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HaydenBarca

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Posts: 196
Reply with quote  #1 
So, I'm making a playable jump base (no turning or impulse, but it can jump).  I'm reusing the Command Base art:

<art meshfile="dat/station-starfish.dxs" diffuseFile="dat/player_station_color_03.png"
glowFile="dat/player_station_glow_03.png" specularFile="dat/player_station_spec_03.png" scale="0.3" pushRadius="250"/>


And I created a custom SNT file using the ArtemisShipEditor

<internal_data file="dat/commandBase.snt"/>

But when the game starts, the outline of the ship on any sort of tactical/map display (helm, weapons, tactical, science) looks like the dxs outline plus the front half of another ship.

Here's the view on Helm
Helm view.jpg 
And the damage status shadow in the top right of the Main Screen.
Main screen.jpg 

Does anyone know what controls this outline or why it's not playing nicely?

HaydenBarca

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Posts: 196
Reply with quote  #2 
Here's the full vessel block in case someone sees something

<vessel uniqueID="18" side="0" classname="Command Jump Base" broadType="player base carrier">
<!-- a playable Command base -->
<art meshfile="dat/station-starfish.dxs" diffuseFile="dat/player_station_color_03.png"
glowFile="dat/player_station_glow_03.png" specularFile="dat/player_station_spec_03.png" scale="0.3" pushRadius="250"/>
<internal_data file="dat/commandBase.snt"/>
<shields front="400" back="400"/>
<performance turnrate="0.000" topspeed="0.00001" shipefficiency="0.1" warpefficiency="2.0" jumpefficiency="1.0"/>
<beam_port x="0" y="150" z="0" damage="1" playerdamage="12" arcwidth="1.0" cycletime="6.0" range="1500"/>
<torpedo_tube x="-200" y="73" z="0" />
<torpedo_tube x="200" y="73" z="0" />
<torpedo_storage type="trp" amount="40"/> <!-- Homing"-->
<torpedo_storage type="nuk" amount="10"/> <!-- LR Nuke-->
<torpedo_storage type="min" amount="30"/> <!-- Mine"-->
<torpedo_storage type="emp" amount="20"/> <!-- EMP"-->
<torpedo_storage type="shk" amount="20"/> <!-- Plasma Shock"-->
<torpedo_storage type="bea" amount="25"/> <!-- Beacon"-->
<torpedo_storage type="pro" amount="25"/> <!-- Probe"-->
<torpedo_storage type="tag" amount="25"/> <!-- Tag"-->
<production coeff="1.0"/>
<carrierload baycount="12" bomber="6"/>
<long_desc text="TSN Starbase with strong shields. It is armed with a standard base beam, 2 torpedo launcher, and 12 fighters. It cannot move under impulse power, but can jump to new locations."/>
</vessel>

notsabbat

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Reply with quote  #3 
I suspect that this has something to do with it: 
<carrierloadbaycount="12"bomber="6"/>

From this thread: https://artemis.forumchitchat.com/post/maximum-number-of-fighters-9321098?highlight=maximum+fighters&pid=1300316932

Mark Bell wrote: "Well, each ship has a max of 7 fighters according to some testing done in another thread.  If your server has the horsepower, 7/bridge is the max.  "reasonable computing power" is sufficiently vague as to get the answer of "as many as it can handle" [tongue]"

I dont know much about ship modding, but I do know odd stuff can happen if you put in values the game doesn't understand. For instance I once changed a fighter missile type from Homing (now torpedoes) to mine and what I got was a fighter with 200 torpedoes that would not reload when docked. 

Try taking the baycount down to 7 and see what happens.

 

*edit* Just to see what happened I changed the carrier in my game to 12 bays and it loaded up just fine. So, NVM. I have no idea whats going on with it. 


__________________
-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
HaydenBarca

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Posts: 196
Reply with quote  #4 
Good thought.  I took it down to:

<carrierload baycount="7" bomber="7"/>

And that didn't do it.  I'll try removing lines, one at a time, to see if anything stops breaking it.

Update:  So I found the culprit.  The ship with the UniqueID before my base was designed with the ShipEditorTool with the maximum length.  For the map icon, this seems to "bleed over" to the ship  if the one before or after it is too long (and the scale attribute doesn't affect it for map icon purposes).  Removing this too-long ship fixed everything.  Putting it back into the UniqueID after the player base superimposed the back 1/3 of the ship on top of the base map icon.  Putting a "sacrificial" ship in the UniqueID between the player base and the long ship saved the base and messed up the sacrificial ship.  If the too-long ship is in the last player UniqueID, it does not wrap around and mess up the first player ship (UniqueID 0).

Now you know, and knowing's half the battle.

notsabbat

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Reply with quote  #5 
Wow! thats crazy. Good info to know though.
__________________
-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
HaydenBarca

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Posts: 196
Reply with quote  #6 
Yeah, I owe it all to my 11-year-old son who found a new tool with a slider and set it to the maximum to see what would happen.  Turns out, brokeness.  Now we know.
ron77

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Posts: 163
Reply with quote  #7 
So, what's the fixed code for this then and what mistake did you find and how did you fix it?
HaydenBarca

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Posts: 196
Reply with quote  #8 
The code posted in #2 was fine.  As I mentioned in #4 in the Update, the problem was the dxs file of a different ship that was created with ShipEditorTool that was too long and affected my base (which was the next integer uniqueID).  I fixed it by removing the offending too-long ship from vesselData.xml.  I posted the final version in this post:
https://artemis.forumchitchat.com/post/new-vessel-jump-base-playable-carrier-base-with-jump-drive-10578719?pid=1311883727
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