Search found 156 matches
- Mon Nov 30, 2009 12:40 pm
- Forum: Ship Archive
- Topic: NOVA class ships: Dat viymese
- Replies: 78
- Views: 33990
- Mon Nov 30, 2009 12:39 pm
- Forum: Ship Archive
- Topic: Aztec's ships
- Replies: 19
- Views: 6754
- Mon Nov 30, 2009 7:20 am
- Forum: Shipmaker Info and Help II
- Topic: Turret weapons Jamming... solutions.
- Replies: 5
- Views: 1336
If the turret is non-rotating, IE: is a static spinal mounted massive railgun, or a wankbeam, etc., then yeah, you're going to have problems if you set the shooting angle to 0 or 1. You should never ever set the angle to that. Instead, don't set it up as a normal turret. Create a blaster and set the...
- Mon Nov 30, 2009 7:14 am
- Forum: General Discussion
- Topic: windows 7 64 bit compatibility problem
- Replies: 25
- Views: 16822
- Sun Nov 29, 2009 5:31 pm
- Forum: Ship Archive
- Topic: collaborative ship design: Guitarship
- Replies: 16
- Views: 5612
I finally found the last sprite I was missing. I'm going to be making some custom sprites for the detail work, like the frets and strings, among other bits. Anyone have any idea what the pack should be called? EDIT: I'm thinking of using the empty space between the horns on the head of the guitar as...
- Sun Nov 29, 2009 5:25 pm
- Forum: General Discussion
- Topic: windows 7 64 bit compatibility problem
- Replies: 25
- Views: 16822
- Sun Nov 29, 2009 4:26 pm
- Forum: General Discussion
- Topic: windows 7 64 bit compatibility problem
- Replies: 25
- Views: 16822
- Sun Nov 29, 2009 3:47 pm
- Forum: Ship Archive
- Topic: collaborative ship design: Guitarship
- Replies: 16
- Views: 5612
- Sat Nov 28, 2009 3:34 pm
- Forum: Shipmaker Info and Help II
- Topic: Disabling/Enabling Weapon Triggers.
- Replies: 3
- Views: 1150
Weird. After trying a few things, I've gotten one to work properly. Next step is to get it working properly with the turret. I needed to add an egg timer and 2-position switch in order for it to work properly. Your system had it such that you could enable/disable the actual weapons while the covers ...
- Sat Nov 28, 2009 7:51 am
- Forum: Shipmaker Info and Help II
- Topic: Disabling/Enabling Weapon Triggers.
- Replies: 3
- Views: 1150
- Fri Nov 27, 2009 11:33 am
- Forum: Shipmaker Info and Help II
- Topic: Cluster torpedoes
- Replies: 34
- Views: 3875
- Fri Nov 27, 2009 7:22 am
- Forum: Shipmaker Info and Help II
- Topic: Cluster torpedoes
- Replies: 34
- Views: 3875
Re: Cluster torpedoes
Bentusi wrote:Is possible make Cluster weapons like torpedos?
I'm saying is that I have a gun that launches a single missile and a moment before it hits against the target missile is subdivided into many smaller, spreading the damage in various sections of the enemy ship.
No.
- Wed Nov 25, 2009 4:08 pm
- Forum: Shipmaker Info and Help II
- Topic: Triggers
- Replies: 1
- Views: 899
- Wed Nov 25, 2009 1:04 pm
- Forum: Ship Archive
- Topic: collaborative ship design: Guitarship
- Replies: 16
- Views: 5612
- Tue Nov 24, 2009 6:10 am
- Forum: Ship Archive
- Topic: collaborative ship design: Guitarship
- Replies: 16
- Views: 5612
Yeah, LactoseTolerant mentioned the swinging like the Orbital Sword thing already, so we're already planning for that. We just need to get the bridge in the right place and get the parenting setup properly. It should be pretty easy once we've got that. As for weapons, I was thinking that the head of...