*** Tutorial *** Player mountable cargopod economy
I've been playing about with getting the utility ships working for players and after a bit of playtesting. I think I've got it pretty much sorted. I thought i might post up a tutorial as i haven't done one for ages.
What this tutorial covers
1. It briefly covers getting ships like the transport working for players
2. It covers creating a new shield class for cargo pods and mounting them to player ships
3. Covers the market side of things and a couple of extra things i've added
Getting the Transport flyable
I'm pretty sure this sort of thing has been covered before so i'm not going to go into too much detail here. I did hit a few bumps along the way, which i'll name here in case other people hit them too.
The transport is pretty much flyable as it is from the original game. The main problem is the knackered viewpoint and it behaves really badly.
So, the first thing you need to do is change the view point of the normal view.
This is from SDK:
nickname = ge_transport
..
mission_property = can_use_med_moors
..
type = TRANSPORT
DA_archetype = ships\utility\transport_small\transport_small.cmp
..
mass = 500.000000
hold_size = 1000000
explosion_arch = explosion_instant
..
hp_type = hp_turret, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, HpTurret_U1_04, HpTurret_U3_01
hp_type = hp_cargo_pod, HpCargo01, HpCargo02
..
HP_bay_surface = HpRunningLight08
HP_bay_external = HpMount
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 3000
As the ship was never meant to be flyable it doen't have the:
That the other ships have, though for some reason it does have the HpTurret type references. Not quite sure why they are in there , but there you go. By adding these to the file it backs off a bit and gives you a better view of the ship. Next is the turret view. I've got to admit here that i cheated and refered all of my capitals to a cockpit file made by mancer, used along side his ships.
If you don't have it create a custom one with this in it:
[Cockpit<--close
mesh = COCKPITS\RHEINLAND\MODELS\rh_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 40, 15
[CockpitCamera<--close
[TurretCamera<--close
tether = 0.000000, 25, 180
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
Right so you can see you ship ok, but it steers really badly. Something like a lopsided brick which has an annoying habit of trying to roll over. After about an hour of playing around with various steering values i found out you just change
type = TRANSPORT
for
type = FREIGHTER
.. and everything works ok.. (how annoying, but there you go).
Next bit is going through utility weapons
Edited by - M-A-C-E_166 on 5/3/2006 3:48:29 AM
What this tutorial covers
1. It briefly covers getting ships like the transport working for players
2. It covers creating a new shield class for cargo pods and mounting them to player ships
3. Covers the market side of things and a couple of extra things i've added
Getting the Transport flyable
I'm pretty sure this sort of thing has been covered before so i'm not going to go into too much detail here. I did hit a few bumps along the way, which i'll name here in case other people hit them too.
The transport is pretty much flyable as it is from the original game. The main problem is the knackered viewpoint and it behaves really badly.
So, the first thing you need to do is change the view point of the normal view.
This is from SDK:
nickname = ge_transport
..
mission_property = can_use_med_moors
..
type = TRANSPORT
DA_archetype = ships\utility\transport_small\transport_small.cmp
..
mass = 500.000000
hold_size = 1000000
explosion_arch = explosion_instant
..
hp_type = hp_turret, HpTurret_U1_01, HpTurret_U1_02, HpTurret_U1_03, HpTurret_U1_04, HpTurret_U3_01
hp_type = hp_cargo_pod, HpCargo01, HpCargo02
..
HP_bay_surface = HpRunningLight08
HP_bay_external = HpMount
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 1
hit_pts = 3000
As the ship was never meant to be flyable it doen't have the:
camera_offset = 13, 62
camera_angular_acceleration = 0.025000
camera_horizontal_turn_angle = 20
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 20
camera_turn_look_ahead_slerp_amount = 1.000000
That the other ships have, though for some reason it does have the HpTurret type references. Not quite sure why they are in there , but there you go. By adding these to the file it backs off a bit and gives you a better view of the ship. Next is the turret view. I've got to admit here that i cheated and refered all of my capitals to a cockpit file made by mancer, used along side his ships.
If you don't have it create a custom one with this in it:
[Cockpit<--close
mesh = COCKPITS\RHEINLAND\MODELS\rh_freighter_cockpit.cmp
int_brightness = 0.500000
head_turn = 40, 15
[CockpitCamera<--close
[TurretCamera<--close
tether = 0.000000, 25, 180
yaw_rotate_speed = 2.000000
pitch_rotate_speed = 1.500000
accel_speed = 5
Right so you can see you ship ok, but it steers really badly. Something like a lopsided brick which has an annoying habit of trying to roll over. After about an hour of playing around with various steering values i found out you just change
type = TRANSPORT
for
type = FREIGHTER
.. and everything works ok.. (how annoying, but there you go).
Next bit is going through utility weapons
Edited by - M-A-C-E_166 on 5/3/2006 3:48:29 AM