Author Topic: Sentinel Class  (Read 15611 times)

Offline hobbs

  • Posts: 1373
  • Cookies: 77
Re: Sentinel Class
« Reply #100 on: July 03, 2010, 12:22:50 PM »
i'd beta
"We are dreamers, shapers, singers and makers..." Michael Ansara, "Elric" Babylon 5 "The Geometry of Shadows,"


Offline Nihilus

  • Posts: 407
  • Cookies: 14
Re: Sentinel Class
« Reply #101 on: July 04, 2010, 12:26:44 AM »
I may have found another problem but I don't if this is happening to anyone else.  I downloaded a Defiant Class so I can get the pulse phasers going but now when I take the Sentinel into combat, the game crashes.  I believe it crashes while attempting to shoot the Pulse Phasers since it never crashes when she shoots Quantums or regular phasers.

Offline DJ Curtis

  • Ship Builder
  • Posts: 1967
  • Cookies: 1412
  • I make ships.
Re: Sentinel Class
« Reply #102 on: July 04, 2010, 12:35:57 AM »
sounds like it's looking for a projectile script that's not there.

Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Sentinel Class
« Reply #103 on: July 04, 2010, 12:42:26 AM »
Hmmm . . . it should be using KM2010.02 pulses, or the 09 version.  Either way, the Defiant from that is what I have installed.

If no one else is gonna say it, I will: this ship sucks right now.  Needs a whole bunch of work that I frankly don't know how to do.  The weapons need severe adjustments, since the torps seem too strong and the phasers don't drain fast enough.  I can't seem to make heads or tails of the MPE phaser settings.  It's a miracle they fire in the correct arcs!

The turning is in desperate need of some tweaking, as it still overcorrects.

And has anyone noticed how badly it damages?!  The first version I made (the double-sized one) damaged nice and smoothly.  But every time I get hit with this one, I get weird, bulbous holes that crater outside of the original hull areas.  It also damages FAR too quickly.  I had most of my ship missing when I still had 50% shields and all my power functional.

How do I go about correcting these things? :help:

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5500
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Sentinel Class
« Reply #104 on: July 04, 2010, 12:58:24 AM »
don't forget to delete the vox nif... that fixes most damage issues.
Canon is what people argue exists on ships that don't exist.

Offline Lionus

  • Posts: 1561
  • Cookies: 79
Re: Sentinel Class
« Reply #105 on: July 04, 2010, 05:56:08 AM »
Federation finally defeated Romulans in a spectacular display of skill in an old earth game called "peek-a-boo".
Star Trek Quad-nacelle fanboy Extraordinaire

StarFleet Research and Development Crash Test Dummie/Test pilot

"Beyond the rim of the star-light
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
While he wanders his starry sea
Remember, remember me."

Offline Nihilus

  • Posts: 407
  • Cookies: 14
Re: Sentinel Class
« Reply #106 on: July 04, 2010, 05:59:48 AM »
Federation finally defeated Romulans in a spectacular display of skill in an old earth game called "peek-a-boo".

That's awesome :D.  Quick off topic question here though... how do you manage to get that close?  I turn collisions off but that doesn't stop the other ship from simply flying away to avoid me when I get too close.

Offline Billz

  • Posts: 1697
  • Cookies: 45
  • Doctor who? ;)
Re: Sentinel Class
« Reply #107 on: July 04, 2010, 06:11:48 AM »
That's awesome :D.  Quick off topic question here though... how do you manage to get that close?  I turn collisions off but that doesn't stop the other ship from simply flying away to avoid me when I get too close.

Destroy the enemy ship's impulse engines. :D Pretty simple.

Locke, did you get my message of the broken download link by the way?
Can't wait for 2014 to start.

Offline shade_30

  • Posts: 35
  • Cookies: 6
Re: Sentinel Class
« Reply #108 on: July 04, 2010, 06:32:30 AM »
That's awesome :D.  Quick off topic question here though... how do you manage to get that close?  I turn collisions off but that doesn't stop the other ship from simply flying away to avoid me when I get too close.

Destroy the enemy ship's impulse engines. :D Pretty simple.

Locke, did you get my message of the broken download link by the way?

Alternatively, you can just use a friendly ship, it will stay still until you aproach it. But if you're stealthed, it won't see you and thus will continue to sit still.
(I used to park the BoP inside a warbird that way back before I used mods =p (With collisions on I might add))

on topic:
the ship looks great, love her!

Also about the HP'ing, I know nothing of placement etc, but I might be able to help you with weapon strength etc

Offline Lurok91

  • Posts: 1309
  • Cookies: 2062
  • SPMod Developer (Retired)
    • Lurok91 Mods
Re: Sentinel Class
« Reply #109 on: July 04, 2010, 06:56:26 AM »
Torpedo strength can be easily changed in projectile script (it's also handy to changed speed and lifetime while at it)

Way back when I first started balancing HPs, got this info off KM forums; handy guide for mpe phaser stats:

SetMaxCharge(5.000000)  <--controls max units it charges too
SetMaxDamage(1000.000000)  <-how much damaged 1 unit of charge does.
SetMaxDamageDistance(60.000000)   <--your range. I assume in KM.
SetMinFiringCharge(2.000000)     <---you must charge 2 units before you can fire.
SetNormalDischargeRate(1.000000)  <-discharges 1 unit of charge (I believe this will use
1 per second which means max charge 5 is a 5 second burst) 
SetRechargeRate(0.080000)  <--a rather slow recharge rate. I'd use .2 or .4 for a quick
charge bank. experiment.
 
SetTextureName("data/phaser27a.tga") <--you may change your phaser texture by pasting
the name including extension as shown. Make sure said file is in your data folder.

I never have MaxCharge over 1, as I like the very short phaser bursts.

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5500
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Sentinel Class
« Reply #110 on: July 04, 2010, 09:29:41 AM »
Destroy the enemy ship's impulse engines. :D Pretty simple.

Locke, did you get my message of the broken download link by the way?

or you could just beam over to the rom ship turn engines off then beam back to your ship and park there.
Canon is what people argue exists on ships that don't exist.

Offline Lionus

  • Posts: 1561
  • Cookies: 79
Re: Sentinel Class
« Reply #111 on: July 04, 2010, 10:31:00 AM »
I just set him friendly and gave order to stop the ship.. and I left the collisions on, much more rewarding to pull off this trick that way.. :funny
Star Trek Quad-nacelle fanboy Extraordinaire

StarFleet Research and Development Crash Test Dummie/Test pilot

"Beyond the rim of the star-light
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
While he wanders his starry sea
Remember, remember me."

Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Sentinel Class
« Reply #112 on: July 04, 2010, 10:55:49 AM »
I'm trying right now to check other ships' stats using MPE, but there are some ships that just won't show up in the script select section.  The Sovereign, Defiant and Sabre just to name a few.  And these are (with the exception of the Sovereign) KM ships.  The python files are the unpacked version (snakes with closed eyes).  How do I "unpack" them so they are viewable?  I want to see about what textures the Sov uses for torps, and some stuff from the Defiant.

Offline Nebula

  • BC elder / BCC Vice Admin
  • Administrator
  • Posts: 5500
  • Cookies: 1129
  • KM - Mod Team Member & BC - Elder (2002)
    • 9th fleet HQ
Re: Sentinel Class
« Reply #113 on: July 04, 2010, 11:02:01 AM »
the py files for those ships are in the src folder.

we kept the py and pyc files sep
Canon is what people argue exists on ships that don't exist.

Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Sentinel Class
« Reply #114 on: July 04, 2010, 12:36:53 PM »
I'm playing with the weapons sets right now, and I came across a small problem: how do I figure out where the original files came from?  Unless I use absolutely STOCK stuff, I need to get permissions.  I don't want someone coming back at me a month from now and complaining that I stole their stuff when I couldn't figure out where it came from.  The textures and scripts I can probably work out on my own.  I can create my own versions of those, but I don't know much about sound editing.

Offline DJ Curtis

  • Ship Builder
  • Posts: 1967
  • Cookies: 1412
  • I make ships.
Re: Sentinel Class
« Reply #115 on: July 04, 2010, 02:12:14 PM »
People release them for you to use with your ships.  Don't worry about it.  Give credit.

You said you were having trouble figuring out the phaser arcs.  Here's a little tutorial.  Set up a basic phaser, don't change anything, and you'll quickly see how it works. 

Feel free to ask questions if you need clarification on anything specific.

Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Sentinel Class
« Reply #116 on: July 04, 2010, 03:55:08 PM »
Thanks, DJ!  Graphical instruction is always helpful . . .

I think I've got all of that, now. :dance

Should have the weapons done by the end of the afternoon, here.  New beta will be ready for the interested parties by nightfall.  I'll send you all a note when it's uploaded.

Offline Nihilus

  • Posts: 407
  • Cookies: 14
Re: Sentinel Class
« Reply #117 on: July 04, 2010, 04:38:53 PM »
Thanks, DJ!  Graphical instruction is always helpful . . .

I think I've got all of that, now. :dance

Should have the weapons done by the end of the afternoon, here.  New beta will be ready for the interested parties by nightfall.  I'll send you all a note when it's uploaded.

Sounds fun :)

Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Sentinel Class
« Reply #118 on: July 04, 2010, 04:58:46 PM »
N00b moments . . . yaaaayyyy . . . .

I don't know how to read the MPE phaser settings for the beam.  As in: what are "Taper min length" and "Taper max length"?  Do they refer to how far from the emitter the beam starts to taper and stops tapering?  What is "Taper radius"?  The rest is fairly self-explanatory.

Offline Locke

  • Posts: 535
  • Cookies: 36
  • Cannot find REALITY.SYS - Universe Halted
Re: Sentinel Class
« Reply #119 on: July 05, 2010, 01:40:46 PM »
ATTENTION BETA TESTERS:

If you have any concerns, now's the time.  I'm gonna publish this afternoon. ;)