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Re: Shipmaking Q&A

Posted: Thu Aug 29, 2013 11:13 pm
by Ristyo
Don't hit it, press it, be more gentle to the Z button.

Re: Shipmaking Q&A

Posted: Sun Sep 22, 2013 11:26 pm
by number31
Hello. Would it be possible to load up the default ships (the ones you use in the campaign) within the shipmaker? I want to emulate the armor of the hestia alpha.

Re: Shipmaking Q&A

Posted: Mon Sep 23, 2013 1:08 am
by Doogie12
number31 wrote:Hello. Would it be possible to load up the default ships (the ones you use in the campaign) within the shipmaker? I want to emulate the armor of the hestia alpha.
I don't think it is, however, they are easy enough to simply do it yourself.

Re: Shipmaking Q&A

Posted: Mon Sep 23, 2013 3:53 am
by Lukasmah
How do I resize the sandbox?

Re: Shipmaking Q&A

Posted: Mon Sep 23, 2013 5:04 am
by Necrontyr1998
Right click the sandbox button, if I remember correctly.

Re: Shipmaking Q&A

Posted: Tue Sep 24, 2013 6:35 am
by Zalausai
Lukasmah wrote:How do I resize the sandbox?
Necrontyr1998 wrote:Right click the sandbox button, if I remember correctly.
You will be given a dialog box. Type in the measurements that you want for the new sandbox.
Default = 2048 x 2048

Re: Shipmaking Q&A

Posted: Mon Sep 30, 2013 2:56 pm
by number31
What means could be used so as to make sections explode if triggered explosions are destroyed (ala catastrophic chain reaction)?

Re: Shipmaking Q&A

Posted: Mon Sep 30, 2013 6:52 pm
by calvin1211
IIRC newer builds added the criticalmodule module, which goes asplode when destroyed.

Re: Shipmaking Q&A

Posted: Tue Oct 01, 2013 11:08 pm
by Lukasmah
How do you change the starting frame of doodads? Because I've seen people make patterns out of flashing dots in which some dots were off while others were on.

Re: Shipmaking Q&A

Posted: Tue Oct 01, 2013 11:11 pm
by calvin1211
Right click on the doodad and change start index. IIRC 0.50 is entirely out of phase with default, so it'll be on when default 0.00 is off.

Re: Shipmaking Q&A

Posted: Sun Nov 03, 2013 4:39 pm
by delta-7
i put this question out there before, but i have a sneaking suspicion i'm more likely to get an answer sometime in the next century on this topic. i want explosives. how do i use the so called "critical sub system" to make something go boom? iv'e seen this used before on mines, fuel tankers, and suicide ships, most notably on a few SAR ships. the answer is probably pretty obvious, but i'm pretty dumb, so i need help here.

Re: Shipmaking Q&A

Posted: Sun Nov 03, 2013 4:45 pm
by calvin1211
...Didn't I just post the answer in one of your many other threads?
Anyways, the Criticalthingy module goes asplode with the given stats when it's destroyed, either from getting shot itself or when the section it's parented to gets destroyed.
To make the ships attempt to use it offensively, use kamikazi AI, which makes the ship selfdestruct (and thus set off the explody module) at the set AI range from the target.

Re: Shipmaking Q&A

Posted: Sun Nov 03, 2013 5:26 pm
by CryoSleep
it's also fun if you spam mines in one place :)

Re: Shipmaking Q&A

Posted: Tue Jan 07, 2014 8:59 pm
by Lukasmah
How do I recolor all sections that have one colour? (EG I want all green sections to become blue)

Re: Shipmaking Q&A

Posted: Tue Jan 07, 2014 10:55 pm
by Ristyo
There is actually a command that lets you do so, it is called Fill i think.
But idk how do you use it.