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RPC
Fleet Officer
Joined: Thu Feb 03, 2011 5:21 am Posts: 1916 Location: Hmm... I'm confused. Anybody have a starmap to the Core?
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 Re: [Mod] Playership Drones v4
That's because some ships are derpy. When you have them wait, ships hit with a momentum weapon don't readjust to stay at he same point. Also, you'll fall in love with the Ranx DN and the Aquila. The Aquila has 4 linked spots... >:D
_________________ RPC's Permadeath Challenge Tutorial List on the Wiki and Installing Mods

 <The_Shrike> Salvagers do pretty much exactly what the player does, only without killing people. So we hate them massively. It's wonderfully ironic. A reader is thus free to choose between subjectivity or physics. Wir müssen wissen — wir werden wissen!
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| Sun Apr 15, 2012 7:18 pm |
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Patupi
Militia Lieutenant
Joined: Fri Apr 06, 2012 9:24 pm Posts: 123
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 Re: [Mod] Playership Drones v4
I thought about the dreadnought, but doesn't it also have really low acceleration? The Aquilla I haven't met yet (I got to point Juno in one game, that's about as far as I've got yet.). The Charon Frigate is bad enough but I was going through the stats in the source code and seeing what the ration between the thrust and mass was (and thrust vs mass+cargo  ) and the Ranx DD was fairly low, right? The only way to use something like that would be to use the inertialess drive... and you tend to run out of fuel, even with a 1GW reactor. You just can't coast.
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| Sun Apr 15, 2012 9:25 pm |
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RPC
Fleet Officer
Joined: Thu Feb 03, 2011 5:21 am Posts: 1916 Location: Hmm... I'm confused. Anybody have a starmap to the Core?
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 Re: [Mod] Playership Drones v4
Well, I did install a Titan drive, so there's that.
_________________ RPC's Permadeath Challenge Tutorial List on the Wiki and Installing Mods

 <The_Shrike> Salvagers do pretty much exactly what the player does, only without killing people. So we hate them massively. It's wonderfully ironic. A reader is thus free to choose between subjectivity or physics. Wir müssen wissen — wir werden wissen!
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| Sun Apr 15, 2012 9:39 pm |
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PM
Militia Captain
Joined: Wed Sep 01, 2010 12:54 am Posts: 831 Location: Human Space
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 Re: [Mod] Playership Drones v4
For really huge, sluggish ships, you want inertialess drive.
(To sdw195) Go to ship configuration. You should see a new option "Link weapons" if you pilot a ship that supports it. Highlight a weapon you want to link, then select Link Weapons. You should see a screen with the ship and numbers representing linked fire weapon slots. If you have empty slots, and the weapon is supported, you can link it. Caveat: Only standard weapons and weapons from my other mods can be linked. Linking weapons from other mods such as those in WE4 is impossible.
I apologize for not updating this to 1.08 yet. There is much work that needs to be done before it will be ready.
_________________ Want to pilot any ship in the game and acquire automated wingmen? Download Playership Drones v6 from Xelerus today! (Development status for Playership Drones v7: On Hiatus)
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| Sun Apr 15, 2012 10:49 pm |
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sdw195
Militia Captain
Joined: Wed Nov 18, 2009 1:01 am Posts: 771 Location: Still looking for the csc Antarctica
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 Re: [Mod] Playership Drones v4
i was able to link some weapons, but i cant get a primary weapon, i fire the apa, but none of the others fire,
_________________


 "Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable" "<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev "You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
Last edited by sdw195 on Mon Apr 16, 2012 4:47 am, edited 2 times in total.
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| Sun Apr 15, 2012 11:45 pm |
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Patupi
Militia Lieutenant
Joined: Fri Apr 06, 2012 9:24 pm Posts: 123
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 Re: [Mod] Playership Drones v4
Oh believe me I have been using the linked weapons. However some of it takes a little time to work out. I'm assuming that with a ship with linked weapons a standard weapon will work like an omni? Weather it is the linked weapon or the primary (red X)? However sometimes I've had it were the primary isn't omni. Not sure what was special about those times. Removed the weapons and reinstalled, relinked and it WAS omni, so not sure what was up with that. It's also tricky even with the 400 weapons and 912 items packs to get good launcher mounted omni weapons... plus you can't use weapon upgrades on the launcher weapons... bummer. Nice that you can link enhanceed weapons though. I have to admit, I thought it was just arrayed and dual weapons that couldn't be linked (and one or two odd ones). It'd be nice if there was a list... but then the list would have to allow for all the mods out there... not really feasible.  Still you can tell when you try to link, just a bummer to save up for a weapon and find you can't link it... and you already like your existing primary. Ah well. Oh, I was using a Titan fusion 440 already... still slow as heck changing directions  Probably had something to do with the few thousand tons of cargo  I don't really like the inertialess drive much. Good for dodging (stop start, stop start. Hah try to target me!) but sucks at long distance travel. Uses too much energy. Admitedly with the recent enhanced fuel mod (doubles reactors fuel supply) this is a little less bothersome so I'm thinking of trying it a bit. Similarly I don't use shields or always on devices that have high power use either, or if I do I turn them off between battles/uses. That's one reason I like the revenant series of shields. You don't have to worry about delay turning them on and getting them charged. One second and you're there 
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| Mon Apr 16, 2012 2:25 am |
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PM
Militia Captain
Joined: Wed Sep 01, 2010 12:54 am Posts: 831 Location: Human Space
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 Re: [Mod] Playership Drones v4
(To sdw195) Cannot get a primary weapon? What do you mean? The picture looks fine to me. If you wanted to link the Ares plasma archcannon but could not, it was because all of your ship's linked weapon slots were full, and you needed to unlink one of the linked weapons first.
(To Patupi) Linked fire weapon slots are not necessarily omnidirectional; they vary by ship. Unfortunately, there is no easy way to tell the player the firearcs of every weapon slot. Linked fire weapon slots fire only if the playership has a target or if an enemy is nearby (range 30 or less). In addition, the target must be within that weapon slot's firearc. Similarly, not every ship with linked fire weapon slots has an omnidirectional primary slot.
Currently, the only way for me to support linked fire weapons is to make a virtual linkedFire copy of every weapon. This is why only standard weapons and those from my mods are link capable.
_________________ Want to pilot any ship in the game and acquire automated wingmen? Download Playership Drones v6 from Xelerus today! (Development status for Playership Drones v7: On Hiatus)
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| Mon Apr 16, 2012 3:04 am |
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sdw195
Militia Captain
Joined: Wed Nov 18, 2009 1:01 am Posts: 771 Location: Still looking for the csc Antarctica
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 Re: [Mod] Playership Drones v4
yeah, i didnt know that linked fire weapons only fire when there are enemies around, anyway, its working now 
_________________


 "Dash_Merc - George is a genius, in that he created this game engine that is infinitely extendable" "<@sheepluva>Good night everybody, may the source be with you." <-- FOSG dev "You only need THREE tools in life - WD-40 to make things go, Duct Tape to make things stop And C-4 to make things go away"
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| Mon Apr 16, 2012 4:48 am |
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Patupi
Militia Lieutenant
Joined: Fri Apr 06, 2012 9:24 pm Posts: 123
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 Re: [Mod] Playership Drones v4
PM, with some weapons also having inherent firing arcs do the firing arcs of ships with linked firing arc supersede them? I know some weapons are listed as having a 20deg firing arc etc and was just wondering how that fitted in?
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| Thu Apr 19, 2012 1:43 am |
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PM
Militia Captain
Joined: Wed Sep 01, 2010 12:54 am Posts: 831 Location: Human Space
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 Re: [Mod] Playership Drones v4
The (non-fixed) firearc of a ship's weapon slot should override swivel (but not omnidirectional) weapons.
_________________ Want to pilot any ship in the game and acquire automated wingmen? Download Playership Drones v6 from Xelerus today! (Development status for Playership Drones v7: On Hiatus)
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| Fri Apr 20, 2012 1:47 am |
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Militia Captain
Joined: Wed Sep 01, 2010 12:54 am Posts: 831 Location: Human Space
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 Re: [Mod] Playership Drones v4
One change I may consider for the next release is the player can buy one ship from each shipyard regardless how many the ships the player has, but once that ship is purchased, the player cannot buy another ship from that shipyard. (Insert ingame reason why - too much demand, vendor needs the ships, etc.) This change would make shipyards operate like trading posts. Even if the player cannot buy another ship, he can still trade ships.
In theory, if the player can acquire and preserve a fleet of ships, the player can easily become overpowered. In my experience, all the player needs to do to become overpowered is to acquire a large ship with three or more weapon slots and cargo capacity to carry a thousand or more tons worth of stuff. Playership Drones is fun, but it is easy to become overpowered, moreso than normal, with careful play.
I may work on updating Playership Drones soon. Priority is to update it to 1.08 and attempt to improve shipyards and ship rebuilding.
_________________ Want to pilot any ship in the game and acquire automated wingmen? Download Playership Drones v6 from Xelerus today! (Development status for Playership Drones v7: On Hiatus)
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| Thu Apr 26, 2012 10:05 pm |
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Patupi
Militia Lieutenant
Joined: Fri Apr 06, 2012 9:24 pm Posts: 123
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 Re: [Mod] Playership Drones v4
You may also want to include a 'sell ship' option aswell to get rid of unwanted drone ships. At a significant loss of course 
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| Fri Apr 27, 2012 9:28 am |
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PM
Militia Captain
Joined: Wed Sep 01, 2010 12:54 am Posts: 831 Location: Human Space
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 Re: [Mod] Playership Drones v4
You can sell a ship by commanding a drone to [G]uard the station with a shipyard. Once it is docked, the sell option should appear. Exception: CSCs do not buy ships. The readme explains how to sell ships.
_________________ Want to pilot any ship in the game and acquire automated wingmen? Download Playership Drones v6 from Xelerus today! (Development status for Playership Drones v7: On Hiatus)
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| Fri Apr 27, 2012 1:02 pm |
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Patupi
Militia Lieutenant
Joined: Fri Apr 06, 2012 9:24 pm Posts: 123
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 Re: [Mod] Playership Drones v4
Dang! Must have missed that! Thanks for clarifying
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| Fri Apr 27, 2012 9:22 pm |
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PM
Militia Captain
Joined: Wed Sep 01, 2010 12:54 am Posts: 831 Location: Human Space
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 Re: [Mod] Playership Drones v4
Ships with 20 facings (e.g., Hornet, Wind Slaver) have severe blind spots with fixed angle weapons. Since 1.08 supports <DeviceSlot>, I have a question to Playership Drones fans:
* Would you like ships with 20 facings have a small 10 (or 20) degree fire arc for any non-omni weapon? Such a fire arc should make aiming a little easier.
_________________ Want to pilot any ship in the game and acquire automated wingmen? Download Playership Drones v6 from Xelerus today! (Development status for Playership Drones v7: On Hiatus)
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| Fri Apr 27, 2012 11:35 pm |
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