D00D! wrote:
Then my dreams have been shattered
Still, that doesn't mean the ship can't be finished, it just means it can never be used....
Perhaps an update in GM or more optimization in the BSF codes could fix it?
Not quite, they don't work for too long, but the same fighter stats (Extremely low accel and high speed) will work when the range is set to 0 with flanking AI. I can get arround 10-15 passes before they stop though, so it is short lived.
Hope this rekindles you thoughts.
Alls Requiem, my current project, with many more to come. Feel free to critique my site as much as you please.
IBurn36360 wrote:
Not quite, they don't work for too long, but the same fighter stats (Extremely low accel and high speed) will work when the range is set to 0 with flanking AI. I can get arround 10-15 passes before they stop though, so it is short lived.
Hope this rekindles you thoughts.
Err, I think you mistook me for someone else. I was referring to the fact that you can't spawn any ship larger than 160kbs
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IBurn36360 wrote:
Not quite, they don't work for too long, but the same fighter stats (Extremely low accel and high speed) will work when the range is set to 0 with flanking AI. I can get arround 10-15 passes before they stop though, so it is short lived.
Hope this rekindles you thoughts.
Err, I think you mistook me for someone else. I was referring to the fact that you can't spawn any ship larger than 160kbs
Oh, sorry, I ment this for Skull13.
Alls Requiem, my current project, with many more to come. Feel free to critique my site as much as you please.
D00D! wrote:...more optimization in the BSF codes could fix it?
Did your dumb ass skip over the part where I said there's nothing we can do? Barring a miracle, we cannot do that kind of optimization without scrapping features. What would you rather have; ships with too many sections, or ships with moving and rotating sections?
Besides, what you could try doing is using lots of custom sections as I said. If need be, 'partition' up the ship into several chunks of reasonable size. This cuts down on the number of sections overall, and is thus more efficient. Time-consuming though.
A GM update would fix it, but fat chance of that happening from what I understand.
I have a Missile Launcher with several weapons linked to it. The Missile has 5 Range and 0 Burst, and is set to force fire every time an oscillating section reaches its target, but instead it does nothing.
I tested with Burst set to 1 as well, and it still didn't fire. The only way I could get it to fire was to manually select the missile launcher and force fire it with x+rightclick.
How do you save a .ini file to where it's compatible with BSF. I've been struggling to get the steampunk pack to where i don't have to open each section individually.
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Kestril wrote:How do you save a .ini file to where it's compatible with BSF. I've been struggling to get the steampunk pack to where i don't have to open each section individually.
I don't think you can actually turn off the shine... no wait, I just remembered that (at least I think) there's an option in the game settings somewhere... but if not, try just setting the shine color to black.
In the game settings menu, find where it indicates the ship colors and click the category name, e.g. "Player Ships 1" or something like that until it says "Ship Glow". Drag all the color bars to the left to make it black and the ships should stop glowing.
Ixranin wrote:I tested with Burst set to 1 as well, and it still didn't fire. The only way I could get it to fire was to manually select the missile launcher and force fire it with x+rightclick.
Aye, sometimes the weapon modules have a certain 'warm-up' period before firing when you use triggers/drivers/links. Don't worry though, after the 'warm-up' period, the weapon behaves normally as it should. Generally though, the more complex the trigger, the longer it takes before firing.
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Currently working on: