Yes, it seems then that I forgot to move the drawing from my "User_Class"
I sent along with the file again: http://95.128.241.97/MOD/foto/B_C/Mod-Z-%d0%92%d1%82%d0%be%d1%80%d0%bd%d0%b8%d0%ba,%2015%20%d0%a1%d0%b5%d0%bd%d1%82%d1%8f%d0%b1%d1%80%d1%8c%202015.rar
Bugs rounding when change armor. If you do it in the settings editor too close to the limit (as in rocket-box on the sides of the turret). And then change her armor in the game unto the maximum, then the game will crash. Probably should be limited to the preservation of armor digits after the decimal point.
-
In the turret on top: S2_MT_ammo-box
On each side of the turret docked boxes of ammunition. Despite the small distance, guns do not see them and ammunition there are not loaded.
- In the slot behind the cab: "Superconducting inductive storage"
Because of low strength is considered to be broken.
If you attempt to register the consumption of uranium in reactor it gives an error. May allow it to store in the tanks?
-
Is it possible to save drawings, containing cargo compartments in the turret?
-
If you buy a turret. AutoFill her boxes of ammunition, cameras and servos. And then "refund" turret to the store. All that autofill was left in the luggage.
-
Is it possible to add your own pirate ship to spawn, without changing "Pirates.faction"? created "\ Ship \ Mod-Z \ Data \ Pirates_mod.faction", but it, like "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction" creates only station.
-
When you try to combine "planet_trader" and "local_trader" (commented-out line in the "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction") crash - it should be?
-
In the default station not sale methane. Default generators on methane nothing to refuel.
-
Whether there is a "not to feed all the fuel the engine" (reservation tanks)? Remained without power at the height of the battle because of the engine this is a very fun.
Make the engine "\ Mod-Z \ Components \ Engine_MOD.component" on water and methane (although I suspect that the generation of 2 and 4 due to oxidation of uranium fuel so do not.) With them, the probability of a sudden lose energy less.
---
If needed, here is a slightly modified Shipyard (\ Ship \ Mod-Z \ SpaceYard_fix) (SpaceYard_fix Base.ship). Removed offset to the side and slightly colored.
-
With "Karatelva" difficult - difficult to find her center. When the reverse imports from mesh , landing point is lost.
But it is also biased towards.
File before it import into the mesh is left? Maybe i can put it on the center and mirror.
-
Is there a way to add on sale on my station "S5" + modules ?. When "components_trader 5"(-6) in the store is empty.
Many "S5" i had to redo to "S4".
-
Unfortunately again, I am going away for a week or more, so the following message will have to wait a long time.
>S2_MT_rocket-box Bugs rounding when change armor. reproduced the bug and crashed
>S2_MT_ammo-box Despite the small distance, guns do not see them and ammunition there are not loaded. The problem is that "ammo storages" does not search weapons in root nodes. I'll fix that
>"Superconducting inductive storage" hitpoints_m3 0.7E2 min_hitpoints_m3 1E2 hitpoints is lower than minimum_hitpoints
>If you attempt to register the consumption of uranium in reactor it gives an error. unlike engines solid fuel are not supported. i will add that option
>All that autofill was left in the luggage. bug confirmed
>Is it possible to add your own pirate ship to spawn, without changing "Pirates.faction"? name Pirates_mod the faction name is different so it is a new faction use instead name Pirates
>When you try to combine "planet_trader" and "local_trader" (commented-out line in the "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction") crash the attributes are not compatible planet_trader means that it is trading using the nearest planet market prices and transfer items with the planet local_trader is a standard trader
hitpoints_m3 0.7E2 min_hitpoints_m3 1E2 hitpoints is lower than minimum_hitpoints
Okay, I will reduce the attractiveness across mass of the module ...
---------------
the faction name is different so it is a new faction use instead name Pirates
No, it does not work. And with traders too.
For example, traders - If the in "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction" rename Merchants_mod in Merchants the new station not appears. Duplicate all default.)
----------------
> Is it possible to save drawings, containing cargo compartments in the turret? ???
If for example in drawing Sobol-kabina_mini-cargo Add in biggest empty slot "cargo 2" module "cargo" and "save class" at the start of the game, she will say that "cargo" in the turret can not.
Identical error with gyroscopes battery capacitors powerplant
But is especially critical cargo.
---------------
> With "Karatelva" difficult ....... I do not understand the problem
Judging by radiator_16 Karatelva bad mirror model. I can try cut in half lengthwise and mirror.
However, I can not find a landing point (at the shipyard it was easy - the middle of one of the boxes). When converting from a .mesh in the .obj it (landing point) changes. Without that then i have to edit the coordinates of all modules. Of labor input - how to fill in again.
>factions: factions with the same name are merged, i checked and it works, the new station is there and there are new types of pirate ship spawned. If you wanted to replace the file instead it is not possible. I need to define a keyword to tell the game you want the file replaced instead of merged
> Is it possible to save drawings, containing cargo compartments in the turret? battery and capacitors is already possible. I'll add powerplants gyroscopes and cargo
I have uploaded a new version with some quick fixes: -added LCH4 to planets -added Gyroscope, Cargo_Bay and Powerplants parsing to turrets from saved ship -added size 5 components trader http://www.mediafire.com/download/vuiux4xdg9c6vew/BBCommander_150916.exe
Another batch of fixes: -fixed armor mounting on slot with non-rounded max_armor_thickness -Ammo storages now search weapons in parent node and childs -added error message if a faction file try to define a ship both local and planetary trader, or for adding traded_cargo to a planetary trader -factions files properly merged http://www.mediafire.com/download/j868fq73mivt17r/Battleship_Commander.exe
to add the option to replace instead of merging i have to implement a way to define mod load order
http://www.mediafire.com/download/0viw86bwm620r8t/BBCommander_150918.exe -auto bought components are refunded when unmounted -added Tritium (LT2) to liquids -added LT2, LD2 and Plutonium-239 to planets -added Solid_Fuel to Powerplants
Here is an example of powerplant definition: Powerplant { type Nuclear Plutonium-239 density 1200 power_m3 2.5E5 efficiency 0.46 Solid_Fuel { type Plutonium-239 capacity_m3 0.04 min_quantity 0.8 duration 1E7 } hitpoints_m3 250 min_hitpoints_m3 130 max_temperature 638.15 min_dimension 2 year 2000 base_value_m3 6E2 random_weight 4 }
http://www.mediafire.com/download/14227glhhb11d9k/BBCommander_150927.exe changed directory structure, now mods go in Mods/ folder. Each mod needs a file named mod_info.txt in root directory, for example Mods/Mod-Z/mod_info.txt the file contains this lines: name Mod-Z description Mod-Z load_order 20
stock content has load_order 10 so mod-z is loaded after it. If there is at least a mod then at the game start a window is shown where the user can select the mods to load
Here there is an example mod for the new mods system, the (useless) shielded missiles. http://www.mediafire.com/download/ans67nfilh02coh/Shielded+Missiles.zip
http://www.mediafire.com/download/j868fq73mivt17r/Battleship_Commander.exe Now you can define for faction files if they are to be merged or replace the faction they redefine. use "replace" or "merge" at the beginning of faction definition Faction { replace name Pirates .......
During a trip,while there was no Internet, has made the turrets: http://95.128.241.97/MOD/foto/B_C/Mods_15%20%d0%be%d0%ba%d1%82%d1%8f%d0%b1%d1%80%d1%8f%202015%20%d0%b3%d0%be%d0%b4%d0%b0.rar turret_test.ship
Servos on the hatches missile silos - this of boredom,will be removed. --------------------------------------------- Found a point of landing Karatelva. Just it was necessary to convert to another format.
Karatelva_fix_v2 Station.ship - added a few details and painted. -------------------------------------------- > -added LCH4 to planets > -added Gyroscope, Cargo_Bay and Powerplants parsing to turrets from saved ship > -Ammo Storages now search weapons in parent node and child > -added LT2, LD2 and Plutonium-239 to planets > -added Solid_Fuel to Powerplants Many thanks! -------------------------------------- > -added size 5 components trader
Tested - S5 components filled with all the luggage station and for the S5 modules is no place.
It seems i will have to do big station sooner than I thought). ----------------------------------------- > Each mod needs a file named mod_info.txt in root directory, for example Mods / Mod-Z / mod_info.txt > the file contains this lines:
Tried to split mod (non final outcome, will remodel) -- Not enough stitches demands example: name Mod-Z description Mod-Z load_order 30 requirement Mod-Z_SpaceYard_fix requirement Mod-Z_Karatelva_fix conflict abracadabra_mod -------------------------------------------------- --------------------------------------------- Bug: If you load a saved game - at the shipyard can not buy \ change the ship --------------------------------------------- Bug: If prescribed in .module (eg uncommented in \ Mods \ Mod-Z \ BUG-s \ Sobol_err.module) missing Attach_Point, the program will crash at startup and does not give clear error. ---------------------------------------------- Bug drawing: once when saving a drawing formed two files: \ Mods \ Mod-Z \ BUG-s \ User_Class_bug.rar, after which the game stopped running. Perhaps when recording intervened antivirus. -------------------------------------------------- ----- When trying to create in the editor emitter with a smaller ISP Game swears nescience attribute ISP_mult. For example in the name delete _err \ Mods \ Mod-Z \ BUG-s \ Sobol_fighter_tail_engine.hull_err. -------------------------------------------------- ---- If the hull It has Attach_Point - it is by changing the body on the shipyard often causes flight games. -------------------------------------------------- --------- Bug trading system "easy money": buy up all the uranium in the first asteroid station to sell to any other (eg the Earth) station and then buy all uranium on the second asteroid station and sell the first one. Then you can sell the uranium from the earth and Martian station to a second asteroid station.
Maybe we should cut the price increase, if the station produces this item? -------------------------------------------------- ---------- In the long game run many pirates hang on close orbits around the sun
- May make them avoid sun? -------------------------------------------------- ----------
When you load the saved drawing, rocket swell in volume. For example, when loading turret_test in S3_2xRocket_turret instead 18x Rocket, It turns 40x Rocket
and in S3_Missile-Turret_Long 3x MRM 400mm converted into 6x MRM 400mm.
fixed sold ships in stations not saved fixed missile launchers increasing size in saved ship classes fixed user_classes not loaded at game start fixed ISP_mult not recognized (it was trying to read isp_mult) show an error message if modules does not have an attach point fixed debug window not showing ships added fleet targeting in tactical window new stars background fixed laser graphics when beams hit missiles
>Bug trading system "easy money" I can partially fix this by increasing the time it takes for the prices to change. This problem will be definitely solved when the player will no longer be the monopolist on transports.
>In the long game run many pirates hang on close orbits around the sun When ships plot routes they avoid the sun. But when they are escaping or chasing they ignore obstacles. When a pair of ships gets trapped near the sun they "attract" enemy ships which remain trapped in turn.
""In the drawing, "Komar-cabina_BUGs" two bugs:"
ReplyDeleteI can't find this ship design to check the bugs"
Yes, it seems then that I forgot to move the drawing from my "User_Class"
I sent along with the file again:
http://95.128.241.97/MOD/foto/B_C/Mod-Z-%d0%92%d1%82%d0%be%d1%80%d0%bd%d0%b8%d0%ba,%2015%20%d0%a1%d0%b5%d0%bd%d1%82%d1%8f%d0%b1%d1%80%d1%8c%202015.rar
There:
-----------------------------------
cap_ammo_armor-bug.ship
-
In the turret on top:
S2_MT_rocket-box
Bugs rounding when change armor.
If you do it in the settings editor too close to the limit (as in rocket-box on the sides of the turret).
And then change her armor in the game unto the maximum, then the game will crash.
Probably should be limited to the preservation of armor digits after the decimal point.
-
In the turret on top:
S2_MT_ammo-box
On each side of the turret docked boxes of ammunition.
Despite the small distance, guns do not see them and ammunition there are not loaded.
-
In the slot behind the cab:
"Superconducting inductive storage"
Because of low strength is considered to be broken.
-------------------------------------------------- ------
If you attempt to register the consumption of uranium in reactor it gives an error.
May allow it to store in the tanks?
-
Is it possible to save drawings, containing cargo compartments in the turret?
-
If you buy a turret.
AutoFill her boxes of ammunition, cameras and servos.
And then "refund" turret to the store.
All that autofill was left in the luggage.
-
Is it possible to add your own pirate ship to spawn, without changing "Pirates.faction"?
created "\ Ship \ Mod-Z \ Data \ Pirates_mod.faction", but it, like "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction" creates only station.
-
When you try to combine "planet_trader" and "local_trader" (commented-out line in the "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction") crash - it should be?
-
In the default station not sale methane.
Default generators on methane nothing to refuel.
-
Whether there is a "not to feed all the fuel the engine" (reservation tanks)?
Remained without power at the height of the battle because of the engine this is a very fun.
Make the engine "\ Mod-Z \ Components \ Engine_MOD.component" on water and methane (although I suspect that the generation of 2 and 4 due to oxidation of uranium fuel so do not.)
With them, the probability of a sudden lose energy less.
---
If needed, here is a slightly modified Shipyard (\ Ship \ Mod-Z \ SpaceYard_fix) (SpaceYard_fix Base.ship).
Removed offset to the side and slightly colored.
-
With "Karatelva" difficult - difficult to find her center.
When the reverse imports from mesh , landing point is lost.
But it is also biased towards.
File before it import into the mesh is left? Maybe i can put it on the center and mirror.
-
Is there a way to add on sale on my station "S5" + modules ?.
When "components_trader 5"(-6) in the store is empty.
Many "S5" i had to redo to "S4".
-
Unfortunately again, I am going away for a week or more, so the following message will have to wait a long time.
>S2_MT_rocket-box Bugs rounding when change armor.
ReplyDeletereproduced the bug and crashed
>S2_MT_ammo-box Despite the small distance, guns do not see them and ammunition there are not loaded.
The problem is that "ammo storages" does not search weapons in root nodes. I'll fix that
>"Superconducting inductive storage"
hitpoints_m3 0.7E2
min_hitpoints_m3 1E2
hitpoints is lower than minimum_hitpoints
>If you attempt to register the consumption of uranium in reactor it gives an error.
unlike engines solid fuel are not supported. i will add that option
>All that autofill was left in the luggage.
bug confirmed
>Is it possible to add your own pirate ship to spawn, without changing "Pirates.faction"?
name Pirates_mod
the faction name is different so it is a new faction
use instead
name Pirates
>When you try to combine "planet_trader" and "local_trader" (commented-out line in the "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction") crash
the attributes are not compatible
planet_trader means that it is trading using the nearest planet market prices and transfer items with the planet
local_trader is a standard trader
>Default generators on methane nothing to refuel.
ReplyDeletei'll add it
>Whether there is a "not to feed all the fuel the engine" (reservation tanks)?
In future i will add something to prevent this
>Is there a way to add on sale on my station "S5" + modules ?.
no, first i have to define the inventory for traders 5+. I will do it
>Is it possible to save drawings, containing cargo compartments in the turret?
???
>With "Karatelva" difficult.......
I don't understand the problem
hitpoints_m3 0.7E2
ReplyDeletemin_hitpoints_m3 1E2
hitpoints is lower than minimum_hitpoints
Okay, I will reduce the attractiveness across mass of the module ...
---------------
the faction name is different so it is a new faction
use instead
name Pirates
No, it does not work.
And with traders too.
For example, traders -
If the in "\ Ship \ Mod-Z \ Data \ Merchants_mod.faction" rename Merchants_mod in Merchants
the new station not appears.
Duplicate all default.)
----------------
> Is it possible to save drawings, containing cargo compartments in the turret?
???
If
for example
in drawing Sobol-kabina_mini-cargo
Add in biggest empty slot "cargo 2" module "cargo"
and "save class"
at the start of the game, she will say that
"cargo" in the turret can not.
Identical error with
gyroscopes
battery
capacitors
powerplant
But is especially critical cargo.
---------------
> With "Karatelva" difficult .......
I do not understand the problem
Judging by radiator_16 Karatelva bad mirror model.
I can try cut in half lengthwise and mirror.
However, I can not find a landing point (at the shipyard it was easy - the middle of one of the boxes).
When converting from a .mesh in the .obj it (landing point) changes.
Without that then i have to edit the coordinates of all modules.
Of labor input - how to fill in again.
>factions:
ReplyDeletefactions with the same name are merged, i checked and it works, the new station is there and there are new types of pirate ship spawned.
If you wanted to replace the file instead it is not possible. I need to define a keyword to tell the game you want the file replaced instead of merged
> Is it possible to save drawings, containing cargo compartments in the turret?
battery and capacitors is already possible. I'll add powerplants gyroscopes and cargo
I checked factions again and they are not working.
ReplyDeleteI have uploaded a new version with some quick fixes:
ReplyDelete-added LCH4 to planets
-added Gyroscope, Cargo_Bay and Powerplants parsing to turrets from saved ship
-added size 5 components trader
http://www.mediafire.com/download/vuiux4xdg9c6vew/BBCommander_150916.exe
Another batch of fixes:
ReplyDelete-fixed armor mounting on slot with non-rounded max_armor_thickness
-Ammo storages now search weapons in parent node and childs
-added error message if a faction file try to define a ship both local and planetary trader, or for adding traded_cargo to a planetary trader
-factions files properly merged
http://www.mediafire.com/download/j868fq73mivt17r/Battleship_Commander.exe
to add the option to replace instead of merging i have to implement a way to define mod load order
http://www.mediafire.com/download/0viw86bwm620r8t/BBCommander_150918.exe
ReplyDelete-auto bought components are refunded when unmounted
-added Tritium (LT2) to liquids
-added LT2, LD2 and Plutonium-239 to planets
-added Solid_Fuel to Powerplants
Here is an example of powerplant definition:
Powerplant
{
type Nuclear Plutonium-239
density 1200
power_m3 2.5E5
efficiency 0.46
Solid_Fuel
{
type Plutonium-239
capacity_m3 0.04
min_quantity 0.8
duration 1E7
}
hitpoints_m3 250
min_hitpoints_m3 130
max_temperature 638.15
min_dimension 2
year 2000
base_value_m3 6E2
random_weight 4
}
http://www.mediafire.com/download/14227glhhb11d9k/BBCommander_150927.exe
ReplyDeletechanged directory structure, now mods go in Mods/ folder.
Each mod needs a file named mod_info.txt in root directory, for example Mods/Mod-Z/mod_info.txt
the file contains this lines:
name Mod-Z
description Mod-Z
load_order 20
stock content has load_order 10 so mod-z is loaded after it.
If there is at least a mod then at the game start a window is shown where the user can select the mods to load
Here there is an example mod for the new mods system, the (useless) shielded missiles.
ReplyDeletehttp://www.mediafire.com/download/ans67nfilh02coh/Shielded+Missiles.zip
http://www.mediafire.com/download/j868fq73mivt17r/Battleship_Commander.exe
ReplyDeleteNow you can define for faction files if they are to be merged or replace the faction they redefine.
use "replace" or "merge" at the beginning of faction definition
Faction
{
replace
name Pirates
.......
This comment has been removed by the author.
ReplyDeleteDuring a trip,while there was no Internet, has made the turrets:
ReplyDeletehttp://95.128.241.97/MOD/foto/B_C/Mods_15%20%d0%be%d0%ba%d1%82%d1%8f%d0%b1%d1%80%d1%8f%202015%20%d0%b3%d0%be%d0%b4%d0%b0.rar
turret_test.ship
Servos on the hatches missile silos - this of boredom,will be removed.
---------------------------------------------
Found a point of landing Karatelva.
Just it was necessary to convert to another format.
\ Mods \ Mod-Z_Karatelva_fix \ Karatelva_fix_v1.mesh - mirrored (lost map textures).
Karatelva_fix_v2 Station.ship - added a few details and painted.
--------------------------------------------
> -added LCH4 to planets
> -added Gyroscope, Cargo_Bay and Powerplants parsing to turrets from saved ship
> -Ammo Storages now search weapons in parent node and child
> -added LT2, LD2 and Plutonium-239 to planets
> -added Solid_Fuel to Powerplants
Many thanks!
--------------------------------------
> -added size 5 components trader
Tested - S5 components
filled with all the luggage station
and for the S5 modules is no place.
It seems i will have to do big station sooner than I thought).
-----------------------------------------
> Each mod needs a file named mod_info.txt in root directory, for example Mods / Mod-Z / mod_info.txt
> the file contains this lines:
Tried to split mod (non final outcome, will remodel)
-- Not enough stitches demands example:
name Mod-Z
description Mod-Z
load_order 30
requirement Mod-Z_SpaceYard_fix
requirement Mod-Z_Karatelva_fix
conflict abracadabra_mod
-------------------------------------------------- ---------------------------------------------
Bug:
If you load a saved game - at the shipyard can not buy \ change the ship
---------------------------------------------
Bug:
If prescribed in .module
(eg uncommented in \ Mods \ Mod-Z \ BUG-s \ Sobol_err.module)
missing Attach_Point,
the program will crash at startup
and does not give clear error.
----------------------------------------------
Bug drawing: once when saving a drawing formed two files:
\ Mods \ Mod-Z \ BUG-s \ User_Class_bug.rar, after which the game stopped running.
Perhaps when recording intervened antivirus.
-------------------------------------------------- -----
When trying to create in the editor
emitter with a smaller ISP
Game swears nescience attribute ISP_mult.
For example in the name delete _err \ Mods \ Mod-Z \ BUG-s \ Sobol_fighter_tail_engine.hull_err.
-------------------------------------------------- ----
If the hull It has Attach_Point - it is by changing the body on the shipyard often causes flight games.
-------------------------------------------------- ---------
Bug trading system "easy money": buy up all the uranium in the first asteroid station to sell to any other (eg the Earth) station and then buy all uranium on the second asteroid station and sell the first one.
Then you can sell the uranium from the earth and Martian station to a second asteroid station.
Maybe we should
cut the price increase, if the station produces this item?
-------------------------------------------------- ----------
In the long game run
many pirates hang on close orbits around the sun
- May make them avoid sun?
-------------------------------------------------- ----------
Bug \ feature?
ReplyDeleteWhen you load the saved drawing, rocket swell in volume.
For example, when loading turret_test
in S3_2xRocket_turret
instead 18x Rocket,
It turns 40x Rocket
and in S3_Missile-Turret_Long
3x MRM 400mm
converted into 6x MRM 400mm.
http://www.mediafire.com/download/omyc6t8242d25y8/BBCommander_151020.exe
ReplyDeletefixed sold ships in stations not saved
fixed missile launchers increasing size in saved ship classes
fixed user_classes not loaded at game start
fixed ISP_mult not recognized (it was trying to read isp_mult)
show an error message if modules does not have an attach point
fixed debug window not showing ships
added fleet targeting in tactical window
new stars background
fixed laser graphics when beams hit missiles
>Bug trading system "easy money"
ReplyDeleteI can partially fix this by increasing the time it takes for the prices to change.
This problem will be definitely solved when the player will no longer be the monopolist on transports.
>In the long game run many pirates hang on close orbits around the sun
ReplyDeleteWhen ships plot routes they avoid the sun. But when they are escaping or chasing they ignore obstacles.
When a pair of ships gets trapped near the sun they "attract" enemy ships which remain trapped in turn.
http://www.mediafire.com/download/j6t25nh38306tr2/BBCommander_151024.exe
ReplyDeleteadded required mods and incompatible mods to mod_info.txt
increased local_trader price stability
example:
name Mod-Z
description Mod-Z
load_order 30
required_mod Stock
required_mod Mod-Z_SpaceYard_fix
required_mod Mod-Z_Karatelva_fix
incompatible_mod modx
This comment has been removed by a blog administrator.
ReplyDelete