Author Topic: Wierdest thing with scaling happened?  (Read 1975 times)

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Wierdest thing with scaling happened?
I had the game hang up on me.
I went back and ran the game again, my model now appears twice the size of everything else.
POF file has the same file date from days agao and the ibx file is the same files date.
All I was messing with were mission files, but now all missions show the model double sized?
I switched back and forth between mod folders and both have the same results in the techroom?
It just happened about 20 minutes ago.
Is there some factor I dont know about?
Could FRED have altered a table on me?

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: Wierdest thing with scaling happened?
Methinks delete the .ibx file and see what happens.

 
Re: Wierdest thing with scaling happened?
Nope still shows up huge in the Tech room.
The mass is right compared to a Mk 7, and I can switch out the data in the ships.tbl between the Mk5 & Mk7 and the length and approximations match up, but the tech room display demands the thing is 6 times normal size. The cockpit shows up the size of a Mk7 overall.
Could something in the ships.tbl be the cause?
Code: [Select]
;==================================================================================================
;=====>> COLONIAL <<======= <<<<<<<<<<<<<<<<<<< KewlToyZ Viper Mark 5 >>>>>>>>>>>>>>>>>>
;==================================================================================================
$Name:                          Colonial Viper Mark V
$Short name:            ViperMkV
$Species:                       Colonial
+Type:                          XSTR("Space Superiority", 1180)
+Maneuverability:        XSTR("Excellent", 1181)
+Armor:                         XSTR("Light", 1182)
+Manufacturer:          XSTR("Kobol Military Dynamics", 1183)
+Description: XSTR( "Covert Operations", -1)
$end_multi_text
+Tech Description: The Viper Mark 5 was designed after the time of the original Cylon rebellion. An extremely high maneuverability and ridiculous thrust to weight ratio helped to propel the Mark V into peace time fame as the nugget guided missile due to a glitch in reversed throttle controls during initial test phases. Its hybrid scramjet systems circulated through a centralized Tyllium reactor for an unprecedented top speed both in and out of atmosphere. Many of the Colonies went through political difficulties after the Cylon War. The Mark 5 became the answer to demands in Covert Operations to maintain political peace. Unfortunately if anyone spoke of flying the Mk 5 during that time, the Admirality saw to it you would never be heard from again. The concepts sarrounding the Mark 5 originated to handle a greater demand for Stealth and constant Atmospheric entry and exit. Although Military budgets were strained during the peace between the Colonies and Cylons, it never stopped our best minds from applying the greatest possible solutions to theoretical threat awareness. The Mark V has been pressed as the primary covert operations and intelligence "Black Ops" weapon of choice even over the StealthStar.
$end_multi_text
+Length:          11.0 m
+Gun Mounts:      6
+Missile Banks:    1
$POF file:                      ViperMkV.pof
$Detail distance: (0, 80, 300, 900)
; $ND: 42 42 244
$Show damage:            YES
$Density:                       1
$Damp:                          0.5
$Rotdamp:                       0.5
$Max Velocity: 300.0, 300.0, 999.0 ;; in x/y/z -- z only specified forward.  use special tokens for backward movement
$Rotation time:          1.2, 4.5, 1.2
$Rear Velocity:          300.0
$Forward accel:          0.1
$Forward decel:          0.1
$Slide accel:            0.01
$Slide decel:            0.01
$Glide: YES
$Warpin type: BTRL
$Warpin speed: 100
$Warpin time: 0.2
$Warpin radius: 35
$Warpin animation: ftl_SW.eff
$Warpout type: BTRL
$Warpout speed: 100
$Warpout time: 0.2
$Warpout radius: 35
$Warpout animation: ftl_SW.eff 
$Player warpout speed: .25
$Expl inner rad:        10.0
$Expl outer rad:        25.0
;$Expl inner rad:        25.0
;$Expl outer rad:        50.0
$Expl damage:            50.0
$Expl blast:            1000.0
$Expl Propagates:        YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:        1.0                                             ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:        ( "MEC-A6" "DET-21" "MRC-B3" "Colonial HEPW" )
$Allowed Dogfight PBanks: ( "MEC-A6" "DET-21" "MRC-B3" "Colonial HEPW" )
$Default PBanks: ( "Colonial HEPW" )
$PBank Capacity: ( 6 )
$Allowed SBanks: (  "HD-70" "TM-22E" "Cylon Missile" "Colonial Nuke" "Cylon Nuke" "Cylon Bomb""<None>"  )
$Allowed Dogfight SBanks: (  "HD-70" "TM-22E" "Cylon Missile" "Colonial Nuke" "Cylon Fighter Nuke" "Cylon Fighter Bomb""<None>"  )
$Default SBanks: ( "HD-70" )
$SBank Capacity: ( 50 )
$Show Secondary Models: ( YES )
$Shields: 0
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 400.0
$Max Weapon Eng: 0
$Hitpoints: 1000
$Flags:                         ( "player_ship" "default_player_ship" "gun convergence" "fighter" "in tech database" "no weapon damage scaling" )
$AI Class:                      Captain
$Afterburner:            YES
+Aburn Max Vel: 300.0, 300.0, 999.0
+Aburn For accel:       8.0
+Aburn Fuel:            999.0
+Aburn Burn Rate:       26.0
+Aburn Rec Rate:        25.0
$Countermeasures:        500
$Scan time:                     2000
$EngineSnd:        132                   ;; Engine sound of ship
$Closeup_pos:            0.0, 0.0, -20
$Closeup_zoom:          0.25
$Shield_icon:            hud-viper
$Ship_icon:                     iconfighter01
$Ship_anim:                     ssfighter01
$Ship_overhead: loadfighter01
$Score:              12
;;=========================================================================Wingtip Contrails
$Trail:
+Offset: 2.650 2.5 -8.0
+Start Width: 0.2
+End Width: 5.0
+Start Alpha: 0.25
+End Alpha: 0.0
+Max Life: 0.5
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: -2.65 2.5 -8.0
+Start Width: 0.2
+End Width: 5.0
+Start Alpha: 0.25
+End Alpha: 0.0
+Max Life: 0.5
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: 6.45 -2.825 -3.3
+Start Width: 0.2
+End Width: 5.0
+Start Alpha: 0.25
+End Alpha: 0.0
+Max Life: 0.5
+Spew Time: 60
+Bitmap: Contrail01
$Trail:
+Offset: -6.45 -2.825 -3.3
+Start Width: 0.2
+End Width: 5.0
+Start Alpha: 0.25
+End Alpha: 0.0
+Max Life: 0.5
+Spew Time: 60
+Bitmap: Contrail01

;;=========================================================================Engine Contrails
$Trail:
+Offset: 0.0 -0.15 -8.0
+Start Width: 2.0
+End Width: 0.0
+Start Alpha: 0.9
+End Alpha: 0.0
+Max Life: 0.35
+Spew Time: 90
+Bitmap: Contrail01
$Trail:
+Offset: 0.0 -0.75 -8.0
+Start Width: 4.0
+End Width: 0.0
+Start Alpha: 0.9
+End Alpha: 0.0
+Max Life: 0.35
+Spew Time: 90
+Bitmap: Contrail01
$Trail:
+Offset: 2.25 -0.25 -10.0
+Start Width: 2.0
+End Width: 0.0
+Start Alpha: 0.9
+End Alpha: 0.0
+Max Life: 0.20
+Spew Time: 90
+Bitmap: Contrail01
$Trail:
+Offset: -2.25 -0.25 -10.0
+Start Width: 2.0
+End Width: 0.0
+Start Alpha: 0.9
+End Alpha: 0.0
+Max Life: 0.20
+Spew Time: 90
+Bitmap: Contrail01
$Trail:
+Offset: 1.5 -1.9 -10.0
+Start Width: 2.0
+End Width: 0.0
+Start Alpha: 0.9
+End Alpha: 0.0
+Max Life: 0.20
+Spew Time: 90
+Bitmap: Contrail01
$Trail:
+Offset: -1.5 -1.9 -10.0
+Start Width: 2.0
+End Width: 0.0
+Start Alpha: 0.9
+End Alpha: 0.0
+Max Life: 0.20
+Spew Time: 90
+Bitmap: Contrail01

;;=========================================================================Thruster Plumes
;; Nose Top=======================================
$Thruster:
+Used for: ( "pitch down" "slide down"  )
+Position: (0.0 .1 10.0)
+Normal: ( 0.0 0.4 0.0)
+Texture: thrustjets
+Radius: 0.1
+Length: 1.5

$Thruster:
+Used for: ( "pitch down" "slide down"  )
+Position: (0.0 .125 9.8)
+Normal: ( 0.0 0.4 0.0)
+Texture: thrustjets
+Radius: 0.1
+Length: 1.5

$Thruster:
+Used for: ( "pitch down" "slide down"  )
+Position: (0.0 .15 9.6)
+Normal: ( 0.0 0.4 0.0)
+Texture: thrustjets
+Radius: 0.1
+Length: 1.5

$Thruster:
+Used for: ( "pitch down" "slide down"  )
+Position: (0.0 .175 9.4)
+Normal: ( 0.0 0.4 0.0)
+Texture: thrustjets
+Radius: 0.1
+Length: 1.5

;; Nose Right=======================================
$Thruster:
+Used for: ( "roll right" "slide left" "bank left" )
+Position: (.6 -.2 9.1)
+Normal: ( 0.4 0.05 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll right" "slide left" "bank left" )
+Position: (.65 -.2 8.8)
+Normal: ( 0.4 0.05 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll right" "slide left" "bank left" )
+Position: (.7 -.2 8.5)
+Normal: ( 0.4 0.05 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Nose Left=======================================
$Thruster:
+Used for: ( "roll left" "slide right" "bank right" )
+Position: (-.6 -.2 9.1)
+Normal: ( -0.4 0.05 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll left" "slide right" "bank right" )
+Position: (-.65 -.2 8.8)
+Normal: ( -0.4 0.05 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll left" "slide right" "bank right" )
+Position: (-.7 -.2 8.5)
+Normal: ( -0.4 0.05 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Rear Left Top=======================================
$Thruster:
+Used for: (  "slide down" "pitch up" "roll left" "bank right" )
+Position: (2.4 0.8 -7.2)
+Normal: ( 0.1 0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "slide down" "pitch up" "roll left" "bank right" )
+Position: (2.4 0.8 -7.4)
+Normal: ( 0.1 0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "slide down" "pitch up" "roll left" "bank right" )
+Position: (2.4 0.8 -7.6)
+Normal: ( 0.1 0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Rear Right Top=======================================
$Thruster:
+Used for: ( "slide down" "pitch up" "roll right" "bank left")
+Position: (-2.4 0.8 -7.2)
+Normal: ( -0.1 0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "slide down" "pitch up" "roll right" "bank left" )
+Position: (-2.4 0.8 -7.4)
+Normal: ( -0.1 0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "slide down" "pitch up" "roll right" "bank left" )
+Position: (-2.4 0.8 -7.6)
+Normal: ( -0.1 0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Rear Left Bottom=======================================
$Thruster:
+Used for: ( "bank left" "slide up" "pitch down" "roll right" )
+Position: (2.30 -2.3 -7.0)
+Normal: ( 0.1 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "bank left" "slide up" "pitch down" "roll right" )
+Position: (2.30 -2.3 -7.2)
+Normal: ( 0.1 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "bank left" "slide up" "pitch down" "roll right" )
+Position: (2.30 -2.3 -7.4)
+Normal: ( 0.1 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Rear Right Bottom=======================================
$Thruster:
+Used for: ( "bank right" "slide up" "pitch down" "roll left" )
+Position: (-2.30 -2.3 -7.0)
+Normal: ( -0.1 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "bank right" "slide up" "pitch down" "roll left" )
+Position: (-2.30 -2.3 -7.2)
+Normal: ( -0.1 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "bank right" "slide up" "pitch down" "roll left" )
+Position: (-2.30 -2.3 -7.4)
+Normal: ( -0.1 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Rear Right=======================================
$Thruster:
+Used for: ( "roll left" "slide left" )
+Position: (3.0 -1.0 -7.5)
+Normal: ( 0.4 0.0 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll left" "slide left" )
+Position: (3.0 -1.0 -7.25)
+Normal: ( 0.4 0.0 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll left" "slide left" )
+Position: (3.0 -1.0 -7.0)
+Normal: ( 0.4 0.0 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Rear Left=======================================
$Thruster:
+Used for: ( "roll right" "slide right" )
+Position: (-3.0 -1.0 -7.5)
+Normal: ( -0.4 0.0 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll right" "slide right" )
+Position: (-3.0 -1.0 -7.25)
+Normal: ( -0.4 0.0 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

$Thruster:
+Used for: ( "roll right" "slide right" )
+Position: (-3.0 -1.0 -7.0)
+Normal: ( -0.4 0.0 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 2.0

;; Nose Bottom=======================================
$Thruster:
+Used for: ( "slide up" "pitch up" )
+Position: (0.0 -1.3 8.0)
+Normal: ( 0.0 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 1.5

$Thruster:
+Used for: ( "slide up" "pitch up" )
+Position: (0.0 -1.3 7.8)
+Normal: ( 0.0 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 1.5

$Thruster:
+Used for: ( "slide up" "pitch up" )
+Position: (0.0 -1.3 7.6)
+Normal: ( 0.0 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 1.5

$Thruster:
+Used for: ( "slide up" "pitch up" )
+Position: (0.0 -1.3 7.4)
+Normal: ( 0.0 -0.4 0.0)
+Texture: thrustjets
+Radius: 0.15
+Length: 1.5

;==================================================================================================
$Subsystem:                     communication,  20, 0
$Subsystem:                     navigation,              20, 0
$Subsystem:                     weapons,                        30, 0
$Subsystem:                     sensors,                        20, 0
$Subsystem:                     engines,                        45, 0
;==================================================================================================
;===== <<<<<<<<<<<<<<<<<<< End of KewlToyZ Viper Mark 5 >>>>>>>>>>>>>>>>>> by : Chris Moor for BtRL
;==================================================================================================

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: Wierdest thing with scaling happened?
Try changing the "$Closeup_pos:"

 
Re: Wierdest thing with scaling happened?
DOH!
I forgot I adjusted it to see if the ingame position would change when I used zoom in and out.
Always tough to keep the stuff commited to memory of what I had done when I get interrupted every 5 minutes.
 ;)
Well at least I know where it affects the ships viewing perspective and helpful when looking at cap ships.
Thanks Snail!

 

Offline Snail

  • SC 5
  • 214
  • Posts: ☂
Re: Wierdest thing with scaling happened?
w00t I did it! I win! I win!

 
Re: Wierdest thing with scaling happened?
You rule dude  :D

 

Offline Excalibur

  • 28
  • Forsee a new beginning.
Re: Wierdest thing with scaling happened?
Does it take ages to speed up or something?, since it has an afterburner with exactly the same speed as its top speed...
His legacy will last until the beginning.

 

Offline Droid803

  • Trusted poster of legit stuff
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
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Re: Wierdest thing with scaling happened?
And isn't that insanely fast game-wise? 999m/s O_o
I feel its going to ram into things a lot.
(´・ω・`)
=============================================================

 
Re: Wierdest thing with scaling happened?
I set it to 20 seconds to reach max if you can with afterburners.
Its normal speed is terribly high as well around 400.
You have to be at 400 to reach 999 before the energy is used up unless you use Glide.
I was playing around with outrunning missiles instead of using countermeasures.
If you havent already, http://www.kewltoyz.com/GameShots.shtm
Shows some in game images and the images are a link to download the latest tbl info to add to a mission.
You might want to wait until after around 9pm tonight EST.
I did some more updating last night to the tables after I found a few bugs with the added weapons (ie the name was too long so I renamed and updated the ships.tbl and weapons.tbl info as well as renaming the default loadouts.
I tried to give some background for the ship as well at the top of the page.
It is really a twitchy ship on a joystick. I was trying to make it a bit difficult to fly but I could never quite get the roll as fast as I wanted. I turned the rudder way down for joystick twist rudders to be more of a fine tuning in yaw while pitch was extremely high. Notably, I need to back off on the slide rates big time, too high for the speeds the ship attains.
I'm really trying to give it faults now to benefit for the extra gains it has.
Currently the damping is way too high as well. I wish it let me separate damping for roll, pitch, yaw, and thrust.
I so far havent been successful in diagnosing what the 2 damping numbers directly affect in this regard.
They seem to be simply Thrust and manuevering. Increasing them past 1.0 seems to make them non existent.
Decreasing them to .10 seemed to have the same effect. .5 seems to be the maximum?
I may reduce the overall damage from the guns by half since the fire rate is so high and ammo is unlimmited as well.

I have contrails on the wingtips and created some to act as an effective engine wash, but they are much lighter and only run short distances behind the ship. I debated on removing the wingtip ones in favor keeping the Engine contrails since a Stealth ship doesn't need "Attention Ho" status in contrails :D
« Last Edit: September 29, 2008, 04:26:19 pm by KewlToyZ »

 
Re: Wierdest thing with scaling happened?
Going to be a bit, took me a few hours to get my FiOS back up and running.
Their Tech Support is great but their phone system is the worst.
They had to do a DHCP reset on their end, everything I did wouldn't fix it.
It hung up everytime I tried to go to Tech Support options.

  
Re: Wierdest thing with scaling happened?
OK I'm pretty well done with this model, I need to get the StealthStar moving along.
This gave me the experience I needed to make figure out my best approach with models.
http://www.kewltoyz.com/GameShots.shtm

http://www.kewltoyz.com/Downloads/ViperMk5.zip

Check out the web page, I'm pretty happy with the Engine Glows and Contrails.
I got the handling pretty close to where I wanted it now.
It's tough to control and extremely fast slow to stop so just beware.

Quote
The Viper Mark 5 - A prelude to the StealthStar's development.
Atmospheric transitions were much more common in the peace after the first Cylon war for the fighter based military role.
The constant temperature of atmospheric entry exposure increased the need for composites to handle the stress & strain in a more cost effective means.
A fourth engine was added to aid in the new role the Viper faced to both have the extra boost necessary,
 as well as economize fuel usage in both environments through transitional based air advantages for combustion to the vacuum of space.
The Engines design consisted of four scramjet/pulse engines circulating to a central Tyllium reactor with a main central vent system used as an extremely high volume afterburner system.
Due to a glitch in engineering, the initial release of the craft to the first squadron had specified wiring the throttle for afterburners in reverse.
The pilots in their zeal to test the boundaries had found themselves stuck in full acceleration.
Combine that with the Tyllium reactor and the jocks aptly nicknamed it the "Nugget Guided Missile" or "NGM" for short.
Due to the Covert Operations standing of the Mark 5, discussion of its existence or even piloting it was classified.
Leaking out any information regarding it or its intended use resulted in never being heard from again in any official capacity as a pilot.
It also became necessary for the Colonies to monitor each other due to Political strains and controversy. Stealth became an inevitable role.
The fighter jocks roles fell into conducting routine patrols, guarding high ranking officials, reconnaissance, monitoring piracy in the wake of the Cylon war, and of course Stealth based recon.
As the Viper continued to improve and change design companies the 4 engine based variant was renamed to the StealthStar by the time the Mk VII Viper made its debut.