If a ship or ships in a fleet have phase jump chargeup time penalties, these will be ignored when fleets attempt to jump all at once through right clicking the Phase Jump button. This may be limited to modding, I don't know, but I found that in a test of my mod when a certain ship had a passive penalty to jumping, the other ships didn't wait around for it.
hydrocarbn
[quote who="Major Stress" reply="1817" id="2442693"] Do you have the detail maps in your options set too low? I know when i set mine at low much of the data textures are non existant. [/quote] You know, that was probably it. I run the developer exe all the time and so when I go back to regular sins obviously the settings reset and I'm stuck on Low settings for detail maps. I'll try giving it a shot again after rechecking that, because honestly even playing a half hour or so becau
[quote who="darkshimmer" reply="1812" id="2442271"] you can forget about impulse exhaust, it don't exist in Star Trek, you show me one episode of Star Trek that has it and we'll add them. STO is wrong for even adding them. [/quote] Yeah, you're right - I thought I remembered it in DS9 or at least in the SFC series, but even then it's probably just cinematic flair and doesn't work as well when it's not a visual indicator of speed (although I imagine a flat glow effect as "exhaust"
[quote who="Major Stress" reply="885" id="2442264"] I just love the comment that if we put it up for public download we "should" expect to get nit picked, and trashed to death, and have absolutely ridiculous demands be made of us. Those individuals really show respect our hobby.,,, NOT [/quote] [quote who="97240SX" reply="874" id="2437465"] 0.9 gives constant minidumps and 0.95 is not available for download, meaning that this mod doesn't work, at least for me. Re
FYI I wrote a tutorial for Max that may be of use a while ago...I think it's considerably less confusing and probably a lot easier to access. https://forums.sinsofasolarempire.com/341022
You should be able to give a ship an ability simply using the base BuffDetectPhaseJumpSpawner as it will automatically apply this to localorbitbody. You would have to disable and reenable this every jump, but if you make the finish condition EnterHyperspace that will get rid of some of the annoyance. Might also look at the WithinSolarSystem constraint.
Gotcha. I'll certainly try the next release :)
I was a little put off by the first time I tried this, since my system kept running into issues and I wasn't sure why my Constitution class was getting blown up repeatedly by the Cardassians. I told myself I'd give it another go (mostly because of Stress's name recognition, I was a wannabe modder in the Armada/SFC days) and put a little more time into it since I figured that was probably my fault. Since it crashed on me, this is very far from complete (I only got to about my third res
Not exactly what you're asking for, but if you're using Entrenchment, you might also enable fighter behavior on your other ships, this will keep them in motion a lot more.
Yeah, that's probably it, I never even looked to see what buffInstantActionType I was using, I'll try messing around with that. Just don't want it to be able to dump antimatter into the other ship from all the way across the gravity well. And if I have the outofrange thing on, it fails within a second (probably at the first 'tick'), just applying for that minute amount of time. Now I have to figure out some way to get autocast to work on this..the computer likes to cast it eve
I want to make an ability that constantly restores another ship's antimatter reserves while draining the ship's own. Obviously once the ship's own runs out, the ability will cease. However, every time it runs, the buff lasts for a fraction of a second on the target, while the drain seemingly keeps going on the ship with the ability. Help? Ability file: TXT entityType "Ability" buffInstantActionType "ApplyTargettedBuffToSelf" instantActionTrigger
Does it work for base Sins or just Entrenchment? I'd love to do a tractor beam sort of thing.
Give me a break. If a release is publically available, giving criticism on that release is completely warranted (assuming it is not made obsolete by a subsequent, also publically available one) and no hoops should have to be jumped through to do so. As long as your "beta" is walled off from the public, the public should be obliged to make comments on the version that they have access to. If you don't enjoy getting this sort of criticism, you can either not release until the release is polishe
[quote who="Ryuzaki777" reply="875" id="2437633"]Okay listen you, .95 is a beta, or haven't you been reading the threads. If you want a way more refined version than .9 sign up. Don't just blatantly criticize without doing thorough homework, and checking every angle like the beta. Its a mod in progress aswell. An all of the development team do this in there spare time I believe. Think before you speak. [/quote] This is a pretty unprofessional way to respond to legitimate criticis
I'm sure those of us who have done this for a while know most of these already, but I thought I'd post a thread with quick little tips to make modding easier (contribute if you have any). I use Notepad++, so some of these are specific to that. - If you can't keep track of how many strings you've added, find the last line with text on it, check its line number (must be using Notepad++ or other text editor with line numbers), subtract two and divide by three. This will be the total # of
The dds plugin didn't do that. It sounds like your UV map is screwed up.
Yeah, the 2.0 one is bugged to hell. The 1.1 will export and import, importing only works if it's in BIN format though and not TXT.
Really? I've put 6 on a capital ship mesh and it crashed for me too in the same way. Normally with some of my cruisers I do three or four exhaust points rather than one big one, but since this ship has three extra exhaust areas, I had put 6 or 7 on there and the game just wouldn't take it.
Yeah, I saw your posts there too, it does indeed crash when you have a 6th for some bizarre reason and I haven't found a way around it.
The picture of the ship in the middle of the HUD, hence "viewscreen pictures". This has nothing to do with skinning.
Starting disclaimer: I am not a modeler . I am a scripter who can't always get art guys to do all this for me. If I misuse terms or I underestimate Max or something because I don't use it as frequently as a modeler would, it's completely unintentional. Having icons and viewscreen pictures for units in your mod is a big step toward making it look new and polished. It took me a while to figure out the best way to do it, but now given any skinned model,
[quote who="The Undying" reply="11" id="2435763"]Please don't forget the link I gave. The Undying. [/quote] The last time I used Switch it was bloated and had nag screens. Has this changed?
[quote who="Hoho5000" reply="4" id="2435146"]You made me install it again to find out, but yes, you can convert to mono. It's under the Processing tab: DSP->Downmix channels to mono. [/quote] Oh, damn, you're right. Thanks, this'll speed my conversion stuff up immensely.
I'm pretty sure FB2K can't convert into mono ogg, only stereo.
notepad++