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I think you would want to remove the MainViewIcon for said entity...IIRC, the smallHUDIcon is what goes in the empire tree...
Ok, ill try deleting the MainViewIcon and report back. Thanks.
Does anyone know if it is possible to change rebellion ship movement behavior (ships turning around in place) to the way it used to be in vanilla (ships moving forward while turning around) ?
No.....but, in the vast majority of situations the current system is superior....is there a particular reason why you want them to arc instead of doing point turns?
This depends a lot on their maneuverability (as in, acceleration, turn rate, mass etc) It also depends on their current movement and their destination. If you tell a ship to move to a location behind it, most of the time they will stop, turn around and then move.
Basically ships will use the fastest method to move to their destination. So if it is faster for them to do a 'halt then turn' than to do a continuous 'turn while moving' then that's what they will do.
You might be able to change the behaviour by tweaking the linear acceleration/deceleration, angular acceleration/deceleration (turn rate) and mass. The maxrollrate has some effect too (that's how fast the ship can roll sideways when turning)
This is the section of the ship entities that you need to play with (this is from the FrigatePhaseColony.entity):
maxAccelerationLinear 100.000000 - Forward thrustmaxAccelerationStrafe 10.000000 - Sideways/strafing thrust (used when moving a small distance sideways of up/down)maxDecelerationLinear 500.000000 - Reverse thrust (or 'breaking speed')maxAccelerationAngular 1.650000 - Turning speedmaxDecelerationAngular 9.999996 - speed that a turn is stoppedmaxSpeedLinear 500.000000 - max speed a unit can travelmaxRollRate 2.000000 - speed which ship 'rolls'maxRollAngle 35.000000 - max angle a ship turns when rolling (anything higher than 90 doesn't work)
@Seleuceia
The reason for my request is that it just looks better for the star trek mods i like to play (SOA2/Armada3). The ships use fighterattack style and it bugs me when they completely stop while turning around for a new attack run ( the fighters move while turning though ).
@Wintercross
Already tried out various combinations. I even gave ships same movement stats as fighters - nothing worked. There has to be a command somewhere like "if turn > 45 degree ---> then stop moving"
Hi, modding community
I think this is my first post on these forums and I need a few answers to help me with my beginning modding attempts.
I want to change a few small things, mostly modding the entity files which is pretty easy or as easy/difficult as modding MOO and already works as intended.
But I want to change the visuals of the Vasaris Spacebase and the Vasari Corvette, cause: Reasons. As I suck when it comes to grafics I intend to look around for suitable models which I can "borrow" so to speak. I already have a few in mind from a mod that is Reb 1.52 compatible, think they should work with Reb 1.8 + DLCs
The big question is, which files do I have to change to achieve my goal. I already read a bit about the various problem that I may encounter but I have to try.
I intend to rename the new graphic files so that they match the names of the existing ships. Think that will it make "easier" to do.
When this works I might be tempted to try to mod the Neutrals ships but first things first.
My second queston might be easier or shorter to answer. I looked at the various planetxxx.entity files, especially at the resources.
metalResourceAsteroidSetup minCount 1 maxCount 2 extractionRate 0.400000 refineryRate 0.060000 maxRefineryCount 3
what the heck is "maxRefineryCount"
Some of the Planetfiles have higher maxCount than maxRefineryCounts so it can't be the maximum allowed Material Extractors you can build
...think I just answered the question myself, 3 Orbital Refineries can service this Asteroid, right?
Usually all you need is a mesh file and the textures that go with it (Do not rename the textures, just rename the mesh to that of the mesh you are replacing). And you are doing all these changes in a mod and not to the game files directly correct?
Starbases and Corvettes are slightly more complicated in that they have 3 different weapons that need to fire in different directions. You'd thus need to find a model already rigged up with weapon points in a similar manner. Also Starbases have the added complexity of changing how their mesh looks with starbase upgrades, and you'll need to get rid of all that in the entity file.
It's the max number of refinery ships that can service the extractor at one time.
Thx for the answers.
Yeah, I know that I have to put the Files in the Mod Directory. Changeing the names to what I replace was exactly what I planned to do.
How can I check, whether the models I want to use have the required Weaponpoints?
I plan on looking for fitting mesh.files in Maelstroms Mod. He has 3 new races with lots of ships and he has definately new Starbases
As the Maelstrom-Mod has completly new ships, he should also have the entity files for them. Think I will start looking there. should at least work for the Corvette somewhat easily.
Nope, it's just those lines. You might also want to consider the 'mass' line as this can have an effect on the handling as well.
It takes a lot of tweaking to get them to move differently, and you won't be able to completely remove the 'stop and turn' only reduce it's effect somewhat.In my Sins of the Sirius Sector mod it took a lot of tweaking to the Fighter craft (basically corvettes with fighter-like handling) to get them moving right.You could try changing the values to what they were in vanilla sins and see if that changes things.
Wow....I did not know that when they removed the arcs, it also affected fighterattack...I guess they did that cause of corvettes...
It might only have affected other entities attempting to use FighterAttack, not the strikecraft themselves.
Will the Buff Terminate correctly, meaning, it will only terminate when neither "BuffNanoLeechTarget" nor "BuffNanoLeechTarget2" are on the target?
finishCondition finishConditionType "OwnerNoLongerHasBuff" buffTypeToQuery "BuffNanoLeechTarget"finishCondition finishConditionType "OwnerNoLongerHasBuff" buffTypeToQuery "BuffNanoLeechTarget2"
"BuffNanoLeechTarget2" is a weaker Version of the Original Buff I plan to use for a CapShip
If either of those buffs are not on the target, the buff will terminate. Each finish condition is an independent check, if any of the finish conditions are true it will terminate.
thx, I feared that.
Ok, will cut that feature.
Was just browsing the modding threads/links a bit and found that one, albeit somewhat old.
https://forums.sinsofasolarempire.com/389449
has this been done, meaning, atuo-docking and undocking of SC?
A last question for today
Is "Truce Among Rogues" from the TEC Rebels moddable? It sets the Modifier "FriendlyWithPiratesRebelNeutrals". Any chance of getting that modifier with only Pirates?
Nope.
I don't think anyone went further with that idea. It probably could be done but it is probably more trouble than it is worth. I at least have just gone with the cut the numbers of strikecraft but make each one stronger approach.
MyFist0 and Major Stress (I think) played a lot with the autodocking ideas. There was no way to really make it function as they desired at the time.
Ok, this is going to interfere with the usual maps I plan to play with my friends. with lots of Neutrals and the Open Rebellion Feature this is going to cripple the AI in the long run and it is for sure going to be a nuisance for any Human TEC Rebel player.
Time to think about a replacement
To resize meshes I probably need a "Graphics Programm" The small resizing tool from newboerg dumps the decimal point and doing them by hand on the Titan Meshes is going to be a nightmare after taking a short peak at all the weapon points and vertexes in there.
What do you mean by dumps the decimal point? I haven't noticed any problems with it.
Original TechRebel mesh file
MaxBoundingExtents [ 544.124084 349.426819 1030.192749 ] MinBoundingExtents [ -544.124146 -279.582031 -1029.139404 ]
20% resized TechRebel mesh file
MaxBoundingExtents [ 10882481680 6988536380 20603854980 ] MinBoundingExtents [ -10882482920 -5591640620 -20582788080 ]
it should read
MaxBoundingExtents [ 108.824816 69.885363 206.038549 ] MinBoundingExtents [ -108.824829 -55.916406 -205.827880 ]
maybe I shouldn't try to resize all at once?
ok, forget it, I'm just to dumb to use the programm.
It's working right now
On a Frigate mesh how many hard points are allowed per weapon ? what is the max?
I think from memory it is 20 per 'arc' (ie: forward,left,right,backward) per weapon. Weapon limit is 5 in Rebellion (weapon-0, weapon-1, weapon-2, weapon-3, weapon-4)
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