Wintercross

Wintercross

Joined Member # 3867128
4 Posts 645 Replies 19,701 Reputation

[quote who="GoaFan77" reply="2066" id="3427006"] Quoting Lavo_2, reply 2065 It's either center, or the ship is placed in the actual physical center of the mesh. The center of the physical mesh seems to be where it defaults to. However, I remembered the Advent frigate factory definitely does not build ships in the center of the mesh, and I found this which was not in my list of valid meshpoints. Point DataString "ShipBuild"<br

2,761 Replies 7,653,697 Views

[quote who="Lavo_2" reply="2058" id="3422765"] In terms of constraints? No. However you could reuse say, unstoppable phase jump, make a passive ability that gives a ship that condition and give said ability to every ship in a given faction.[/quote] That is a really clever trick! I could use that as I'm not using any abilities that inhibit phase jump, just ones that outright disable it. Thanks Lavo!

2,761 Replies 7,653,697 Views

[quote who="Yholl" reply="124" id="3419540"] Now that is freakin' cool, I love this idea. I never bother with phase inhibitors in vanilla Sins, as well as most mods, but this sounds like something actually useful to build now. Maybe you can make these wide-area disruptors use the cloak-detecing scanner station's model, from near the end of the Freelancer campaign? Well, if the Nomads are gonna have the IsPsi identifier, then perhaps the R

223 Replies 602,469 Views

[quote who="SinfulStudios" reply="2039" id="3419355"] Does anyone know where to find the files dictating Triggers are? (No, it's not the "Trigger.entity" file, we already checked) We've downloaded the Stellar Phenomena DLC, and we think it's great! However, the already infamous Open Rebellion bug is majorly getting on our nerves. We are trying to make an unofficial patch for it. However, we cannot seem to find w

2,761 Replies 7,653,697 Views

[quote who="Yholl" reply="122" id="3419286"] Quoting Wintercross, reply 121I'm still torn on what to do with crystal. Part of me wants to go the H-Fuel route... while I'm also thinking of sticking with my Personnel and Freeport system. Was also considering making it MOX which according to the Lore is required to power the reactors on capital ships and stations.... Hmm, well consider this then. Have the H-fuel clouds rarely around pla

223 Replies 602,469 Views

[quote who="Yholl" reply="120" id="3418354"] Quoting Wintercross, reply 119Sometimes ships will chase another ship they can't hit. It's an AI flaw I can't fix, so in game I justify it as stubborn pilots trying to get a lock because they think they're really hot stuff =P most of the time they pick the right targets but occasionally you get an Independence trying to chase a Patriot. This could prove to be a major issue later on, requiring mass microma

223 Replies 602,469 Views

[quote who="Yholl" reply="118" id="3418288"] I had a little game of it just now. Thankfully it was for 1.80, as Steam updated Sins even though I SPECIFICALLY told it not to do so... Bloody thing. Oh man, Sins loads up, plays the main theme and zooms in on a Freelancer outpost... I was almost frothing at the mouth. I think that might indicate I like Freelancer a little bit, I guess. Just a tad. Those particle effects are simply amazing, those engin

223 Replies 602,469 Views

Alpha patch 0.11 is awaiting authorisation on the moddb page. just a small fix for capital shield regen rates, lowered the reflection on stations and changed the starting ship/s to Liberators it'll be here when ready: http://www.moddb.com/mods/sins-of-the-sirius-sector/downloads

223 Replies 602,469 Views

[quote who="Velisx" reply="115" id="3418182"] A potential bug here. I get a minidump whenever the game autosaves. Could just be me though...[/quote] Hmmm... odd. You have v1.80 of Rebellion right? Also, SotSS should be the only mod loaded as I don't think it would play nice with any other mods. I haven't experienced any minidumps on autosave at all... Is this happening to anyone else?

223 Replies 602,469 Views