in a locked ship shape ie: it may not have pylons but the nacelles still seem attached to the ship.

any help would be appreciated.
Title: Re: hobbs' research
Post by: hobbs on October 23, 2012, 02:00:48 PM
thanks to Baz1701 i have now fixed my ship.

the reason was i had not welded the vertex's (dots on the model)

in gMax (the program i use to model) i picked one part of the model named it UssScorpion and attached all other parts to it then in vertex mode i selected all vertex dots and welded them.

and there you go... sorted.

Edit: hmm its worked some what lol... still have problems with the nacelles and pylons not separating
Title: Re: hobbs' research
Post by: hobbs on June 08, 2013, 12:06:24 PM
well my son's ship is released http://bridgecommander.filefront.com/file/SFRD_SSMason_NX266;121722 but i forgot to do any glows for the registry... but i now realise im clueless on how to do it....

any help would be great
Title: Re: hobbs' research
Post by: King Class Scout on June 08, 2013, 09:11:32 PM
*eyebrow* you mean registry spots?  it's impossible with paintshop.  there's a complicated trick involving layers for Photoshop that baz tried to teach me.  I had to fake it with the Arcangel to make a reg spot.
Title: Re: hobbs' research
Post by: Nighthawk on June 08, 2013, 10:06:35 PM
but i forgot to do any glows for the registry... but i now realise im clueless on how to do it....

draw an ellipse (the shape of the light cone), increase the feathering on the eraser, and repeatedly click on the outer edge of the ellipse (the one pointing away from the 'source' of the light)

like this.

(http://i42.tinypic.com/2v0iexk.jpg)

should give you a nice gradient the style of a Galaxy class.
Title: Re: hobbs' research
Post by: hobbs on June 19, 2013, 01:40:03 PM
*eyebrow* you mean registry spots?  it's impossible with paintshop.  there's a complicated trick involving layers for Photoshop that baz tried to teach me.  I had to fake it with the Arcangel to make a reg spot.

why is it imposible with paint shop?
it has layers too
Title: Re: hobbs' research
Post by: King Class Scout on June 19, 2013, 07:03:33 PM
it's not the layers.  baz actually makes his reg spots with the macro for making them in photoshop.  Paintshop's, however, automatically black out the background, and can't be transferred to a mask (which is how glows are done with said textures)
Title: Re: hobbs' research
Post by: WileyCoyote on June 19, 2013, 07:25:44 PM
I create my spotlights in 3ds Max. I have a scene where a spotlight is cast on a flat surface. I render and save the picture (which is the white spotlight on a black background- it looks just like the alpha channel). I paste it into the alpha channel of my texture and PRESTO! Only rarely I make them from scratch in Photoshop.

It's really good when you have multiply spotlights working together (the JJ-Enterprise for example).
Title: Re: hobbs' research
Post by: hobbs on June 19, 2013, 07:31:30 PM
that seems so easy WC thank you
Title: Re: hobbs' research
Post by: Phoenix Bondi on June 19, 2013, 07:45:58 PM
I create my spotlights in 3ds Max. I have a scene where a spotlight is cast on a flat surface. I render and save the picture (which is the white spotlight on a black background- it looks just like the alpha channel). I paste it into the alpha channel of my texture and PRESTO! Only rarely I make them from scratch in Photoshop.

It's really good when you have multiply spotlights working together (the JJ-Enterprise for example).

Tutorial or it didnt happen !  :dontcare:
Title: Re: hobbs' research
Post by: hobbs on July 16, 2013, 08:56:24 AM
right... i know we are meant to figure stuff out but when i look at the script i just dont understand lol

the nebula effect is created by the _s py in the systems folder right?

is it posible to change the numbers to make the nebula a perfect sphere ie a gas planet :)

thats what i want to acheive then we can fly into jupiter like planets.

my problem is that i dont understand what each of the creation numbers mean in the py file.

any help would be great
Title: Re: hobbs' research
Post by: hobbs on July 19, 2013, 11:22:05 AM
another question i have is how are the sets positioned in a region.

eg:

Belaruz4 ----> Belaruz3 = 29.97 Ly

Belaruz4 ----> Biranu = 4.47 Ly

is there a way to make the planets in a system closer to each other rather than a system to a system?

belaruz4 ----> belaruz3 should be millions of Km not 29 lightyears
Title: Re: hobbs' research
Post by: Nighthawk on July 20, 2013, 05:19:12 AM
my problem is that i dont understand what each of the creation numbers mean in the py file.

if you have the SDK, track the script to the original function for creating nebulas, and they should be listed there.
Title: Re: hobbs' research
Post by: hobbs on July 24, 2013, 08:24:48 AM
i looked into the SDK but could find nothing lol

moving on

ION THRUST SPEED BOOST

i have been trying to create a script that uses the plasma vent mod to do similar function but to boost the speed of the ship...

i cant seem to get any boost in speed can any one help me.....

actually never mind lol im no scripter so why do it my brain doesn't work that way lol
Title: Re: hobbs' research
Post by: hobbs on August 02, 2013, 03:29:08 PM
another question i have is how are the sets positioned in a region.

eg:

Belaruz4 ----> Belaruz3 = 29.97 Ly

Belaruz4 ----> Biranu = 4.47 Ly

is there a way to make the planets in a system closer to each other rather than a system to a system?

belaruz4 ----> belaruz3 should be millions of Km not 29 lightyears

any one know the answer to this?
Title: Re: hobbs' research
Post by: hobbs on November 24, 2013, 07:19:36 AM
so after using the FS_Defiant in game i realised the original defiant hp which was used (thats correct right farshot?) was not compatible with my install. I was using her against the LC dominion Romie Warbird (three of them) and i was decimated in seconds.

so i upgraded the defiant with sfrd/sfsy specifications... made things better but i was still out matched which i felt was not how the defiant should be.

rather than changing the Warbird hp i looked at the defiants and decided to test something:

i took the fact it had 2 impulse engines and doubled the speed,acceleration and angular thrust and the angular acceleration. (so it had 18, 18, 1.0,1.0 in the MPE )

it worked great :D i was still badly over matched but i did eventually win.... whether this would work with all ships i dont know but it was fun and not stupidly fast
Title: Re: hobbs' research
Post by: KrrKs on November 24, 2013, 08:15:24 AM
so after using the FS_Defiant in game i realised the original defiant hp which was used (thats correct right farshot?) was not compatible with my install. I was using her against the LC dominion Romie Warbird (three of them) and i was decimated in seconds.

so i upgraded the defiant with sfrd/sfsy specifications... made things better but i was still out matched which i felt was not how the defiant should be.

In my Opinion that is exactly what was to expect, considering that Warbirds are these humongous Warships, while the defiant is a War -escort/destroyer.
A single Warbird should be enough to obliterate any (non Hero-) Defiant;
Unless, you are Worf (http://www.youtube.com/watch?v=W2LbEQbnFNM&feature=player_detailpage#t=168)


...Ok, I admit, i just wanted a reason to link that video snippet.  :P
Title: Re: hobbs' research
Post by: FarShot on November 24, 2013, 02:00:33 PM
I made some slight alterations to the KM Defiant hp.  None of the numbers were changed, so you can blame KM for the weak Defiant. :P  McKinney's made new ones though, and the Defiant class pack will be released soon with them.
Title: Re: hobbs' research
Post by: hobbs on February 12, 2014, 05:13:53 PM
Hi again

i have new research question:

i have just been looking at the Submodels script in Ftech... i was wondering is it possible say to have a ships warp engines move to different positions for different speeds of warp?

eg: warp 1-3 = position A
      warp 4-5 = position B
       warp 6-9 = position C

or even more so each warp factor has a different position?
Title: Re: hobbs' research
Post by: KrrKs on February 13, 2014, 05:30:06 AM
I don't think so.
AFAIK there are only flags for if you are at warp or not.
But I was unable to find the scripts where the actual warp-speeds are selected and come into play -so I'm not entirely sure.
In any case, it would require an override of the submodels script.
Title: Re: hobbs' research
Post by: hobbs on February 15, 2014, 11:17:06 AM
what if I tried to script a button or a few buttons that swapped a script

eg:
Title: Re: hobbs' research
Post by: KrrKs on February 15, 2014, 12:29:06 PM
Sure, you could do that.
But you would need to copy large portions (aka pretty much everything) of the original script and add additional lines to it -so i don't see the benefit here.
Using an Override and a check if the Ship's -plugin has  "warp2rotation" -attributes or similar would be easier.
 Come to think of it, you would also need to supply an additional model for each wing position.

Edit:
I don't intend to sound negative in any way. I'm just stating what I think.
Title: Re: hobbs' research
Post by: hobbs on February 16, 2014, 12:19:47 PM
Sure, you could do that.
But you would need to copy large portions (aka pretty much everything) of the original script and add additional lines to it -so i don't see the benefit here.
Using an Override and a check if the Ship's -plugin has  "warp2rotation" -attributes or similar would be easier.
 Come to think of it, you would also need to supply an additional model for each wing position.

Edit:
I don't intend to sound negative in any way. I'm just stating what I think.

no its fine... i'll probably stick to just 2 positions as my scripting skill is non existent really :D but ill still look into it.... maybe

also I knew about the extra models needed cheers though
Title: Re: hobbs' research
Post by: hobbs on August 20, 2017, 05:58:37 AM
Hi all have you guys seen this design for a US navy  based ship
(http://www.pierre-drolet-sci-fi-museum.com/Test_08.jpg)
Title: Re: hobbs' research
Post by: hobbs on January 12, 2018, 04:42:44 AM
Hi all. So I baught a new pc... It's windows 10 but my 3ds max 2009 is not compatible it seems.

What version of max should I get that's compatible with bridge commander?
Thanks for any help forthcoming
Title: Re: hobbs' research
Post by: eclipse74569 on January 12, 2018, 07:50:46 PM
Hi all. So I baught a new pc... It's windows 10 but my 3ds max 2009 is not compatible it seems.

What version of max should I get that's compatible with bridge commander?
Thanks for any help forthcoming

Do you have the SP2 installed?