Cruiser Cruise flame size?
Well, I've lately gotten into modding the game a little bit, and have successfully given myself a liberty cruiser with built-in turret guns and working (albiet modified) main cannons.
The only problem is this one aesthetic thing. I've noticed that the flame from the cruise engine is slightly smaller than the flame from normal burn at full thrust.
So, is there a way to fix this so I can see a visual difference between cruise speed and normal thrust?
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Well, as long as I'm posting, I might as well state a couple other problems I have...
1) Is there a way to lower the 'jittery' animation when guns hit unshielded hull? Drails should not make the thing rattle so much.
2) My hold_size does not seem to affect how much cargo space I have - it's always at 0, meaning I can't tractor in anything.
3) Since I haven't put shields on my ship, I set the shield_battery_limit to 0. I can tell this works because I can't buy any shields, but when I buy the ship, shield batteries are somehow transfered over. Normally when you have, say, 16 shield batteries, and the ship you're buying has a max of 14, then you see 2 batteries can not be carried over. Is this a problem because of the limit being 0? (Actually, I should try setting it to 1 and see what happens, actually. Silly me.)
4) I replaced all moor_medium in solararch.ini to jump, and it works fine (docking and cutting to the deck.) The only problem is that stations don't have a "to jump" in their 'request granted' speech. (I hear "Roger, your request , is granted. Please proceed , 4." Is there a way to make it so that when you 'jump' with a station, it still gives you the 'to moor'? (Jump as opposed to "to moor" or "to dock".)
Uhh... that looks like more than a couple minor problems...
Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!
The only problem is this one aesthetic thing. I've noticed that the flame from the cruise engine is slightly smaller than the flame from normal burn at full thrust.
So, is there a way to fix this so I can see a visual difference between cruise speed and normal thrust?
-----
Well, as long as I'm posting, I might as well state a couple other problems I have...
1) Is there a way to lower the 'jittery' animation when guns hit unshielded hull? Drails should not make the thing rattle so much.
2) My hold_size does not seem to affect how much cargo space I have - it's always at 0, meaning I can't tractor in anything.
3) Since I haven't put shields on my ship, I set the shield_battery_limit to 0. I can tell this works because I can't buy any shields, but when I buy the ship, shield batteries are somehow transfered over. Normally when you have, say, 16 shield batteries, and the ship you're buying has a max of 14, then you see 2 batteries can not be carried over. Is this a problem because of the limit being 0? (Actually, I should try setting it to 1 and see what happens, actually. Silly me.)
4) I replaced all moor_medium in solararch.ini to jump, and it works fine (docking and cutting to the deck.) The only problem is that stations don't have a "to jump" in their 'request granted' speech. (I hear "Roger, your request , is granted. Please proceed , 4." Is there a way to make it so that when you 'jump' with a station, it still gives you the 'to moor'? (Jump as opposed to "to moor" or "to dock".)
Uhh... that looks like more than a couple minor problems...
Why make your own mistakes when someone else has already made them for you?
-Learn from the skeletons floating in the piranha pool: NO SWIMMING[!