The Stars Beyond

Planning, discussion, release and support of registered extensions, libraries, adventures and other content is here.
Post Reply
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Early version of the LinkedFireSlots library's dockscreen. (Also check out the armor hud for the ship)

Image
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Now with icons indicating the type
(red = default, yellow = primary, green = linked)
and the mount type
(line = fixed, slice = pivot, full = omni)

Image
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2830
Joined: Mon Aug 17, 2009 4:27 am

The armor segment size on the velociraptor looks a little odd. Might be worth shrinking the "side" pieces so that the two segments on the fore and aft sections are a little bigger. As it is, I suspect that they'll be getting a bit too much of the incoming fire compared to the others.
Mischievous local moderator. She/Her pronouns.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Thats only a visual thing. Its because I was too lazy to make my own segments properly so i just took the sapphire ones and used basic scaling operations to make them fit... I really should redo it properly sometime, but its not a high priority.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

Wolfy wrote: (red = default, yellow = primary, green = linked)
Do "Primary" and "linked" require different keys to fire? Or is primary simply the weapon that shows up on the interface, with the others simply firing alongside it? Also, "default" simply means an empty slot, correct?
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Default is the slot that things will be placed in when displaced from another slot (it is meant to mimick the standard install slot, but can be overriden)

I am going to see if I can add a script that will automatically put weapons in the default slot

the default slot is unique in that it can accommodate multiple weapons at once. I need to also add in safeguards to prevent someone from trying to make a linked fire default slot (doing so would result in the player never being able to shoot weapons by default)


A primary slot is a slot in which the intalled weapon can be switched to with 'w', like any normally installed weapon. Linked fire slots will fire along side the primary slot weapon.


Linked fire slots fire alongside normal/default/primary weapons.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

The Velociraptor is almost ready for its first initial debut in the TSB closed beta!

(one of the system upgrade screens)

Image

theres a few other things that need to be done before the next beta release, but its getting really close!
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Smoketrail effects, thanks to Shrike for finding that these make nice rings.
With some teaks to their original idea i managed to bypass the pesky bugs inherent with the effect and make these:

Still tweaking them, so its a work in progress.

Image
Image
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
AssumedPseudonym
Fleet Officer
Fleet Officer
Posts: 1215
Joined: Thu Aug 29, 2013 5:18 am
Location: On the other side of the screen.

 …If that’s your idea of a work-in-progress, I want to see the finished product… o.O
Image

Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

Image
Image
Image
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2830
Joined: Mon Aug 17, 2009 4:27 am

SO on the plus side, I discovered a new way to make pretty shot effects, and with further development it's turned out awesome.

....on the other hand, I've probably just delayed TSB for another month or two through generating Science possibilities.
Mischievous local moderator. She/Her pronouns.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

On the contrary, playing with particles led me to a discovery that is helping me make a not horribly laggy version of the flak cannon which is still extremely effective
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
StealthX051
Commonwealth Pilot
Commonwealth Pilot
Posts: 80
Joined: Sat Jul 26, 2014 5:26 pm

Looking great, can't wait for open beta.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5528
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

I cant wait to release an open beta too :P

Open beta is likely going to come once all the core stations are in and de-placeholder-ified and the scripty playerships are in. Oh, and the star systems are made.

This is mostly to avoid having to have people keep restarting new games as i release stuff.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2830
Joined: Mon Aug 17, 2009 4:27 am

Wolfy wrote:I cant wait to release an open beta too :P

Open beta is likely going to come once all the core stations are in and de-placeholder-ified and the scripty playerships are in. Oh, and the star systems are made.

This is mostly to avoid having to have people keep restarting new games as i release stuff.
So about 2057? :P
Mischievous local moderator. She/Her pronouns.
Post Reply