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e4mafia

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Reply with quote  #1 
Not sure where I should put this - 

I have some questions about the x,y, and z values for beam weapons in vessedata.xml

I'm trying to make sense out of what they represent, by making changes to them and going back into the game, but I'm struggling. Does anyone have a good understanding of it and can give me a quick primer?

Thanks!

notsabbat

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Reply with quote  #2 
As I understand it they represent the physical location of the beam emitter on the ship in X, Y and Z coordinates. I THINK that changing the X will move it from port to Starboard, Y will go from to bottom and Z will go from Fore to Aft, but Im not sure. I know that there is a ship builder program that you can use that will allow you to move them around and give you the exact coordinates.

I also know that those coordinates do exist for missiles, I haven't been able to get them to move on the ships by changing them. FYI

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e4mafia

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Reply with quote  #3 
any idea on what will control the direction of the beams? Is it just base on location and pointing out? Seems like maybe that's the case. I'll take a look around for the ship builder. Thanks for that tip!

Xavier Wise

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Reply with quote  #4 
Hey, 

You can find the ship editor here: https://artemisspaceshipbridge.com/downloads

Open up the ship you want in the Load/Save option. On that view, you can also move the yellow line and crosshair around on the ship model. The coordinates in the top left change and can be copied to be included in the vesselData entry where you want it.

The coordinates you add specify where a system is located on the hull, so if you add it to the Beam weapon's profile, it will create the beam firing point originating from the coordinates specified. For torpedoes, I believe this is the same. For engines, this is where the particles emit from. They also create aim points for when you are in manual firing mode against the target vessel.

Hope that helps! 

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ryleyra

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Reply with quote  #5 
First and most important point, just as the in-game coordinates go X east and west and Z north and south, with Y representing up and down, so it is for coordinates on the editor as well. So X is left and right, Y is up and down, and Z is front and back. The point 0,0,300 is dead ahead, so X is negative for points to the left (I think) of the ship, Y is negative for points below the ship, and Z is negative for points on the back of the ship.

Second, the game calculates a beam firing point (and engine ports, etc.) by drawing an imaginary line from the point 0,0,0, which is the exact center of most ships, to the point chosen on the ship model in the Ship Editor. If you try to guess the x, y, and z coordinates of a firing point, you will probably end up with a point either inside the ship or off of the skin of the ship. I'm not sure, but in the past I think this has made the game malfunction, so you will want to either use the Ship Editor or reuse the points already defined on the ship.

I will note that I have copied beam points from one ship to another without issue, even though those points were definitely not on the surface of the new model. So it's possible that points that are "in the neighborhood" are all right, as long as they aren't too far away or too close to the center.

For weapons, once the game draws that imaginary line from the center to the firing point of the beam, that imaginary line extending out to the range of the beam marks the centerline of the firing arc. The actual arc will be an equal number of degrees to either side of that line, depending on the value of arcwidth. I think, but I wouldn't swear to it, that the firing arc is flattened in the X and Z plane, and the ship can hit a target in that arc at any height, even if it is right on top of the ship. I have created a few firing points where the "beam" fires upward (or downward) at a crazy angle, and all that seems to matter is where that line is pointing around the circumference of the ship.

For engines, that point marks where the engine trail will come out. It naturally comes out directly behind the ship, no matter where the point is. For weapons, engines, and maneuver points on enemy ships, the point will be the exact spot chosen as a target in Gun Camera mode.

Torpedo coordinates seem to be ignored. Whatever the coordinates are, torpedoes will ALWAYS come out directly above the center of the ship, flying straight upwards. After a short time, they will curve down to seek out the target. Even torpedoes fired straight forwards without a lock (and probes) will do this. On most ships, this makes the torpedo firing point in the neck of the ship. Note the coordinates given for the Light Cruiser are in its nose, exactly between the two beams. The very first version of Artemis (1.0) had the torpedoes fired out of the front of the ship, and likely the coordinates are a holdover from this time. In the stock vesselData.xml, all other torpedo tubes just use the exact same coordinates as the Light Cruiser.
ryleyra

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Reply with quote  #6 
I'll add that to use the Ship Editor, you want to move the beam point across the model left and right and up and down (with the arrow keys, I think) to set to coordinates in the X and Y directions. You will then get the Z coordinate automatically calculated for you. To select points on the back half of the ship, push "Up" until the beam direction goes all the way up to point straight overhead, and then comes back down on the back half of the ship. The Z coordinate will be negative.

It can be hard to define points to the left and right of the ship without defining beam arcs that also extend to the left and right. In other words, if you have beams on "wings" that stick far out from the center, you will want them to be pretty far forward if they are only supposed to fire forward. And if the "wings" are in back of the ship, they will fire backwards! Something to keep in mind if you are designing your own ships.
MarkBell

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Reply with quote  #7 
The latest ship editor tool allows you to click locate anywhere on the model!  Plus, as you click around the model, it creates a yellow cross hair on the location and extends a yellow line to show the direction the beam will follow.  The elevation currently doesn't matter, but if you spin the ship to see it from the top, it'll give you a good idea on where the beam will go.  The torpedo location is currently ignored, all torpedoes fire upwards from 0,0,0.
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