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Taldrenites => General Starfleet Command Forum => Topic started by: sfcv on April 22, 2010, 08:32:46 am

Title: shipedit OP or any other matter
Post by: sfcv on April 22, 2010, 08:32:46 am
is it possible to set the turn mode to AAA?
to set the move cost to lower than 0.25?
why, if i set the probe number to 2 in a hydran ship, i get unlimited probes in the game?
why is only 1 nuclear mine charging to have blue rings, and even if i have more and press shift+M the rings appear red?
why isn't add_6 or 12 unavailable in sfc1?
why doesn't shipedit 3.9 have any help for any part of the ship editing?
shipedit 2... what is drone rack B? what use does it have?

i think that's all...
Title: Re: shipedit OP or any other matter
Post by: TAnimaL on April 22, 2010, 09:02:37 am
I'll throw in what I can answer:
No
No
Don't know
?? Don't quite get the question
because they're not in that game
For last 2 questions, they are some tips in shipedit. For example, as to your dronerack B question, if you click on a heavy weapon mount "type" button, it opens the "weapon edit" popout, and clicking on a weapon gives you a brief description of the weapon. B racks have same firing rate as A racks, but hold 6 drones at the ready instead of 4.

Some of this can be found in the SFCOP manual, which you can get at ftp://www.dynaverse.net/sfc2_op/
Title: Re: shipedit OP or any other matter
Post by: marstone on April 22, 2010, 10:02:05 pm
for the Nuclear space mine.  It is hard coded in the game that you can only have one, so even if you put more on in the editor you only can drop one.

If I recall correct that is.
Title: Re: shipedit OP or any other matter
Post by: TAnimaL on April 26, 2010, 04:47:34 pm
to set the move cost to lower than 0.25?

Sorry, should thought about this more, the answer is yes to this. SFC uses the fractional movement of SFB, so there is movement cost of 0.2 (PFs) and 0.16 (Interceptors) that can be used for any ship.

Hmm, there's also some Neutral units that have a movement cost of 10 (N-DMY & N-ORG) that I've never seen in game. My question is whether any number can be put into movement cost, since that's most likely just plugged into a formula in-game, unlike the Turn Mode which is more likely in the game code. So maybe there could be ships with movememnt costs of 0.85 or 1.4.

I might try playing around some with this; I have an idea for some Fed CMs...
Title: Re: shipedit OP or any other matter
Post by: sfcv on April 27, 2010, 07:49:28 am
to set the move cost to lower than 0.25?

 So maybe there could be ships with movememnt costs of 0.85 or 1.4.


I tried that, adding to a ship a movement cost of 1,25 and it worked.
Title: Re: shipedit OP or any other matter
Post by: TAnimaL on April 27, 2010, 09:09:18 pm
Just as I thought, I was able to change a FF's movement cost to 0.10 and a BC's to 0.8. May try later to see what's the lower/upper end of the movement cost range.

ADDENDUM: well, I don't know what the upper/lower limit is, but I took a BB up to movement cost 30, took it forever to get moving, and a FF down to movement cost 0.01, top speed of 30.53 for only 0.3 power. It also took off like a rocket, even though I hadn't touched the acceleration rate.

I sorta remember reading somewhere that movement cost figures into acceleration at some point, but I thought that point was after 20 (the example was that a FF and a DN will accelerate to 20 at the same rate, but the FF will get to 30 faster than the DN would), but I guess it's a more complicated relationship.

So, the game isn't just locked into the SFB movement costs (1/5, 1/4, 1/3, 1/2, 2/3, 3/4, 1, 1.25, 1.5, & 2) and can use any number. Hmm, I've always thought the D7 had the wrong move cost and power ratio... :)
Title: Re: shipedit OP or any other matter
Post by: sfcv on May 05, 2010, 07:34:05 am
For last 2 questions, they are some tips in shipedit. For example, as to your dronerack B question, if you click on a heavy weapon mount "type" button, it opens the "weapon edit" popout, and clicking on a weapon gives you a brief description of the weapon. B racks have same firing rate as A racks, but hold 6 drones at the ready instead of 4.

Some of this can be found in the SFCOP manual, which you can get at ftp://www.dynaverse.net/sfc2_op/

No no no, i know what a drone rack B is. it's one of the missle racks and one of the best.
What is with the drone rack B in the lower side of the weapons window

                    __________
drone rack B |_________|

it looks like this
Title: Re: shipedit OP or any other matter
Post by: TAnimaL on May 05, 2010, 01:25:24 pm
No no no, i know what a drone rack B is. it's one of the missle racks and one of the best.
What is with the drone rack B in the lower side of the weapons window

                    __________
drone rack B |_________|

it looks like this

Then I still don't get the question. Maybe a screen grab is in order here? I don't see anything like that on my display.
Title: Re: shipedit OP or any other matter
Post by: sfcv on May 06, 2010, 06:41:21 am
......
Title: Re: shipedit OP or any other matter
Post by: TAnimaL on May 06, 2010, 11:39:06 am
That is supposed to read "Drone Control," the number of launched missiles a ship can control. Maxes out at 12 IIRC.

I might consider re-installing Shipedit if the GUI is messed up.
Title: Re: shipedit OP or any other matter
Post by: sfcv on May 06, 2010, 12:35:09 pm
it should be 12, but you have no idea how many 9's get in that text-bar...
I think it counts the number of Drone Rack B's on that ship.. IIRC a F-CAD+ had in that text bar 7, because it can launch 7 missles at once.
Title: Re: shipedit OP or any other matter
Post by: Roychipoqua_Mace on May 06, 2010, 12:37:16 pm
I've had GUI troubles with Shipedit for OP as well (mainly that the explanation box to the lower left doesn't give show all the text that it did for the EAW version. Maybe the Shipedit-EAW was a more complete version of the program). You might want to download Shipedit for EAW just to see what each of the features do and then make the actual changes using Shipedit-OP.

Here is what Shipedit-EAW shows:
Title: Re: shipedit OP or any other matter
Post by: sfcv on May 06, 2010, 12:41:30 pm
I've had GUI troubles with Shipedit for OP as well (mainly that the explanation box to the lower left doesn't give show all the text that it did for the EAW version. Maybe the Shipedit-EAW was a more complete version of the program). You might want to download Shipedit for EAW just to see what each of the features do and then make the actual changes using Shipedit-OP.
yes and no. i just reinstalled my windows and the SE OP is now all right, but these questions are mixed out of SE v2 EAW and OP, when not everything was as well as now ;D.
And btw, i observed that if you load the shplist from OP to the Shipedit EAW it will show all of the advanced weapons. but you can only change arc and number though.
Title: Re: shipedit OP or any other matter
Post by: Age on May 06, 2010, 03:15:56 pm
This says ship edit for OP I would use that ship edit if you are trying to edit any OP ships.You have ship edit SFC1.When it says drone control is at 12 that is all it can do.I beleive Kzin/Mirak can do more but don't quote me on that.

I would suggest downloading ship edit OP.
Title: Re: shipedit OP or any other matter
Post by: marstone on May 06, 2010, 04:15:57 pm
in SFB 12 is the highest drone control you can have on a ship, it is either none,(I vaguely remember a 3),  6 or 12.  If you had scout channels you could get 18.
Title: Re: shipedit OP or any other matter
Post by: TAnimaL on May 06, 2010, 09:50:07 pm
pretty much as you said Marstone.
SFB rule F3.21 states that ships can control a number of seeking weapons equal to their sensor rating, usually six; F3.211 states that ships not armed with seeking weapons can control seeking weapons equal to one-half their sensor rating. So, unless damaged, any ship can at least control 3 seeking weapons.
And with a scout channel (G24.24) you can control 18.

Too bad that's not an option in OP. There's nothing in the game that has higher than 12 drone control, and when I enter anything higher than "12" in Shipedit OP, it just reverts to 12.

I suppose I could try entering a number higher than 12 in Excel or Textedit but I'm not too optimistic.
Title: Re: shipedit OP or any other matter
Post by: FoaS_XC on May 06, 2010, 09:54:01 pm
Disable range checking and try it
Title: Re: shipedit OP or any other matter
Post by: sfcv on May 08, 2010, 01:37:48 am
why doesn't the shipedit 2 have a New Ship button? or at least a delete ship button.