To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
@gernot
I get the feeling that you're saying something is broken, but it's so confusing I can't even begin to figure out what you're talking about!
Please, short answers, very very short answers:
- What function is broken?
- In what situation?
- Do you have an example someone can test?
Andy
actually i'm not so sure myself...
at least i got the station working again, but i can't tell right now if it works also in the described situation when you wait for the launch of a mission target.
means if i'm still unable to launch then and if the doors still are steady open.
but i can't give no warranty <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> in stupid situations it might happen you get locked in it, i know it can happen or has happened,
probably it's safer now with "dock one at a time please" as before.
assasination contracts are somehow unstable i feel, at least sometimes it's very similar like in good old FE2, the target isn't present, but perhaps that's in the "guts".
MOD TAG
Mod category: Complete mod
Mod name: FFE
Date added: 2012/11/26
Version: 2
Valid for Alpha vers: alpha28
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/YhFCuW
Additional info:
should run now with a stock alpha28 Pioneer, changes the game a little closer to FFE/FE2,
MOD TAG
Mod category: Spacecraft
Mod name: Ships P66
Date added: 2012/11/26
Version: 1
Valid for Alpha vers: alpha28
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/V6Qjje
Additional info:
should run with a stock alpha28 Pioneer.
updates all existing and adds some new ships from me, plus the required sub-models.
some pilots, decals, or other details might be displaced.
Beautiful!
That looks really great! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
I'm going to test this with my modifiactions to the star halo and general glow shaders.
Wow! Those cities are beautyful! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//yahoo.gi f"' class='bbc_emoticon' alt=':yahoo:' />
Gernot, I'm trying to set up your minimal install. I don't see the replacement "pimodels.lua" in the ZIP. Is it missing?
I really liked the modification. Especially Cobra мк3. Saddens me that when buying a Cobra MK1, the game is broken.
sorry, it was very minimalistic of me...
i'm up to upload the complete data folder.
edit: here it is, "alpha28 minimal (complete data folder)" http://sdrv.ms/YRiAN8
but as long as you keep the by the minimal install unused "sub_models" folder, it should work with what's in a "maiden" alpha28.
if you delete this folder, you would have to edit the "pimodels.lua" and remove or mark as comment the line, "load_lua(CurrentDirectory .. "/sub_models")"
if you really like to use it... i will take a look at her.
---
MOD TAG
Mod category: Complete mod
Mod name: FFE
Date added: 2012/11/26
Version: 3
Valid for Alpha vers: alpha28
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/TPgOqF
Additional info:
not much changed, i left the altered factions in the mod this time, changed some fonts (sorry, if they didn't fit to well... yet)
like the previous version it contains the "scout missions".
there is a problem with these missions, they will fail if you select a multiple star system (e.g a "binary").
if your ears arent hurt enough,
the alpha29 updated "FFE mod" will follow here soon,
not many changes to the alpha28 vers., i only fixed it for alpha29 (...added the forgotten altered names generator).
also ready to "test", the "retro sci-fi mod",
of course both mods are still under cunstruction and miss prob. certain things.
MOD - retro sci-fi
MOD TAG
Mod category: complete mod
Mod name: retro-scifi mod
Date added: 2012/12/24
Version: 1
Valid for Alpha vers: 29
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/YCZrgI
Additional info:
flash is on his c(o)urse...
the ship specs aren't balanced yet for this mod.
MOD - FFE
MOD TAG
Mod category: complete mod
Mod name: FFE mod
Date added: 2012/12/24
Version: 1
Valid for Alpha vers: 29
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/UhDsbs
Additional info:
like i posted above, not many changes to the alpha28 mod,
probably i will upload soon a slightly fixed version, because i like to remove a few not well fitting adverts (music).
in future i will give new version numbers for each alpha release update, also i will name the files with the alpha version and release version,
i.e. "mod_FFE_29-1".
yes i know, all the updated ships for a standard pioneer...
even if my idea was to create a "Pioneer mod" which will have unique (ship) models as well, instead of the mix we have now.
anyway it's easy to port a certain ship from one mod to the other, if one likes to.
@ potsmoke: Awesome retro mod, Mungo :haha: Great! - some more cool ships! downloading now...
not bad, hmm?
"Mungo" is a generated System, then planets name "Gordon's Dream" is a sort of a lucky try (and if i add one new name to the names gen. the name will change), anyway it was hard to get a outdoor world for this system, this is one of maybe three i found between ~50 other, but all only mining, ext. mining or vast strip mining (even this one).
Gernot, I just love the look of your cities! :girlsigh:
Cobra MK1 again destroys the game. In the rest of the modifications I like very much.
Merry Christmas Everyone! Here's a little something I've been working on for some time that 'almost' looks a bit Christmas :santa:
From one of my favorite movies of all time and suitably retro.
Download here ready to go as mod (replaces decal_i.png)
https://docs.google.com/open?id=0B4TOJEZxkYiVNmNvR1BrOG5OY1U
This version is 200x200 (higher res 256x256 to support Pioneer's upcoming higher decal res format)
Available here: http://spacesimcentral.com/forum/topic/3071-baobobs-ship-mooring-and-refit-shop/page-3
i haven't forgot you, really not... (the cobby)
she "destroys" the game anyway (sorry), it's a very very simple model and i din't like it much, that's why she's neglected by me.
i had once the idea to create a more modern cobra1, the result was what is named now "Typhoon".
the actual cobra1 is a rather old model from me
---
the rest of the ships need my new pilot sub-model, the "get_pilot" function and the "pilot_style.lua".
that will displace the pilot for the rest of the ships, but i "had" to do it because of some scaling issues, now you can scale a ship a little up or down, but even if you keep the pilot 1:1 he will keep his proper position in front of the desk.
(that would mean for a implementation to a mod of my ships using the new pilot, you would have to update all of my ships, you can use what i linked for alpha28, that should work also for alpha29, you only have to move the files to the proper new directories.
there are a few ships of s2odan which use also the pilot sub-model (talon, hammerhead, boa), they use still the (very) old sub-model and would have to be updated prob. to.
(i notified the difference of the position in the new script, while if a model is still using the very very old pilot, the scripted one, scale and position must be evaluated completely new, but i would have them updated somewhere...)
talking about scale, i guess this will be past how i scaled them until now, because some ships you can scale "intelligent", means you can scale it but pilot and missiles will keep scale 1:1, i guess in future such won't be possible, or only by editing the DAE, which makes it then very complicated compared to enter a scale at top of the script and the rest is fitted "automatic".
we're on the right way, i guess, we have characteristics for the player, now i "only" need to know how to use this instead of "pilot_style".
---
oh, i there was no real limit in res. for decals, only i made all 256x256, because more makes no sense as you won't notice any difference on such a small object. 128x128 would even work well in most cases and would also reflect what you can use in general for a texture of a whole ship, size of the decal compared to the size of a ship 128x128 is still a good resolution for a decal 1m x 1m (but you should keep PowerOfTwo, especially ATI graphic cards can't handle non POT textures, i thgought they fixed it by scaling it internally to POT, but it has still appeared this way to me on the MACbook i.e., but i don't mind to much about, it's easy to keep POT, only for certain purposes on scripted geometries texture projections it could be hindering, means if you strech a rectangular shaped texture to much to keep POT, MipMapping will handle the texture wrong becuse of streching it, this you can notice very well on the mid section of the "Hullcutter", but LMR is anyway soon past, it's not worth to mind either).
MOD - Cobra MK1
MOD TAG
Mod category: standalone ship
Mod name: cobra mk1
Date added: 2012/12/26
Version: 1
Valid for Alpha vers: 29
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: [attachment=1622:mod_cobra_mk1_29-1.zip]
Additional info:
"fixed" cobra mk1 model, in fact it's a complete new model.
[attachment=1623:Bildschirmfoto 2012-12-26 um 22.00.jpg]
MOD - FFE (v2)
MOD TAG
Mod category: complete mod
Mod name: FFE mod
Date added: 2012/12/26
Version: 2
Valid for Alpha vers: 29
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/YhxSoe
Additional info:
only added the cobra to where she belongs to 😉
That's a nice window design. I like it but I think it needs the spotted textures. That would make it perfect!
you really liked the "hippie tie-dye" design? (the original is a japanese paper tie-dye made with color ink and japanese paper, while tie-dye isn't the proper term i guess, it's a paper folding technique)
MOD - Cobra MK1 (alpha29-v2)
MOD TAG
Mod category: standalone ship
Mod name: cobra mk1
Date added: 2012/12/26
Version: 2
Valid for Alpha vers: 29
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/Uvnj34
Additional info: added some textures, do i used a old ship specification? sorry, fixed that to.
erm, i'm not responsible for the "all is flat shaded" and less influence of colorvariable material...
MOD - Cobra MK1 (alpha29-v2)
MOD TAG
Mod category: standalone ship
Mod name: cobra mk1
Date added: 2012/12/26
Version: 2
Valid for Alpha vers: 29
Contributor: Gernot
Further Info & discussion area: http://spacesimcentr...er-mods-on-ssc/
Download location: http://sdrv.ms/U2sLbC
Additional info:
added some textures, do i used a old ship specification? sorry, fixed that to.
the models folder contains a 24bit skin, if you like you can use it by renaming "skin_24.png" to "skin.png".
also included is a .jpg of the UV mapping.
scaled the model slightly up (1.2),
but it's easy to scale it, just open the ship-spaecs and the model script and enter the disired scale at "local model_scale = ".
this will scale the ship, the bounding radius of the ship and the values for gunpoint and angular thrust, but it keeps scale 1 for missiles and ecm.
erm, im not responsible for the "all is flat shaded" neither for less influence of the colorvariable material...
besides slowly i start to understand why this removing of the LMR "HAD TO BE"... (not because it's not good...)
I see you've been working too much on pretty things. :good: