[MOD] Some Ships

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Reaperxvii
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Post by Reaperxvii » Tue, 26. Jan 16, 19:51

Hey marvin :) loving the ships, when you make these what program do you use to do the 3d models?
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Marvin Martian
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Post by Marvin Martian » Tue, 26. Jan 16, 22:27

no one, notepad++ to edit the xml files

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alexalsp
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Post by alexalsp » Wed, 27. Jan 16, 00:03

I found the problem. Now everything is fine. Forgot in my mod remove working files.

Reaperxvii
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Post by Reaperxvii » Wed, 27. Jan 16, 09:21

Marvin Martian wrote:no one, notepad++ to edit the xml files
Okay thanks :)
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Sparky Sparkycorp
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Post by Sparky Sparkycorp » Thu, 28. Jan 16, 10:22

I may have spotted a potential 'new' ship model last night.

I'm afraid I can't find a suitable picture on the web but it occurred to me that the object along the bottom of a Heavy Sul hull looks like it is made of two smaller, Large ships lined up along the hull, upside down, with their engines facing each other.

Perhaps one could be an interesting gun-based alternative to the Balor? Perhaps with:

- 2-4 smaller turrets top and bottom (4 Sul HIT/MA on it now).
- 1-2 larger turrets top and bottom (2 Sul PLASMA/MAs on it now).

Would need Engines, dock etc, though.

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Marvin Martian
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Post by Marvin Martian » Thu, 28. Jan 16, 10:35

maybe i miss the point, but the thing under the Heavy Sul is part of the the Shippart above and can't be separeted - i think, but will have a look

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Post by Sparky Sparkycorp » Thu, 28. Jan 16, 11:30

I wouldn't know about the technicalities, sorry.

I had the potentially wrong impression it was other art glued to a Light Sul frame but that could be wrong and it doesn't mean the other art is available seperately anyway. Thanks for looking.

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Marvin Martian
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Post by Marvin Martian » Thu, 28. Jan 16, 17:33

sadly not, maybe in case you can strip the unwanted parts but thats nothing i have any experience

for the moment i could offer a Xenon Bomber :D

Image

not a big design surprise, but it seems to work like expected

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Post by Sparky Sparkycorp » Fri, 29. Jan 16, 17:27

Nice image :D

Reaperxvii
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Post by Reaperxvii » Sun, 31. Jan 16, 07:45

Sparky Sparkycorp wrote:Nice image :D
Yeah that bulge in the Heavy Sul is all one "part" well, its two of the same part to be exact, so you could have a Super sul have have 4 of them in the middle :lol:
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Marvin Martian
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Post by Marvin Martian » Tue, 2. Feb 16, 18:37

Required compatibility update for Carrier 2.0 at Basic and Split package

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Post by Sparky Sparkycorp » Sat, 6. Feb 16, 18:51

I just remembered an ideal for a new Xenon Capital from last November in case it is feasible and of interest:
Sparky Sparkycorp wrote:Hi BR/R,

When it comes to Maelstrom, I was wondering if there was any chance of turning a station model into a ship? (gulp!)

Although not so bug-like*, the smaller Xenon station in Cryptic Heart/Sable Vortex always struck me as pretty cool-looking. It even seems to have a front, a spiny-engine-thingy at the back :)

https://drive.google.com/file/d/0ByP1Gu ... sp=sharing

Maybe a couple of JET/MAs on each globe hehe

Dunno if working, but it seems to have docks for drones and S/M ships. Would be cool if it could launch wings of Xenon Ps but maybe I'm getting a little carried away =D

*More classic Xenon, I guess.
w.evans wrote:
Sparky Sparkycorp wrote:I was wondering if thre was any chance of turning a station model into a ship? (gulp!)
Marvin Martian made a mobile shipyard once. (Shipyard that flies around like a ship. Or maybe it was a different station model. I forget.) So it's possible.
http://forum.egosoft.com/viewtopic.php? ... 16#4564916

Reaperxvii
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Post by Reaperxvii » Sun, 7. Feb 16, 08:14

From the little I know it would be kinda possible assuming you could make the station model a construction set for the ship to use, how you would about doing that I'm not really sure but it could in theory work.

Though as of now most of marvins and Mines work has been using existing construction pieces (though marvin knows alot more about coding then me so if anyone can figure out it would be him)

On an unrelated note is it possible to add shields to a station? not forcefields I mean I full fledged capital shield module?
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w.evans
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Post by w.evans » Sun, 7. Feb 16, 08:29

Flying stations! Sounds familiar...

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Marvin Martian
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Post by Marvin Martian » Wed, 10. Feb 16, 19:30

new Ship and little adjustments for RC1

@Sparky Sparkycorp
will maybe take a look, but flying stations mostly unhandy and in case as a ship-oviparous Bossxenon there is no AI that manage them to collect ressources and build ships from :roll:

trading (ship park at ship instead of station) is for a moving object hardly impossible

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mr.WHO
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Post by mr.WHO » Mon, 22. Feb 16, 13:16

I have and idea for Sul/Heavy Sul usage - Super Sul


this is Heavy Sul (two dots - that's bottom gondola :) )
/=\
''


This is Light Sul
/=\


We have two posibilities to combine wo hulls:

One Heavy in the center two light (top-sided and attached to both sides of heavy):

\=//=\\=/
''

One light in the center (tosided, two heavy on the side):

/=\\=//=\
'' ''



First could be super carrier and the second one could be battle carrier.

player1
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Post by player1 » Tue, 23. Feb 16, 17:58

Hi , I wanted to take a look at the new ship but i think Player can not build it in the Shipyard.

Is it possible that you forget to write the Ship Lyramekron Mk2, i think its


Code: Select all

units_size_xl_cs_omicron_ship_04_mk2_macro
in the buildmodule_ships_omicron_xl_macro.xml? :roll:

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Marvin Martian
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Post by Marvin Martian » Sat, 27. Feb 16, 22:39

yes, you are right, thanks - will fix it soon

i'm working on an (X3)Aran inspired Vessel that will be in combination with Carriers-Mod able to pick up capitals


Edit:
have a update with Ayosana, with latest Carrier 2.1.1 you can dock Capitals, also in case the to-dock Ship haven't Engines or a Captain, in that case the Carrier will pick them up

And i have a new Pirate Carrier, this will be now in Albion on Marodeur raid

swatti
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Post by swatti » Thu, 3. Mar 16, 18:22

HUGE thx for the "custom job" - The perfect fly-swatter!

antoniut
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Post by antoniut » Fri, 4. Mar 16, 14:45

Marvin, maybe I'm wrong but I can't find Ayosana macro inside your mod

Thanks a lot for your mods, they are great!

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