Author Topic: Problems to re-add the Ganymede...  (Read 1868 times)

0 Members and 1 Guest are viewing this topic.

Offline ShivanSpS

  • 210
Problems to re-add the Ganymede...
Well I planing a campaing, well I need to use both Port files and meviavps... so no problems...
[multimod]
secondrylist = ,FS_port_freespace_1_MOD,mediavps;

I have created a own mod folder for my campaing because that I need to add a ship.

Well I need Port ships, I have copied the port.vp to my mod folder until I finish to make the missions but, because port dont have the ganymede that I need i decided to add myself, but icant...

I extracted from the retail Vps the data...

drydock2t-01.pof
DocTile1A.pcx
DocTile2A.pcx
DocTile3A.pcx
DocTile4A.pcx
DocTile5A.pcx
DocTile6A.pcx

Acording to modelview that is all need.

And have copied all Ganymede table data from the original ships.tbl file and put the intro a .tbm file inside the table folder of my mod....

Quote
$Name:                  GTI Ganymede
$Short name:            TInst2
$Species:               Terran
+Tech Description:
XSTR("The GTI Ganymede is the Alliance's newest repair and resupply facility. Ganymede installations are currently deployed behind the front lines in the Vega, Vasuda, and Capella systems. Each Ganymede can service up to five warships simultaneously. Repairs of any type or degree can be made here, on any ship in the GTVA fleet. Ganymedes also provide retrofitting services, enabling Allied Command to extend the lifetime of aging ships by upgrading weaponry, systems, and engines.", 3062)
$end_multi_text
$POF file:              drydock2t-01.POF
$Detail distance:       (0, 2000, 10000, 18000)
$Show damage:           NO
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       0.2
$Max Velocity:          0.0, 0.0, 0.0
$Rotation time:         200.0, 200.0, 200.0
$Rear Velocity:         0.0
$Forward accel:         0.0
$Forward decel:         0.0
$Slide accel:           0.0
$Slide decel:           0.0
$Expl inner rad:        100.0
$Expl outer rad:        2400.0
$Expl damage:           400.0
$Expl blast:            6500.0
$Expl Propagates:       YES                                                     ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:       600.0                                           ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count:   3
$Default PBanks:        ()
$Default SBanks:        ()
$SBank Capacity:        ()
$Shields:                       0
$Power Output:          1.0
$Max Oclk Speed:        0.0
$Max Weapon Eng:        100.0
$Hitpoints:                     90000
$Flags:                 ( "drydock"   "dont collide invisible" "capital" "big damage")
$AI Class:              Captain
$Afterburner:           NO
$Countermeasures:       0
$Scan time:             2000
$EngineSnd:       191                   ;; Engine sound of ship
$Closeup_pos:           0.0, 0.0, -2062
$Closeup_zoom:          0.5
$Score:             900
$Subsystem:                     navigation,  5, 0
$Subsystem:                     sensors01,                        5, 0
$Subsystem:                     communications,  5, 0
$Subsystem:                     sensors02,                        5, 0
$Subsystem:                     storage,  5, 0
$Subsystem:                     piece1A,  14, 0.0
$Subsystem:                     piece2A,  14, 0.0
$Subsystem:                     piece3A,  15, 0.0
$Subsystem:                     piece4A,  15, 0.0
$Subsystem:                     hose01, 4, 0.0
$Subsystem:                     hose02, 4, 0.0
$Subsystem:                     hose03, 4, 0.0
$Subsystem:                     hose04, 4, 0.0

but is not working :S dint apear in my fred... I also having other add ship from the stratcomm terran fleet, and that apear whiout problems, but why cant get the ganymede working?

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: Problems to re-add the Ganymede...
Do you have #Ship Classes at the beginning of the tbm and #End at the end in your tbm?
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline ShivanSpS

  • 210
Re: Problems to re-add the Ganymede...
oh, yes that it, is working now, thanxs.

 

Offline aldo_14

  • Gunnery Control
  • 213
Re: Problems to re-add the Ganymede...
Don't you need the lower res textures as well as those ending in 'A'?

  

Offline WMCoolmon

  • Purveyor of space crack
  • 213
Re: Problems to re-add the Ganymede...
I'm confused. Is your mod a standalone mod? If not, you should be able to just let FS2 find the files themselves, as they'll already be in the retail VP files.

It's possible that either your version of FRED isn't new enough to support modular tables, or that it doesn't have the correct mod folder selected.

Modular tables must always be within data/tables as well, or within a VP's data/tables folder.
-C