18/03/2015

New Version:
-bugfix
-AI try to manage ship heat: reduces gauss rate of fire, shut down powerplants, reduces thrusters power
-Shells emit sounds when hits a ship. The sound is different for armor penetration or block
-Modding: modules and turrets for sale defined in .module files
Download 7z
Download exe

64 comments:

  1. Bug: negative price.
    http://95.128.241.97/MOD/foto/B_C/Price_bug.jpg

    files:
    http://95.128.241.97/MOD/foto/B_C/Sobol/container_ship.module
    http://95.128.241.97/MOD/foto/B_C/Sobol/container_ship/20DC_cargo_container.hull
    http://95.128.241.97/MOD/foto/B_C/Sobol/container_ship/20SDC_cargo_container.mesh
    http://95.128.241.97/MOD/foto/B_C/Sobol/container_ship/20SDC_cargo_container.material





    All containers of one stamped
    http://95.128.241.97/MOD/foto/B_C/Sobol/container_ship/10DC_cargo_container.hull
    the replacement of the copy name meshes - perhaps because of it.

    ----
    And yes, as you said - nose gun as a weapon of destruction proved useless.
    http://95.128.241.97/MOD/foto/B_C/komar_rcs.jpg
    ... But as a weapon of intimidation quite -T1w see the long trunk and do not want to mess with.

    ReplyDelete
  2. "Bug: negative price."
    The mesh has double sides and the calculated volume is near zero

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  3. In future i will try to make that design work(komar). First i have to make the AI understand where there is most firepower, on sides or front. And then make a navigation function that use side thrusters to keep moving.

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  4. I released a new version that check if a mesh is double sided.
    You have to manually modify hull files and change LD Radiators attribute: radiator_p to ld_radiator_p ,
    radiator_x_offs to ld_radiator_x_offs , etc...
    http://battleshipcommander.blogspot.it/p/experimental.html

    ReplyDelete
  5. I'm sorry, I forgot to subscribe comments at this time.
    ------
    And thought - why they are in double walls glare - and they were double).
    Going configured exporter. Got it, I'll do. (For me it will be easier to re-export them).
    ------
    Another bug, but I will not be able to post it on the rules - the previous version, I somehow managed to get a negative weight of component LDR - I "continued the line" then range (LDR 5-9), to "improve" performance and at one stage weight was negative.

    Unfortunately configuration was not saved - I upgrade, overwriting.
    ------
    Komar - "wunderwaffe" obviously unsuccessful -maybe worth it save time? Or is it useful for a normal space fighter?
    ------
    Test version i have a look tomorrow.

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  6. It seems, S2 radiators are best deployed at 90 degrees - as they are close to the engine on the speeder.
    And "close" there slot sensor.

    S4 radiators in the absence of adequate equipment with high heat seem Overkill, especially in slot 3 + 1 charger.
    However high vulnerability compensate.

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  7. I uploaded a new experimental version where the AI should use better the komar. As i dont' have a ship like that the new code is untested. Can you upload the latest version of the ship (.mesh , .hull, .ship , .material , .png file) so i can test and improve the code?
    The AI will use the new battle navigation mode if the ship has most of his firepower on the front and have good acceleration on all other axis, x+ x- y+ y- z-:
    In dev mode use .ship.firepower_map to check calculated firepower for front,right,bottom,left,top,back

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  8. Yes of course. Here:
    http://95.128.241.97/MOD/foto/B_C/Komar.zip
    Komar_minimum.ship

    Module shield almost decorative instead it is better to replace a fuel cell.

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  9. Realized that the cartridges are transmitted only between adjacent sections.
    Komar made a smaller gun, but with ammunition box.
    Archive is the same.
    Old drawing renamed to "Komar_minimum_H.ship".

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  10. No, the problem was the distance ammo storage can connect was too short, now is increased. I also decreased NTR min size and now can be mounted in komar. I increased turret armor and added 4 camera slot. Reduced cannon to 60mm for more ammo. Now the komar can defeat a speeder t2w
    http://www.mediafire.com/download/rx8m77z0c771b0j/Komar.7z

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  11. Ah here it means as, the distance ...
    And the players, "endless" (a large container of ammunition under the turret) munitions do not start make?)

    If he can use a gun - I will try make him a own barrel (after completed antiaircraft gun http://95.128.241.97/MOD/foto/B_C/Zenitka.jpg).


    Thank you very much.



    The problem of review, I thought to solve this using attachments (so far only mesh):
    http://95.128.241.97/MOD/foto/B_C/S_2-3_crow%60s_nest.jpg
    (S3-input, sensors in a circle, 2 servo - S2-output).


    --------------------
    Looked at the size of the engine - as they are for atomic-heat is not too small?
    Or one-time used pilot?)

    On radiation protection because there is nothing left.
    Without radioprotection - only drones \ long-range missiles is possible.

    You can though, would be to raise the bar 2-2-2?

    And [HISP] (must be longer - increasing the length of the reactor + high aspect ratio nozzle), [Boost] (afterburner - equipment should take place) - clearly even in 2-long should not be let.

    (I started modding because of realism - I do not want to lose it.)

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  12. Textures to komar I something forgot ...
    Updated archive.

    And belated question - in ingame hull editor it looks full color, and white in the game, sobol_shuttle-rear-engin component has color, but only a single texture. - it is a bug or just a only uv map will be supported and in the future?

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  13. Revived the anti-aircraft gun.
    Slot S3 - clearly overkill. Remade for S4.
    Due to the fact that shoots 4 barrel simultaneously - a large percentage of hits.
    The main thing is not to put Getling - eats ammo in seconds).
    http://95.128.241.97/MOD/foto/B_C/ZEN-turret.zip

    Was taken from:
    http://groll.ru/wehr/zpu-4-04.html

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  14. "And the players, "endless" (a large container of ammunition under the turret) munitions do not start make?)"
    I don't understand

    I have set minimum volume to 2 cubic meters, is about the same size of the smallest NTR of 1960. I expect that by 2100 it will not be a problem reduce size.

    A single material is supported for each hull. This is to allow to repaint hulls using only a material. Using multiple materials, one for each submesh, is possible but more complex. In future i may support it.

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  15. I uploaded this new version where main thrusters in module works correctly
    http://www.mediafire.com/download/slyd5u9fuwl22yk/Battleship_Commander.exe
    Previously thrusters in module was supposed to be RCS thrusters and Z+ was disabled to save fuel. Now Z+ is disabled only if ISP is less than 6000

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  16. "It seems, S2 radiators are best deployed at 90 degrees - as they are close to the engine on the speeder.
    And "close" there slot sensor.

    S4 radiators in the absence of adequate equipment with high heat seem Overkill, especially in slot 3 + 1 charger.
    However high vulnerability compensate."

    Yes, the radiators in the back of the speeder are not in a good spot but at least the radiating surface is not toward the engine exhaust.

    Radiators are very good but this should be compensated by the fact that they have no armor and if damaged will leak coolant faster than a LD radiator.

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  17. ""And the players, "endless" (a large container of ammunition under the turret) munitions do not start make?)"
    I don't understand"

    It's about increasing the range of the ammo boxes - if the barrel turret is located close to the hull of the ship - it is possible that the user put underneath a large ammo box, and put a large turret Getling - exact same ZEN-turret - when I put it in 4 Getling - yes, patrons will be enough for a second, but when the pack of bullets grazed pirate - safely half of the ship - the only thing that does not make it imbalanced - quickly run out of ammo.

    ------

    "A single material is supported for each hull. This is to allow to repaint hulls using only a material. Using multiple materials, one for each submesh, is possible but more complex. In future i may support it."

    It Is Clear. I saw that the charger two skins, but did not see a way to change the skin in the game, but to create a copy of the body with another texture.

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  18. "Radiators are very good but this should be compensated by the fact that they have no armor and if damaged will leak coolant faster than a LD radiator."

    Just until I found the use of S4 radiator - it takes away a lot of heat, but even better to instruct gladiator S3 on the sides - less chance that they all hurt.
    But this, as it seems S5 turret groundwork for larger ships.

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  19. Checking the idea of large ammo crates.
    (for drawing need ZEN-turret)
    http://95.128.241.97/MOD/foto/B_C/container_ship.zip
    ammo_box_test.ship

    Seems gun for successful work should be single-barrel.

    But yes - faster running out of fuel on the ship than ammunition).

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  20. In sea battleship most of the ammo was located below the turret.
    It is up to the hull creators to not abuse the placement of ammo storage.

    Right now the formula for max distance of ammo storage is the sum of average side of storage and weapon.


    While ingame is not possible to change texture it is not necessary to create another hull. In the .ship file add the line texture [material name] to the ship or any module inside it.

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  21. "In sea battleship most of the ammo was located below the turret.
    It is up to the hull creators to not abuse the placement of ammo storage."

    Yes, agree.
    In principle, this makes it possible to special slots for low-profile turret, with the location of the ammunition in the body of the ship.

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  22. In the zen turret the barrel must extend outside the collision mesh or else the bullets will be trapped inside if using heavy armor

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  23. Repaired.
    http://95.128.241.97/MOD/foto/B_C/ZEN-barrel_coll.mesh

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  24. Now the collision model is displaced on Y axis by few centimers

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  25. No, it's the whole barrel originally 5-something centimeters was lower - at sketchap such fun when boarding the crosshairs are.

    Re-imported barrel, rebuilt equipment.
    Updated archive.

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  26. Did for turret uv-map. (archive updated)

    It appears from the planned tutorial I will have to delete paragraph to create complex textures - 3 programs, 2 of which must be put plug-ins - it's overkill for the average user).
    A simpler from sketchap in uv-map will not work.

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  27. Began to prescribe modules - faced with likely bug - the game determines that the armor on the modules is thicker than it is necessary not of load time, but only when you click on the store.

    Error: http://95.128.241.97/MOD/foto/B_C/trade_error.jpg
    Files: http://95.128.241.97/MOD/foto/B_C/Sobol.zip

    (corrected file with normal values of armor here: http://95.128.241.97/MOD/foto/B_C/Sobol.module )

    --------
    Sobol_test.ship - version prior to the introduction of user-loading modules.

    Sobol_minimum.ship - after injection (constructor, yeah)).

    About the conflict outboard engines with charger know - I will cut off the ledge.

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  28. I added a check at load time for modules.

    The missile launch point on the wagon must be moved a bit forward or else some missile may impact with the collision model and missile launcher a bit backward so it is fully contained inside the collision model.

    The engines mounted on the side of the wagon are producing a high torque because they are not perfectly aligned with Z-. I corrected all the turret slots and attach points using xyz of the rotation axis instead of the ROT values, so they are of the form 0,0,1 instead of something like 0,00001,1

    But i can't manually fix the turret slots on the wagon because they are inclined. I need to implement a better way to define the turret direction directly.

    http://www.mediafire.com/download/4o4fe4tbmki43r8/Sobol.7z

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  29. A correction collision model will not give the same effect?
    http://95.128.241.97/MOD/foto/B_C/Sobol_wagon_coll.mesh
    Or missiles large diameter spawn at the edges can hurt them?

    Thank U.
    That is necessary variate for precise rotation in the file .hull ?

    In automatic mode, with turns cope RCS, a manual yes - have to often adjust. Especially if the armored cab.

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  30. The missile launcher should not be outside of the collision mesh but the launch point should be outside. The launch point can be moved from the editor from the weapon tab.

    I modified the slot orientation from editor in turret properties, the 3 values xyz on the right.

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  31. I improved the turret slot orientation editing and managed to remove the torque on Z axis. There is still torque on X axis but i think it is because of center of mass and center of thrust distance. I will check.
    http://www.mediafire.com/download/6349xh985c3fjo0/sobol2.7z

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  32. This comment has been removed by the author.

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  33. "create_hull.layout" - Must be in ...?
    When I launch a new version - closed without windows errors.
    logs: http://95.128.241.97/MOD/foto/B_C/Battleship_Commander_log.zip
    But in the logs is nothing interesting to be seen.
    This is all the logs or I missed something?



    Redid the side engine sable under the compatibility with charger (your fix applied, I just moved the front emitter RCS).
    http://95.128.241.97/MOD/foto/B_C/Sobol_side-engine.zip

    Although the new version and will not start - the result of her work, I see - 3.142 - previously unattainable. Thank U.


    ----------

    And this question - it seemed to me or config with 1.5x3m HTR fuel consumption became more?
    In this configuration, the Komar-II_test.ship
    (archive:http://95.128.241.97/MOD/foto/B_C/KomarII.zip)
    Included with enabled rks him enough fuel for a minute.
    If so it should be - there is where to place the tanks.

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  34. The file go in Media/Mygui, this should solve the crash

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  35. Consumption is high because accelleration is high. Set the side engine emitters to 0.4 thrust to increase the fuel time.
    In this ship X and Y accellerations efficiencies are reduced by 0.7x because the side thrusters emits at an angle.
    Instead of reducing the emitters thrust the best thing to improve efficiency would be to change the emitters configuration on each wing. Instead of 3 emitters at angle with reduced thrust, only 2 emitters toward the outside direction of each wing.
    http://digilander.libero.it/Daddetta_Maurizio/komar2.png

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  36. That is as much concurrent engines for it too much. It Is Clear.

    Also thought to remove the top row Thrusters - they obviously do direction "sideways" more attractive to AI than "forward \ back."

    Thanks for the reply.
    I will fix it.

    ------
    And another question - what are binding on landing Speeder_Barrel?
    Interested in is the landing side.

    With Speeder_Barrel_2 is clear - it is planted in the center of the rectangle.

    This allows to create a compatible barrel like this:
    http://95.128.241.97/MOD/foto/B_C/modular_turret.zip
    (Intended for mosquitoes, but not got size - go for the planned turret).
    -
    And to heap - fix http://95.128.241.97/MOD/foto/B_C/Sobol_U-mount.mesh (there were 2 triangles inside).

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  37. With the proposed modifications i think there is no need to remove other emitters. I will improve the AI to use also top/down thrusters, and forward/back thrusters are needed to mantain the desidered distance to the target.

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  38. "what are binding on landing Speeder_Barrel?"
    I don't understand the question.

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  39. It Is Clear.

    ------
    More bug:
    When repairing zen turret, faced with the fact that in different slots, it works differently:
    http://95.128.241.97/MOD/foto/B_C/turr-err.png
    ammo_box_test.ship (ammo boxes though cheat, but to test the guns most it)
    As for the uneven flow of ammunition clear.
    Strange it is that out of the top slot shoots all four guns, and from the bottom - only two.


    Although there is an option to do all 4 barrel separate removable modules - I think its this bug fix.
    If fix it does not make sense because of the rarity of multi barrel hardware - I will do so.

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  40. There is a problem with komar2. The front emitters are farther from the center of mass respect to back emitters. This cause a high torque when accellerating on X and Y axis.

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  41. The problem is that 2 cannons have AP ammo and other 2 have SABOT ammo. They have different muzzle velocity and they requires different aiming directions, but all 4 cannons are linked so only 2 of them shoot.

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  42. So that's why he was so skidding during cornering.
     
    Decided once again not to alter blood-sucking insects - do Sobol - compatible test stand and at the same time set rks different types - perhaps 2 blocks rcs will be no worse than four.
    http://95.128.241.97/MOD/foto/B_C/RCS-set.png
    It is not yet erased templates - worth-whether to do on their base rcs with some more thrust vector?

    Remains under this set to complete mount a focused barrel.
    And warp- suspension.
    ------

    So that's it ...

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  43. Moving the back emitters i made komar2 balanced.
    http://digilander.libero.it/Daddetta_Maurizio/komar2_balanced.png.
    With the improved AI is very evasive.
    The 4 small turrets does not have turret engines below them.

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  44. Screenshot not see 404 ...


    Fixed slots for external fuel tank were, but it has shown to be ineffective.
    http://95.128.241.97/MOD/foto/B_C/EFT.png
    I can remake this and a turret, yes.

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  45. Get the approximate dimensions of landing zones, realized that something which some parts are not suitable. Will rule.

    I got:
    S4-6x6
    S3-3.5x3.5
    S2-2x1.5
    Through Z + tolerances, except S2, more
    http://95.128.241.97/MOD/foto/B_C/Sizes.jpg

    Is the right size? Or somewhere less \ more?

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  46. Is the url without the dot at the end
    http://digilander.libero.it/Daddetta_Maurizio/komar2_balanced.png

    I never defined precisely the turret area but from the modules and turret created until now i think
    S2 1.375 x 1.375 (S2 rcs)
    S3 3x3
    S4 6x6

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  47. So move the rear emitters ago.
    And to remake a V-shaped.
    ----
    Corrected stencils, thank you.

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  48. Here is the version with improved frontal combat AI
    http://www.mediafire.com/download/z7yzctjc793q8pc/Battleship_Commander.exe

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  49. Finally completed the container ship.
    http://95.128.241.97/MOD/foto/B_C/container_ship.zip
    tractor test.ship
    tractor_cargo.ship

    Small cargo ship. Modular.
    As a combat unit - useless (although I suspect that if you put in place containers rocket boxes, it will change).

    As i completed set RCS engines - it will be more agile.


    test_frame - turned out to be convenient to check tolerances without the need to go into the editor.

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  50. Added two central slots 4xdouble20SDC_mount highly directional rotation.

    http://95.128.241.97/MOD/foto/B_C/4xdouble20SDC_mount.hull

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  51. Yes, with the new RCS -Engine it is definitely better behaved.
    http://95.128.241.97/MOD/foto/B_C/fighter_RCS.zip

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  52. Tried to put a rocket.
    Broom turned out.
    http://95.128.241.97/MOD/foto/B_C/tractor_zerling-rush.ship

    Maybe should ban guns put in the slots without servos?

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  53. Noticed that the S-3 \ 4 pillars of the fighter RCS negative price - this is due to the fact that they have thin walls?

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  54. "Maybe should ban guns put in the slots without servos?"
    No because some slot are purposely without engines to allow only missile launchers.

    "Noticed that the S-3 \ 4 pillars of the fighter RCS negative price - this is due to the fact that they have thin walls?"
    In previous versions the hull checks was disabled, i reenabled them. Probably the hull is double sided.

    http://www.mediafire.com/download/v8bzx1cz3jeb3zv/Battleship_Commander.exe

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  55. This comment has been removed by the author.

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  56. And if limit the number of guns mounted on the volume of the cabin?
    For example 2 cubic meter accounts for 2_S2 or 1_S3 -slot.
    Respectively at 4 cubic meters - can 1_S4 -or- 2_S3 -or- 4_S2.
    ----

    Yes, almost double walls - on collisional model was run over surfaces with a very small gap.
    I am sorry for your trouble.

    Corrected.
    http://95.128.241.97/MOD/foto/B_C/fixed.zip
    ------------

    Altered blood-sucking insects under the V-RCS.

    Transfer emitters ago really improves handling.

    Now, enough to fuel a half minutes).
    But then helped parts of the container ship and sable.
    Komar-II_long.ship
        
    The new version of the controls highly directional gun works just amazing!

    Thank U.
    ----

    But the front-cockpit clearly failed - is damaged first.

    And if the tractor cabin + narrowly focused ballistic shield?
    I'll have to try it.

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  57. Expanded RCS -Engine pack.
    True charger is clearly too heavy to fly only on RCS.

    charger_rcs-test.ship

    ------

    Tested a ballistic shield.
    Against a single enemy, with highly directional mounted gun - quite come down.
    Collects metallic rain like umbrella.

    http://95.128.241.97/MOD/foto/B_C/ballistic_shield_test.zip
    ballistic_shield_test.ship

    However, it seems necessary to integrate a new version of the shield RCS - engines.
    Emitters engines running through 100mm of armor - is clearly not of Fen Shui.

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  58. "And if limit the number of guns mounted on the volume of the cabin?"
    I don't understand the problem to be solved. Weapons should be limited by slot availability placed by hull designer.
    I need an example where this would not work.

    I miss the hull file ballistic_shield_mk1 refernced in ballistic_shield_test.ship

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  59. "I need an example where this would not work."

    The closest example is Traktor.
    Rather his part 4x10DC_mount.

    Rocket equipment (10 4x10DC_mount 4 S3_Speeder_Large_Pod each) it is able to saw Karatelva in one volley.
    Tractor-MRM.ship
    Somehow it is not correct.

    With guns result is less imbalanced, but also its too much:
    Tractor-crow_nests.ship

    A tractor was originally meant to be a mostly merchant ship containers for him can buy in the store during the game ..
    About rockets when i did it, not thought.


    It true the charger should be 2 4+1 slots in the front?

    ---

    On the off-chance , included in the archive all mods:
    http://95.128.241.97/MOD/foto/B_C/Mod-Z.zip

    Ballistic shield is nice, but the result looks like this:
    http://s020.radikal.ru/i718/1412/25/e9c46905ab1a.jpg

    Decided to try to do something less like an armored forklift:
    http://95.128.241.97/MOD/foto/B_C/sobol-rev.jpg
    Armor plates will be in front of a niche for RCS.
    I guess then have to book a cabin only.

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  60. Updated archive (some parts are moved to other folders, it is recommended to uninstall the old version).
    http://95.128.241.97/MOD/foto/B_C/Mod-Z.zip


    During the test the new parts came funny design:
    radar_test.ship
    (To all the turrets work, it is necessary to "assign all weapons" on purpose.)

    Komar there instead of the cab because the power plants in the cockpit Sobol barely enough only sobol-f.ship.
    I have to do another cab.


    Location RCS niches definitely gives a good result - they hurt the latter.
    But on the front RCS sobol-f beats fast.


    constructor.ship - set of parts not sold in stores. Not to fly).


    Behavior "radar dish" with "laser pointer" led me to the idea of ​​rotating the ballistic shield. I will try.

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  61. Once again to the city came a flea circus ...

    http://95.128.241.97/MOD/foto/B_C/Mod-Z_%d0%a7%d0%b5%d1%82%d0%b2%d0%b5%d1%80%d0%b3,%2030%20%d0%90%d0%bf%d1%80%d0%b5%d0%bb%d1%8c%202015.zip

    In the drawing, "Komar-cabina_BUGs" two bugs:
    On the ridge of the ship, where turret:
    http://95.128.241.97/MOD/foto/B_C/%D0%A1%D0%A0!%D0%A3%D0%91%D0%92%D0%A7!.jpg

    1) Editor allows you to save volume armor, as "S2_MT_rocket-box", "S2_MT_barrel_cannon", "S2_MT_barrel_gauss". However, the in-game editor armor radically disagree and if trying to increase the thickness up to the maximum - sends to the desktop for a walk.
    It seems that some rounding of numbers.

    2) "S2_MT_ammo-box" does not pass the ammunition of the turret, which is docked. Just what is docked to it.
    This is not a distance - I was trying to shift the box - it is the transmission in one direction only.

    -----

    sobol_ULF-II.ship - A more viable attempt to create a light fighter. In any case, the fuel is usually enough for two-three fights in a row in sandbox.

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  62. "Rocket equipment (10 4x10DC_mount 4 S3_Speeder_Large_Pod each) it is able to saw Karatelva in one volley.
    Tractor-MRM.ship
    Somehow it is not correct.
    "

    The problem is that Karatelva want to exit warp too close to tractor and don't have time to shoot down missiles

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  63. "In the drawing, "Komar-cabina_BUGs" two bugs:"

    I can't find this ship design to check the bugs

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