Search found 46 matches
- Tue May 12, 2009 11:56 pm
- Forum: Shipmaker Info and Help II
- Topic: Limit to # of moving parts?
- Replies: 4
- Views: 1361
I don't know the answer to your problem, but from the way you describe making an 'arm', I think there is a better way. Use joints; small round sections at the end of each 'arm' that do the rotating, with the arm parented to it. Vnila made ball and joint sections that work very well for this here. W...
- Mon May 11, 2009 11:46 pm
- Forum: Shipmaker Info and Help II
- Topic: Limit to # of moving parts?
- Replies: 4
- Views: 1361
Limit to # of moving parts?
So, I was messing around in ship maker. I took a stock section sprite and elongated its blank space in the hopes that it would change the center of the sprite to where I could make it look like "arms" were rotating around the center of the ship. Actually, this seemed to work out, except fo...
- Tue Feb 24, 2009 12:09 am
- Forum: Ship Archive
- Topic: Elicorporium.
- Replies: 17
- Views: 3182
- Sun Feb 22, 2009 2:59 am
- Forum: General Discussion
- Topic: Mini Fleets. Do Arca's thing instead.
- Replies: 159
- Views: 55123
Also, looking good. And shame about the broadside AI, that seems to be a relatively common problem unfortunately (I've seen some ships that work fine with it, and others that... don't...) It seems like broadsiding works when the ship is moving towards its target, and usually when its holding positi...
- Sun Feb 15, 2009 12:31 am
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 684997
Suddently I came to an idea to name the AI kamikaze shooter Rock-It-Launcher :lol: Fallout 3 called: it wants its weapon schematics back. Do this instead: Make a rocket launcher that fires rocket launchers that fires rockets the size of small buses (with rocket launchers on them). </EVE> I feel lik...
- Sat Feb 14, 2009 11:31 am
- Forum: Ship Archive
- Topic: First Monsters
- Replies: 14
- Views: 1544
- Sat Feb 14, 2009 11:28 am
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 684997
- Sat Feb 14, 2009 11:26 am
- Forum: General Discussion
- Topic: v0.90b Bug Reports - READ FIRST POST
- Replies: 149
- Views: 43566
If they're white, those are intentional. The explosion itself tends to generate a refraction bubble/shockwave effect that causes weapon-fired beams to visually bend, but they do not physically. http://img23.imageshack.us/img23/8601/bfscreen027oq7.png These are giant misplaced beams of light, I'm pr...
- Sat Feb 14, 2009 2:00 am
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 684997
What is the Kamikaze AI supposed to do specifically? Does it just make the ship fly at things haphazardly, go past, turn around, and do it again? Or does it actually make it so the ship smashes into other ships? I'd try it out myself, but from what I understand from a while back, it doesn't really w...
- Fri Feb 13, 2009 12:35 am
- Forum: General Discussion
- Topic: v0.90b Bug Reports - READ FIRST POST
- Replies: 149
- Views: 43566
- Fri Feb 13, 2009 12:08 am
- Forum: Shipmaker Info and Help II
- Topic: Shipmaking Q&A
- Replies: 541
- Views: 684997
- Sat Feb 07, 2009 2:48 am
- Forum: General Discussion
- Topic: Mini Fleets. Do Arca's thing instead.
- Replies: 159
- Views: 55123
Well, I did fix the judge ships I believe... and the shields are in the regular places :/ Did you download all of TBE's shields and put them into the folder that he suggested (TBE_Shields inside the custom sprites folder)? Uhm... where do I get TBE's shields? It's not linked in the first post, I've...
- Thu Feb 05, 2009 5:11 am
- Forum: General Discussion
- Topic: Mini Fleets. Do Arca's thing instead.
- Replies: 159
- Views: 55123
Man, your colors make mine look like rainbow eyesores. Also: http://tvtropes.org/pmwiki/pmwiki.php/Main/BeehiveBarrier Not that it doesn't look cool. Edit: hey, guys, could somebody in charge of this thread PLEASE fix the judge ships, or release those custom shield parts and tell us where to put the...
- Wed Feb 04, 2009 5:11 am
- Forum: General Discussion
- Topic: v0.90a Bug Report Thread
- Replies: 133
- Views: 16542
And Darlos, I believe that the rockets cannot turn, so they have to point at the target. I may be wrong though. They don't by default, but you can set them to track, and they do so just fine. But the weapon itself still wants to be able to point straight at potential targets for some reason, even i...
- Tue Feb 03, 2009 11:13 pm
- Forum: . _ _._. (Etcetera)
- Topic: You sunk my...
- Replies: 87
- Views: 21894
As I described earlier, some long-range planet-obliterating technology would only really require some 50+ ton of material launched at very high speeds. By the time we're living on enough other planets to consider doing something that drastic, we'll probably have the mass-driver technology required t...