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ogremasch

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Reply with quote  #31 
Pic of the ship as it sits today. Each station is operational and I even have two fighter stations ready for pilots.

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notsabbat

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Reply with quote  #32 
Neat! Looking good!
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-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
ogremasch

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Reply with quote  #33 
thanks, I still have a long way to go but the first timers loved the ship and I had some good feedback.

I am collecting some links from the forums for reference material for my to do list below. I am not sure if there is a more up to date version of any of this material but I really like the placards for each station that Badgeguy made ( assumption) its unfortunate that he hasn't posted since 2015 but maybe he is still around?

Some feedback I got from the new players was that they wanted a list of hotkeys. the F1 test helped some but it wasn't as robust as I or they would have liked. I searched the forums and there was a great set of cards that I believe were made by Badgeguy and I have the link to the file below. I need to review these and confirm that the keys are still valid as this was posted in 2013 if I remember correctly.

Station cards with hotkeys:
https://artemis.forumchitchat.com/file?id=1662821

I saw some updated "manual" texts with more details descriptions and even some maneuvers listed. I plan to review this material and try to create a beginners guide/ manual that will cover the basics of the game from the point of view of a player with no time in the simulator. It appears to have been contributed by Arrew.

https://artemis.forumchitchat.com/post/station-guides-7272840?&trail=15

Tutorial Mission. I need to create a mission, or locate one, that will enable each station to gain experience at the station that they are assigned and get new players familiar fast. the goals for each station:
     Helm: turning, speeding up, slowing down, docking aligning beam arc to enemy
     Weapons: Loading and unloading tubes, understanding the different effects of the torpedoes, targeting enemy ships, deselecting when surrendered, converting torp to energy and vice versa.
     Communications: Station communicating such as advising what we need built and advising of intent to dock, Enemy taunts and coordination with Science, friendly vessel guidance to stations and avoiding deadly terrain, Prioritizing advisement of different side missions to the captain
     Science: Coordination with other stations, scanning, scanning again, how to read the direction and distance info, locating and advising of beneficial anomalies.
     Engineering: the difference between adding power and adding coolant, how to avoid overheating, what to listen for and what each of the sliders effects will be on different situations.
     Captain: how to take all of this and put it all together.

Currently thinking of a map with a series of asteroids and blackholes in a sort of maze like configuration that has anomalies and a space station at one end and the Artemis on the other. the only way through is to pick up the proper anomalies as the ship will be unable to proceed (in a timely fashion/without having to stop and recharge) without communications from a friendly ship, and anomalies that provide energy, and maybe secret codes that unlock something once you arrive at the space station, maybe you can't dock without the codes (all of this would be explained to Comms). The space station should also be under attack so that there is something for the science officer to do and the comms officer to use taunting.

The above scenario takes care of helm, comms and science pretty well. As for weapons, the ship being low on power will require a few torpedoes to be converted to energy and there may be a few wrecks along the way that would yield anomalies. this would allow the weapons officer to target and destroy some stuff before being placed into battle.

Engineering would need to provide boosts to different systems to get through the asteroids with energy to spare. the efficiency of the warp drive and maneuverability being most important and then the primary beams as weapons encounters different wrecks or enemy vessels.

Captain would need to put it all together and command these actions be taken.

This doesn't account for fighters onboard but likely a follow up would be needed or a different scenario entirely that offers fighter tutorial.

The Louisville Artemis Mission Exploits Page on Facebook has been updated with some photos and I'll post a few on here. I have a short video as well. My efforts on this meet up was to get people playing and we jumped right in and played a lot of games. Round two I plan to have cameras and be able to put a short "episode" together from the recordings.

We played the game, we didn't really do any role playing as I thought that might be a little too much for people who A.) I didn't know, and B.) had never played Artemis before.

All in all it was lots of fun and we will be playing again.

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Mike Substelny

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Reply with quote  #34 
Quote:
Originally Posted by ogremasch

Tutorial Mission. I need to create a mission, or locate one, that will enable each station to gain experience at the station that they are assigned and get new players familiar fast. the goals for each station:
     Helm: turning, speeding up, slowing down, docking aligning beam arc to enemy
     Weapons: Loading and unloading tubes, understanding the different effects of the torpedoes, targeting enemy ships, deselecting when surrendered, converting torp to energy and vice versa.
     Communications: Station communicating such as advising what we need built and advising of intent to dock, Enemy taunts and coordination with Science, friendly vessel guidance to stations and avoiding deadly terrain, Prioritizing advisement of different side missions to the captain
     Science: Coordination with other stations, scanning, scanning again, how to read the direction and distance info, locating and advising of beneficial anomalies.
     Engineering: the difference between adding power and adding coolant, how to avoid overheating, what to listen for and what each of the sliders effects will be on different situations.
     Captain: how to take all of this and put it all together.


This is what everyone wants. Unfortunately it is impossible to automate in a mission script. You might do it with a Game Master, or perhaps 4-5 Game Masters, judging the players' actions.

The essential problem is that the mission scripting system can only tell what Helm and Weapons are doing. The mission scripting system:

  • Cannot tell when Comms sends any message.
  • Cannot tell when Science scans an object.
  • Cannot tell which object Science is looking at.
  • Cannot tell any Engineering power settings.
  • Cannot tell any Engineering coolant settings.
  • Cannot tell any Engineering Damage Control Team locations.
While a mission script could present a crew with all of the events you describe, it really won't be different from running a normal Invasion Mode mission or a GM Sandbox mission. A human needs to be standing over the player saying: "Good job, Science, you scanned that unknown ship! Now for your next challenge, Communications needs to taunt the ship!"

The mission scripting system is good at building bloodthirsty fleets of bad guys to attack the players. It is not good at knowing what the players are doing. [frown]

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ogremasch

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Reply with quote  #35 
I appreciate the feedback as I know absolutely nothing about mission writing. I will play around and see if I can create a map that throws things at the players slowly so the captain(trainer) can spend time training each station in how their positions operate. More experienced crews would not enjoy this map (probably) but the idea is just to get a quick, maybe 10 minute play session out of the way for first timers.
Mike Substelny

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Reply with quote  #36 
Try out the stock GM Module "Three Bases." It might be adequate for your training purposes exactly as it is.
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ogremasch

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Reply with quote  #37 

This ship is now online capable. All stations have internet access and we can take this simulator to battle with other players.

I need to work out the comms situation so that the communications station can check in with the other ships and relay the battle plan and sitreps etc...

probably ought to nail down a crew too... 

Angel of Rust

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Reply with quote  #38 
Looking awesome! I still love the seats!
ogremasch

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Reply with quote  #39 
Thanks. I was happy to get it and the stream functional. I'm hoping to get an additional Web cam for the main screen. I don't have a better way to stream it unfortunately, at least not without buying lots of new equipment at this time. One more Webcam should be in the budget.

I appreciate the kind words. I am still planning on adding greebles to the back of the chairs so they look more scifi and less car seat.

This year I hope to be able to paint the consoles and add better decoration to the side consoles. DMX will likely be next year.

I have another get together being planned for April 21st and hope to have time to make the back wall behind the Captain's seat look more scifi wall.

The reviews so far have been positive and except everyone universally hates the track pad mice. They are a necessity until I get the time to rework the angles of the flat part for the keyboard and mouse.

Small steps, I hope to eventually design and build a control surface/set of controls similar to that of AngelOfRust. That's the top of the line as far as I can see. I may try to use a wheel style control for helm, like one of those galaxy mice but larger, likely have to do some custom engineering.

Maybe I'll get to Armada next year.
ogremasch

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Reply with quote  #40 
Got some more work done, added more lights and wanted to show a little bit of a before and after.   The back wall needs more greebles and different things, I couldn't resist the addition of a reel to reel mock up for the comms station. 20180405_102359.jpg  20180405_102842.jpg  20180405_102857.jpg  20180405_102905.jpg  20180405_102914.jpg  20180405_102922.jpg  20180405_102927.jpg  20180406_223833.jpg 20180406_223944-1080.jpg
ogremasch

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Reply with quote  #41 
Got my engine core mocked up, the lights are temporary until I can find time to put DMX into the ship.



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ogremasch

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Reply with quote  #42 
I decided to color the 3d printed station logos I designed. They turned out ok. I wish I hadn't ran out of black for the weapons but overall I like the look.

I just used silver and gold Sharpie/magic marker to make the details pop a bit more. I put them in the picture for scale.

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Mike Substelny

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Reply with quote  #43 
Those look great, Ogremasch! I love them!

Will players wear them or will they adorn your consoles?

It would be cool to see something for a hot shot fighter jock. [cool]

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ogremasch

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Reply with quote  #44 
These are for the consoles and I have small ones that can be worn to match, that way if players aren't sure or are having trouble deciding the small ones go into a bag and it's luck of the draw.

I have a fighter badge but I didn't get it 3d printed yet.

https://www.thingiverse.com/thing:1450246

https://artemis.forumchitchat.com/post/3d-printable-badges-all-stations-8445931?highlight=3d+printed&pid=1297871129
ogremasch

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Reply with quote  #45 

So, An expensive lesson and an important one. Look before you leap.

I bought a DMX controller because and I now have a controller that doesn't have any way to interact with Artemis, unless I have overlooked something. 

What I bought: 

ADJ Products WIFLY WLC16 DMX512 controller with WiFly

https://www.amazon.com/gp/product/B00IP0E8BE/ref=oh_aui_detailpage_o02_s00?ie=UTF8&psc=1

I saw DMX and the price was right so I jumped on it and figured I would get the lights to match and then link it to Artemis... well that didn't work. I can find lights no problem but I don't have a way to link it to any external input for signalling DMX triggers/events. 

The biggest expense was the time I spent trying to make this thing work, but I now have a 270 dollar unusable DMX controller sitting next to me that I can hook up and manually control or set a preplanned/timed event on a SD card to go along with a show but as far as live handling of DMX triggers as they happen, that is a no go.

I am still planning to get into DMX but this has me rather flustered so I will put that on the back burner again.

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