Author Topic: Sentinel Class  (Read 15639 times)

Offline Locke

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Re: Sentinel Class
« Reply #80 on: July 01, 2010, 03:27:24 PM »
Yeah . . . you definitely get a cookie for that one . . . :thumbsup:

Offline Nebula

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Re: Sentinel Class
« Reply #81 on: July 01, 2010, 03:39:51 PM »
umm I fail to see how that's going to help Lionus...
Canon is what people argue exists on ships that don't exist.

Offline Locke

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Re: Sentinel Class
« Reply #82 on: July 01, 2010, 03:44:44 PM »
umm I fail to see how that's going to help Lionus...

It never hurts to have a fistful of bad words (or Data's :P) to help one express one's  :banghead: in times of stress.

Offline ACES_HIGH

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Re: Sentinel Class
« Reply #83 on: July 01, 2010, 04:02:12 PM »
Indeed

the only advice I can think of is to look at the stats of other ships for comparison.

Offline Locke

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Re: Sentinel Class
« Reply #84 on: July 02, 2010, 01:35:04 AM »
After an afternoon of looking at the scripts for most of the ships in my install, a few questions:

Is it better to add all properties on the "Scene Root" section?  I have three subsections (Main Hull, Engineering and Aft Hull) that I could add properties to.  I noticed that most people (if not all) tend to put all properties on the Scene Root section.  But the other sections are there for a reason, right?  Is there some difference between putting them in different sections?

If I do add properties to the aforesaid subsections, do I need to include properties of the same type with each other?  For instance, should the phaser weapon system be on the same section as the actual phaser emitter properties?  Or should the warp core and warp engine power system be on the same section?

Does anyone know what the general relationship is between the mass and rotational inertia in the ship properties seems to be?  I know that the rotational inertia is how long the ship takes to stop moving after control input is released, but to what degree does the mass affect this property?

Offline Villain

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Re: Sentinel Class
« Reply #85 on: July 02, 2010, 06:34:09 AM »
You have to put all of the stuff in Scene Root. That's where BC looks or something.  :idk:  IIRC mass is for things like ramming and such. Heavier ship = more physical damage.


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Quote from: JimmyB76
der-ner-ner-ner-ner ..... der-ner-ner-ner-ner .....
---
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Offline Locke

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Re: Sentinel Class
« Reply #86 on: July 02, 2010, 02:05:54 PM »
Well, everything IS under the scene root, it's just also on other parts of the file.

But everything seems to work!  The Sentinel is almost ready for battle.

I just need to work on the tactical display.  How exactly do all the "weapon icon information" and "2d overlay position" entries in MPE work?  I opened up my tumbnail image and got coordinates (X,Y) for the spots that I wanted to have things show up, but they are way off in-game.  The stuff you see on the current display seems to be "expanded" or just off in scale somehow.  Is there a certain way to figure out the tac display stuff?

On the plus side, I personally believe she damages VERY well. :D

Offline DJ Curtis

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Re: Sentinel Class
« Reply #87 on: July 02, 2010, 02:16:18 PM »
Download a program from BCFiles called TDIE.  It's a GUI program that allows you to place all that kind of stuff really easily by hand.

Offline Locke

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Re: Sentinel Class
« Reply #88 on: July 02, 2010, 03:11:32 PM »
Wow!  Thanks, DJ.  Got that done in a jiffy.  I could have sworn that was gonna be a righteous pain in the tuckus.

Anyway, just trying to balance the ship out, now.  Have to get all the power stuff tweaked a bit and then get the weapons and shields exactly how I want them.

After that, time for beta testing!  Any volunteers?

Offline Nebula

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Re: Sentinel Class
« Reply #89 on: July 02, 2010, 03:38:36 PM »
hehe I'll try this thing out
Canon is what people argue exists on ships that don't exist.

Offline Nihilus

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Re: Sentinel Class
« Reply #90 on: July 02, 2010, 03:45:36 PM »
I wouldn't mind testing her out. :)

Offline Lionus

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Re: Sentinel Class
« Reply #91 on: July 02, 2010, 05:28:43 PM »
count me in.
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My love
Is wand'ring in star-flight
I know
He'll find in star-clustered reaches
Love,
Strange love a star woman teaches.
I know
His journey ends never
His star trek
Will go on forever.
But tell him
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Remember, remember me."

Offline Billz

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Re: Sentinel Class
« Reply #92 on: July 02, 2010, 05:29:49 PM »
Wow!  Thanks, DJ.  Got that done in a jiffy.  I could have sworn that was gonna be a righteous pain in the tuckus.

Anyway, just trying to balance the ship out, now.  Have to get all the power stuff tweaked a bit and then get the weapons and shields exactly how I want them.

After that, time for beta testing!  Any volunteers?

"Tuckus"?!?  :idk:

As Louis from L4D would say "Volunteer here!"  :)
Can't wait for 2014 to start.

Offline Captain_Licard

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Re: Sentinel Class
« Reply #93 on: July 02, 2010, 05:57:27 PM »
I like the design, Ill help beta
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Offline serverandenforcer

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Re: Sentinel Class
« Reply #94 on: July 02, 2010, 05:57:41 PM »
I would love to take a crack at it.

Offline Mario

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Re: Sentinel Class
« Reply #95 on: July 02, 2010, 07:07:01 PM »
Not to steal a thread or anything but TDIE 1.0.6 is the latest version (a very rare bug was fixed in this version): http://bcs-tng.com/portal/?q=tacdisplayiconeditor
BCFiles has 1.0.5.
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Offline Locke

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Re: Sentinel Class
« Reply #96 on: July 02, 2010, 09:58:56 PM »
Everyone that volunteered to beta before this post, check your messages.  Link to the download is there.

Offline Nebula

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Re: Sentinel Class
« Reply #97 on: July 02, 2010, 11:10:57 PM »
I like it... it's about equal to the Kyoto... if you're lucky lol
Though I think it's a tad too maneuverable.... maybe tone it down a bit. 

and the scale of the ship seems a little off... wasn't this supposed to be about defiant sized?

I grabbed a few quick shots, I'll post em later.
Canon is what people argue exists on ships that don't exist.

Offline Locke

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Re: Sentinel Class
« Reply #98 on: July 03, 2010, 02:57:03 AM »
OMG . . . :facepalm:  I frakked up.

At any rate, I fixed the sizing issue, and slowed the ship down a bit.  I also took some of the edge off of the maneuvering so she doesn't flip around like she was before.

Interestingly:

I sized it originally to DJ Curtis's Valiant, which he said was just smaller than the Defiant.  However (and this is something I should have checked) it's actually almost TWICE the size of the Defiant.  So when I sized my ship to be just under 3/4 of the Valiant, I was making it 2x the size it needed to be.  You can see in the images below the in-game shot of me above the Ambassador, and the approximate same shot rendered out of Max, where I sized the Ambassador correctly using specs from the Daystrom Institute.

All is fixed, now!  New beta is downloadable at the same location!

Offline Nihilus

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Re: Sentinel Class
« Reply #99 on: July 03, 2010, 04:49:51 AM »
So far, I like her.  I'm still using the original download, (It says file not available when I try to download your updated version), but I personally like how fast she was before you slowed her down.  I did notice however the Specular's cause the ship to be VERY shiny in certain light.  So shiny she looks all white.  Pics are posted for examples.  I also have a video here examining the ship and even a little combat.

http://www.youtube.com/watch?v=TGjCyh_7j94 (720p)

There would be more combat in the video but Fraps is causing my game to crash when I start fighting.  I can assure you though that when Fraps isn't on and I take her into combat, she runs like a dream.  Easily taking out Bird's of Prey, Dominion Attack Ships and she almost took out a Keldon, but I was outnumbered so I died.  The phasers look great and shoot from where they're supposed to perfectly fine, but there is no sound for the phasers.  I don't know if it's just my computer or not.

Texture wise she's pretty good, although I notice around the windows there appear to be squares around them.  You can see what I mean in the pics.  I believe they're caused by the glow.