Search found 46 matches

by Darlos9D
Tue May 12, 2009 11:56 pm
Forum: Shipmaker Info and Help II
Topic: Limit to # of moving parts?
Replies: 4
Views: 1359

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...
by Darlos9D
Mon May 11, 2009 11:46 pm
Forum: Shipmaker Info and Help II
Topic: Limit to # of moving parts?
Replies: 4
Views: 1359

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...
by Darlos9D
Tue Feb 24, 2009 12:09 am
Forum: Ship Archive
Topic: Elicorporium.
Replies: 17
Views: 3143

I somehow doubt you'll be seeing the weapons much though.
by Darlos9D
Sun Feb 22, 2009 2:59 am
Forum: General Discussion
Topic: Mini Fleets. Do Arca's thing instead.
Replies: 159
Views: 52100

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...
by Darlos9D
Sun Feb 15, 2009 12:31 am
Forum: Shipmaker Info and Help II
Topic: Shipmaking Q&A
Replies: 541
Views: 643585

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...
by Darlos9D
Sat Feb 14, 2009 11:31 am
Forum: Ship Archive
Topic: First Monsters
Replies: 14
Views: 1540

The Thor reminds me of an idea I had for a ship that basically "embraces" things in arms that have powerful lasers running between them. It actually looks kind of like thats what it does, with all the shock beamers.
by Darlos9D
Sat Feb 14, 2009 11:28 am
Forum: Shipmaker Info and Help II
Topic: Shipmaking Q&A
Replies: 541
Views: 643585

Malahite wrote: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.
by Darlos9D
Sat Feb 14, 2009 11:26 am
Forum: General Discussion
Topic: v0.90b Bug Reports - READ FIRST POST
Replies: 149
Views: 42675

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...
by Darlos9D
Sat Feb 14, 2009 2:00 am
Forum: Shipmaker Info and Help II
Topic: Shipmaking Q&A
Replies: 541
Views: 643585

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...
by Darlos9D
Fri Feb 13, 2009 12:35 am
Forum: General Discussion
Topic: v0.90b Bug Reports - READ FIRST POST
Replies: 149
Views: 42675

A lot of explosion effects in-game seem to produce big vertical and horizontal laser beam effects that go off the screen. Lasers themselves sometimes skew in those directions, or are altogether invisible.
by Darlos9D
Fri Feb 13, 2009 12:08 am
Forum: Shipmaker Info and Help II
Topic: Shipmaking Q&A
Replies: 541
Views: 643585

A question about ship HP: is the HP you set for the ship spread amongst sections, or is it only for the core? If the later is the case, then do different sections have default HP values? Or is it determined in some other way?
by Darlos9D
Sat Feb 07, 2009 2:48 am
Forum: General Discussion
Topic: Mini Fleets. Do Arca's thing instead.
Replies: 159
Views: 52100

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...
by Darlos9D
Thu Feb 05, 2009 5:11 am
Forum: General Discussion
Topic: Mini Fleets. Do Arca's thing instead.
Replies: 159
Views: 52100

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...
by Darlos9D
Wed Feb 04, 2009 5:11 am
Forum: General Discussion
Topic: v0.90a Bug Report Thread
Replies: 133
Views: 16038

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...
by Darlos9D
Tue Feb 03, 2009 11:13 pm
Forum: . _ _._. (Etcetera)
Topic: You sunk my...
Replies: 87
Views: 21383

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...