Been too long...trying a new ship anyway.

Archives for ships and fleets. 'nuff said. Most of the ships here are very very old and will not work in current versions of BSF or SM. You have been warned!

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Spoot Knight
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Location: In the Vega star system, monitoring UCM defense movement.
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Post by Spoot Knight »

Updated post, I think it's turning out okay, if I figure out how to make hatch doors the missile launchers will have doors over them, they're exceptionally powerful compared to the other weapons the ship will have and as such won't be constantly used. The bridge unlike all of my other creations is very lightly armed in comparison, the four Machineguns provide a desperate measure's worth of defense.
The United Commonwealth Military and Spootech Industries joint fleet.
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
DoomBringer
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Post by DoomBringer »

Wow big welcome party, Welcome back spoot and what an entrance with a ship like that nice it seems you have improved good to have you back.
Part of being sane, is being a little bit crazy.
Spoot Knight
Rear Admiral
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Posts: 839
Joined: Sun Jan 27, 2008 2:59 pm
Location: In the Vega star system, monitoring UCM defense movement.
Contact:

Post by Spoot Knight »

So I found out I was a little bit smarter than I originally thought, as I managed to get parts to move so I could go ahead and try to code the doors in for the ship's main missiles. Though I have two problems, one of them is this:

Image

Despite having the weapon's depthing on it still shows up on top of the door, although it doesn't look like this on Shipmaker. The second problem is I'm now stuck as to how I can make the missiles not fire when the doors are closed and how to properly close the doors without them reopening themselves.
The United Commonwealth Military and Spootech Industries joint fleet.
[img]http://i97.photobucket.com/albums/l223/SpootKnight/Spootech/av-1.gif[/img]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=1854]Spootech Industries - The Third Revision, upgrading to the Fourth Revision.[/url]

[url=http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2273]How Spootech Industries came to be as it is now; the history of Spootech Industries ship making.[/url]
Kaelis
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Post by Kaelis »

Spoot Knight wrote:Despite having the weapon's depthing on it still shows up on top of the door, although it doesn't look like this on Shipmaker.
Please bugreport it.
Spoot Knight wrote:The second problem is I'm now stuck as to how I can make the missiles not fire when the doors are closed and how to properly close the doors without them reopening themselves.
http://www.wyrdysm.com/phpBB2/viewtopic.php?t=3629
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M123
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Post by M123 »

Spoot Knight wrote:Despite having the weapon's depthing on it still shows up on top of the door, although it doesn't look like this on Shipmaker.
I've had this problem a few times as well, I think it's a problem with mirroring. Try cloning the weapon with the working depthing, then manually set it to the correct depth.
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