That also brings up the issue of overlays, event handlers, autons and wingmen. For each of them there are cases where they should stay on the ship they're on and other cases where the modder wants them to transfer to the new ship.
Either each of these types get an event like <OnPlayerShipChange> or something as simple as (not (eq gSource gPlayerShip)) to check what needs to be done.
future ship changing
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
- Aury
- Fleet Admiral
- Posts: 5528
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Just to clairify; when is this feature being implemented!?
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Assume you know the temporal position vector for today.Wolfy wrote:Just to clairify; when is this feature being implemented!?
Also assume that you also know the temporal position vector for yesterday, at the same time of day.
Let today be t, and yesterday be y.
d=t-y
where d is a temporal direction vector.
Now let n be the number of days before said feature is implemented.
x=dn
where X is a temporal direction vector between now and the point in time when this feature is implemented.
Does that explain it for you?
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
- stealthx
- Militia Lieutenant
- Posts: 127
- Joined: Thu Jan 21, 2010 3:45 am
- Location: At the edge of chaos (sovereign)
This is... tis... -.- o.o 0.0 O.O O_O O0O o0o .O. Wuahhh....digdug wrote:don't we already have custom ship interiors ?
<PlayerSettings>
shipScreen="{unid} | {screen-name}"
A player ship may specify a custom ship screen. This allows the modder to override the screen that comes up when the player presses thekey.
This is what I have been looking for, should have search thoroughly

Thx Digdug.
Be the hope of humanity. Be a Gundam Meister.
So far like the slot restrictions of item size. It really doesn't seem very realistic for a saphire class ship to be able to use some of the wepons out there.
Also the wattage restrictions. What can a ship's wiring really take?
Of course if you revise how certian items work on different ships you also have to make them work differently on enemy ships. I would imagine a ship is set up to use the sheilds how it would need to and therefore a 150MW shield would be the same on any size ship which would make sense due to the increased mass.
I have already seen a mod that requires more armor pieces which keeps the armor the same. You just have to have more pieces for a complete set.
Something I would like to see more of is linked weapons. There are already dual cannons and lasers but I would like to see different weapons linked, possibly even three or four in the case of a more advanced ship.
A weapon location and direction for slots would be good too.
For example: Weapon slots 1-5.
1: left smaller size restriction.
2: left middle with slight size restriction
3: middle with little or no size restriction
4: right middle with slight size restriction
5: right smaller size restriction
Of course the power drain would limit what was fired and for how long.
Also the wattage restrictions. What can a ship's wiring really take?
Of course if you revise how certian items work on different ships you also have to make them work differently on enemy ships. I would imagine a ship is set up to use the sheilds how it would need to and therefore a 150MW shield would be the same on any size ship which would make sense due to the increased mass.
I have already seen a mod that requires more armor pieces which keeps the armor the same. You just have to have more pieces for a complete set.
Something I would like to see more of is linked weapons. There are already dual cannons and lasers but I would like to see different weapons linked, possibly even three or four in the case of a more advanced ship.
A weapon location and direction for slots would be good too.
For example: Weapon slots 1-5.
1: left smaller size restriction.
2: left middle with slight size restriction
3: middle with little or no size restriction
4: right middle with slight size restriction
5: right smaller size restriction
Of course the power drain would limit what was fired and for how long.
At some point, playability trumps logic and realism. In my opinion, I think that's what we'd be up against here. Just like the fact that your ship appears almost as large as a planet. To me, this would add a level of complication that would not add that much to gameplay.Vachtra wrote:So far like the slot restrictions of item size. It really doesn't seem very realistic for a saphire class ship to be able to use some of the wepons out there.
Also the wattage restrictions. What can a ship's wiring really take?
Of course if you revise how certian items work on different ships you also have to make them work differently on enemy ships. I would imagine a ship is set up to use the sheilds how it would need to and therefore a 150MW shield would be the same on any size ship which would make sense due to the increased mass.
I have already seen a mod that requires more armor pieces which keeps the armor the same. You just have to have more pieces for a complete set.
Something I would like to see more of is linked weapons. There are already dual cannons and lasers but I would like to see different weapons linked, possibly even three or four in the case of a more advanced ship.
A weapon location and direction for slots would be good too.
For example: Weapon slots 1-5.
1: left smaller size restriction.
2: left middle with slight size restriction
3: middle with little or no size restriction
4: right middle with slight size restriction
5: right smaller size restriction
Of course the power drain would limit what was fired and for how long.
At what point is playability suffering here? There are already pieces of armor that tell you that your ship's frame is too wesk to hold it. Does that hurt playability?
If you look at my previous post it shows weapons being restricted but this is in relation to the current weapons and ships being used, center weapon slot having no restriction in regard to the weapons out there. Yeah it would probably be a lot of coding but what isn't. There are already slot restrictions on some ships (weapon, device).
There is at least one weapon that uses two slots which I thought was a good way to limit the more powerful weapons too.
If you look at my previous post it shows weapons being restricted but this is in relation to the current weapons and ships being used, center weapon slot having no restriction in regard to the weapons out there. Yeah it would probably be a lot of coding but what isn't. There are already slot restrictions on some ships (weapon, device).
There is at least one weapon that uses two slots which I thought was a good way to limit the more powerful weapons too.
- Aury
- Fleet Admiral
- Posts: 5528
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
Playability suffers when overly complex game mechanics get piled up.
(shpOrder gPlayership 'barrelRoll)
<New tutorials, modding resources, and official extension stuff coming to this space soon!>
<New tutorials, modding resources, and official extension stuff coming to this space soon!>