Author Topic: UPDATE 4/01/16 Everest Battleship 95% WORKING  (Read 17439 times)

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Offline starbug

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
I have been trying and trying to get the turrets to fire properly but for the life of me the stupid things will not fire in salvo mode or using the
$ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns" )
I am at my witts end with this, i may end up just changing the large turrets to single barreled turrets at this rate, which i don't want to do but i don't know how to get the game to cycle through the firing points on the large turrets, i have even tried copying turret entry from other ships and it will still fire all barrels at once. Here is a copy of the table entry is there anything wrong with the entry for turrets 3 - 10 for the flags, i cant understand why it is ignoring the flags ingame.
$Name:      FDD Everest
$Short name:            FEDBattleship
$Species:            Terran
   +Tech Description:      XSTR( "A warship converted from an old mining hull. Well armed and fast, but poorly armoured.", -1 )
$end_multi_text
$POF file:               Everestmk2.pof
$Detail distance:          (0, 2000, 8000)
$Density:               1
$Damp:                  0.2
$Rotdamp:               2.0
$Max Velocity:            0.0, 0.0, 25.0
$Rotation time:            200.0, 200.0, 160.0
$Rear Velocity:            0.0
$Forward accel:            8.0
$Forward decel:            4.0
$Slide accel:            0.0
$Slide decel:            0.0
$Expl inner rad:         150.0
$Expl outer rad:         750.0
$Expl damage:            200.0
$Expl blast:            11000.0
$Expl Propagates:         YES
$Shockwave Speed:         195.0
$Shockwave Count:         2
$Shields:               0
$Power Output:            100.0
$Max Oclk Speed:         80.0
$Max Weapon Eng:         100.0
$Hitpoints:               90000
$Armor Type:                Heavy Armor 100
$Flags:                ( "capital" )
$AI Class:               Captain
$Afterburner:            NO
$Countermeasures:         0
$Scan time:               2000
$EngineSnd:               128
$Closeup_pos:            0.0, 0.0, -1500
$Closeup_zoom:            0.5
$Score:                  500
$Subsystem:    communications,    8, 0.0
$Subsystem:    sensors,          8, 0.0
$Subsystem:    navigation,       8, 0.0
$Subsystem:    weapons,          8, 0.0
$Subsystem:    engine01,          15, 0.0
   $Engine Wash:             Default100
$Subsystem:    engine02,          15, 0.0
   $Engine Wash:             Default100
$Subsystem:    radar01,        3, 4.0
$Subsystem:    radar02,        3, 4.0
$Subsystem:    radar03,        3, 4.0
$Subsystem:    radar04,        3, 4.0
$Subsystem:    fighterbay01,        3, 4.0
$Subsystem:    fighterbay02,        3, 4.0
$Subsystem: Turret01, 4.0, 3.0
   $Default PBanks: ( "Heavy Particle Beam" )
$Subsystem: Turret02, 4.0, 3.0
   $Default PBanks: ( "Heavy Particle Beam" )
$Subsystem: Turret03, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns" "salvo mode")

$Subsystem: Turret04, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret05, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns" "salvo mode")
$Subsystem: Turret06, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
$Subsystem: Turret07, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
$Subsystem: Turret08, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
$Subsystem: Turret09, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
$Subsystem: Turret10, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
$Subsystem: Turret11, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret12, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret13, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret14, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret15, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret16, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret17, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret18, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret19, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret20, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret21, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret22, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret23, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret24, 4.0, 3.0
   $Default sBanks: ( "hammer" "hammer" )
   $Flags:                  ( "check hull" )
$Subsystem: Turret25, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret26, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret27, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret28, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret29, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret30, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret31, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret32, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret33, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
   $Flags:                  ( "check hull" "salvo mode")
$Subsystem: Turret34, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret35, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret36, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret37, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret38, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret39, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret40, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret41, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret42, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret43, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret44, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret45, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret46, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret47, 4.0, 3.0
   $Default PBanks: (  "Point Defense Turret 2" )
$Subsystem: Turret48, 4.0, 3.0
   $Default PBanks: (  "FD medium Turret" )
$Subsystem: Turret49, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
$Subsystem: Turret50, 4.0, 3.0
   $Default PBanks: ( "120mm Arclite cannon" )
    $ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns"  "salvo mode")
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Nyctaeus

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
Is there any other version of Everest released for testing, but the one on previous page? It has 92k polys on parent model of LOD0. It's likely to cause errors due to 64k vertex limit per model and probably has more strange issues.

I'm gonna import it to Blender, set the hierarchy again [make proper LODs and debris as well] and reconvert it. A lot of details are gonna be detail boxes.
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Offline AdmiralRalwood

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
I have been trying and trying to get the turrets to fire properly but for the life of me the stupid things will not fire in salvo mode or using the
$ROF:
    +Use firingpoints
    $Flags: ( "check hull" "use multiple guns" )
I am at my witts end with this, i may end up just changing the large turrets to single barreled turrets at this rate, which i don't want to do but i don't know how to get the game to cycle through the firing points on the large turrets, i have even tried copying turret entry from other ships and it will still fire all barrels at once. Here is a copy of the table entry is there anything wrong with the entry for turrets 3 - 10 for the flags, i cant understand why it is ignoring the flags ingame.
If you want the game to cycle through the firing points, you don't want salvo mode. Salvo mode means "fire from all firing points simultaneously".

Additionally, "use multiple guns" and "salvo mode" are incompatible (the latter automatically removes the former). If you run this table entry through a debug build, it should tell you about incompatible flags like that.
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(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
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(...)
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Offline starbug

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
Sorry Betrayal thats the only version i have, i am currently loading up a earlier version of it on 3ds max, to see if their are any problems there, but if you want to help, i am more than happy for you to look at it. I don't know why this model is being a problem child!
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Nyctaeus

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
Sorry Betrayal thats the only version i have, i am currently loading up a earlier version of it on 3ds max, to see if their are any problems there, but if you want to help, i am more than happy for you to look at it. I don't know why this model is being a problem child!
Okay, than. I will publish my version when it's done. It's gonna be a little bit different than yours, but at least I'll do my best to make it usable :P
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Offline Dragon

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
Are you going to replace the small 2-barrel turrets with multipart ones? I noticed they seem placeholder-ish, being single part and with only one firing point. You can have multipart turrets at weird angles just fine, you only need to define their up and forward vectors:
http://www.hard-light.net/wiki/index.php/Subobject_and_subsystem_properties
Multiple firepoints on small turrets also don't hurt.

 

Offline starbug

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
yeah i am they are play holders, i am currently trying to work out the bugs, with the large turrets and trying to bring down the polycount as well, rechecking the parenting of subobjects etc. I have also given a copy to Betrayal and he is going to do his own thing with it.

One major bug i am having with the multipart turrets is that when it fires the barrel will turn backwards so it fires on from the rear of the turret. It only happens on the turrets on the underneath, and i have seen it on other peoples ships as well. i thought resetting the xform of those ones might fix it but hasn't. So i am trying to work that one out as well. But work is being done on her very slowly at the moment.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Dragon

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
Ah, I know why's that. That's actually the proper behavior. Take a look at Mediavps Hecate, for example (not the HTL Orion, which seem to be an exception). You'll notice that the bottom turrets are facing backwards by default.

There are two ways to fix it. The first one is to turn bottom turrets 180 degrees so that they face backwards (they can be realigned using animation code, so that in-game they face the correct way). The other is to use the Uvec override to make the turret think it's facing upwards. Both of those can be done in PCS2.

In general, post any issues you have in here. Polycount isn't very important for performance nowadays, the version you sent would be pretty much fine, IMO. Ships this big aren't supposed to be used in large numbers. What I'd like to see are more "Dauntless-style" textures and improved AA (currently, it pretty much only has a bunch of placeholder turrets, with rather poor coverage to boot). Maybe even some missile launchers.

 

Offline starbug

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
Cool, Dragon, thanks for the feedback. The Lack of AA was a design choice, as the ship is designed to be a capital ship killer, and had to rely on cruisers like the dauntless for AA and is own fighters, had to give the vessel some weakness lol
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Dragon

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Re: UPDATE 21/10 WIP Fed Everest Battleship REQUESTING HELP PLEASE
At the very least, some flak turrets in critical places would be useful. Missiles might indeed be overkill. The small PDTs are plinkers for shooting down torpedoes (at least in my experience, if you use the original Steve-O's config), a couple of those 3-barrel flaks would be good so that its critical subsystems are completely defenseless.

 

Offline starbug

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
Ok i have had a few days off work and recovered from New Year. I have managed to get some work done on this troublesome child of mine and i have to say i am 95% there! I have put new turrets on it, altered there position a bit. The Turrets i have used are from the BP team, as they are awesome and fit well with my designs, so all credit to the BP team for the turrets.

I have done some in game testing.

Match 1
1 Everest against 6 Molochs and 3 Cains
All matches end up with the everest dying but on average it can take out the 3 Cains and 3 molochs before going down. 1st Cain is taken out by a opening barrage of torpedo's and mass drivers.

Match 2
1 Everest against 6 Molochs, 3 Cains, 10 manitcores and 10 Nahema bombers. But Everest has 2 Dauntless cruisers for support.
Results vary. All Shivans destroyed, Everest always survives but its health is on average at 15%. Sometimes both dauntless cruisers survive but most of the time one of them is destroyed and the other is crippled.





Planning to make a video of the engagement.

Now i the remaining problem, haha yes i have a problem, its the multipart turrets i have angled on the side, they do this

I know how to stop the turrets from doing this its the $uvec: 0,0,0 and $fvec:0,0,0 in the turret proprieties, but i don't know how to fig out the values for each on, to get the turrets to behave.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Dragon

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
The easiest way to figure the "up vector" (uvec) in PCS2 is to make a glowpoint and tweak its normal until it's exactly parallel to the turret's top. You then use the normal's values in uvec. You can probably do it more easily in a modeling program, though.

Also, those big turrets look nice, but they're GTVA guns... What I liked about your ships was that in general, they looked very UEF-ish, or more specifically that they were close to Steve-O's style. The previous big guns looked good, IMO. GTVA turrets look nice, but I like Steve-O's better, TBH. It's not very clear from the pictures, but are the other turrets Steve-O's or did you replace them, too (it seems like it)? If so, could you release a version with Steve-O's turrets? I planned to use your ships to round out the (otherwise very lacking) fleet of actual Steve-O's ships, which had only the Vexor and Hyperion updated so far. Between the frigates, the Everest and Dauntless, it all worked pretty well together.

 

Offline starbug

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
Cheers, yeah i can do a version with Steve-Os turrets for you
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Dragon

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
Much appreciated. You could also experiment with some red stripes over the blue hull (say, over the elevated sections fore and aft). I'm also planning to apply team colors to your ships (to all of them, though I think I'll start with Dauntless), BTW, I will let you know how it goes.

Another thing I noticed is that the side VLS launchers are a bit big. I tried to scale a torpedo (Steve-O's Supernova) to them and it ended up about 45m long. :) Shrinking the launch tubes to have a radius of about 2m (the largest commonly used missile models have a span between 2-4m) should bring them to a bit more reasonable size. You could increase the number of ports to compensate.

 

Offline starbug

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
Wee update, returreted the ship with more UEF turrets for you dragon, i am also currently retexturing the main hull with my own paneling to keep it in line with the others, will get pics up soon as i can.
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Nyctaeus

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
I also have update. I almost finished my conversion using Vexor turrets. Starbug, if you have any texture updates or normalmaps I would appreciate if I can get them :P
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Offline zookeeper

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
The easiest way to figure the "up vector" (uvec) in PCS2 is to make a glowpoint and tweak its normal until it's exactly parallel to the turret's top. You then use the normal's values in uvec.

That's a good method, but you need to remember to reverse the x component. So, in a glowpoint normal, 1,0,0 points to the left, but in a fvec/uvec you need to change that to -1,0,0.

 

Offline Nyctaeus

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING

Still needs at least some basic normalmaps. The rest seems to be fully working.
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Offline starbug

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
OOOOOH that is really nice Betrayal, awesome! i have also returreted  the ship as well and redid the main hull textures

Note i have yet to add thrusters and glow points

Textures Betrayal :)
https://www.mediafire.com/?v70l25t6w1o6his
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 

Offline Nyctaeus

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Re: UPDATE 4/01/16 Everest Battleship 95% WORKING
Thank Ya. Those are nice :P. I love new armor plating. I will release my version as soon as I'm done with proper testing.
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