Insubordinate Shuttles -1 reply

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#1 12 years ago

I used the sticky and defiant's carrier script creator website to mod the SNS Galaxy to use several shuttles.

The original script it created was: # Carrier file Dauntless.py autogenerated by http://defiant.homedns.org/~erik/STBC/carrier/

Carrier = __import__("ftb.Carrier") class Dauntless(Carrier.Carrier): def __init__(self, pShip): Carrier.Carrier.__init__(self, pShip) LauncherGroup = __import__("ftb.LauncherGroup") group = LauncherGroup.LauncherGroup()

LauncherManager = __import__("ftb.LauncherManager")

launcher1 = LauncherManager.GetLauncher("Main Shuttlebay", pShip) group.AddLauncher("Main Shuttlebay", launcher1)

launcher2 = LauncherManager.GetLauncher("Shuttlebay 2", pShip) group.AddLauncher("Shuttlebay 2", launcher2)

launcher3 = LauncherManager.GetLauncher("Shuttlebay 3", pShip) group.AddLauncher("Shuttlebay 3", launcher3)

launcher1.AddLaunchable("Assault Shuttle", "ftb.friendlyAI", 1)

launcher2.AddLaunchable("Shuttle", "ftb.friendlyAI", 4)

launcher3.AddLaunchable("Type 11", "ftb.friendlyAI", 2)

self.AddLauncher("Group 1", group)

ShipManager = __import__("ftb.ShipManager") ShipManager.RegisterShipClass("Dauntless", Dauntless)

In this config, only the Type 6 Shuttles launch from Bay 2. I try to launch Type 11's and the Icarus and none appear, though the count on the button decreases.

I tried to limit it to one shuttlebay to make it easier on the system. I adjusted the script to the following:

# Carrier file Dauntless.py autogenerated by http://defiant.homedns.org/~erik/STBC/carrier/

Carrier = __import__("ftb.Carrier") class Dauntless(Carrier.Carrier): def __init__(self, pShip): Carrier.Carrier.__init__(self, pShip) LauncherGroup = __import__("ftb.LauncherGroup") group = LauncherGroup.LauncherGroup()

LauncherManager = __import__("ftb.LauncherManager")

launcher1 = LauncherManager.GetLauncher("Main Shuttlebay", pShip) group.AddLauncher("Main Shuttlebay", launcher1)

launcher1.AddLaunchable("Shuttle", "ftb.friendlyAI", 4)

launcher1.AddLaunchable("Type11", "ftb.friendlyAI", 2)

launcher1.AddLaunchable("AssaultShuttle", "ftb.friendlyAI", 1)

self.AddLauncher("Group 1", group)

ShipManager = __import__("ftb.ShipManager") ShipManager.RegisterShipClass("Dauntless", Dauntless)

In the adjusted script, all the shuttles launch and I can select between them normally. None, however, will return to the ship.

I'm running v1.1, KM lite 0.91. All the mutators are activated and I tweaked the OEPs with the MPE as necessary. I am playing in regular quickbattle and I do have a few other mod installed - I don't remember them all, but none that I would think conflict with the shuttle scripts.

I'm pretty sure I'm missing something that makes the shuttles return, but I haven't a clue what that might be. I've dabbled in modding BC, but do not have a thorough knowledge of all the details, especially third-party scripting. Can anyone lend assistance and point me in the right direction?:confused:




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#2 12 years ago

Sorry, I usually play w/ the captions off and I missed the "shuttle too big for our bay" response when I hit return.




nebula

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#3 12 years ago

gbtstrI used the sticky and defiant's carrier script creator website to mod the SNS Galaxy to use several shuttles.

The original script it created was: # Carrier file Dauntless.py autogenerated by http://defiant.homedns.org/~erik/STBC/carrier/

Carrier = __import__("ftb.Carrier") class Dauntless(Carrier.Carrier): def __init__(self, pShip): Carrier.Carrier.__init__(self, pShip) LauncherGroup = __import__("ftb.LauncherGroup") group = LauncherGroup.LauncherGroup()

LauncherManager = __import__("ftb.LauncherManager")

launcher1 = LauncherManager.GetLauncher("Main Shuttlebay", pShip) group.AddLauncher("Main Shuttlebay", launcher1)

launcher2 = LauncherManager.GetLauncher("Shuttlebay 2", pShip) group.AddLauncher("Shuttlebay 2", launcher2)

launcher3 = LauncherManager.GetLauncher("Shuttlebay 3", pShip) group.AddLauncher("Shuttlebay 3", launcher3)

launcher1.AddLaunchable("Assault Shuttle", "ftb.friendlyAI", 1)

launcher2.AddLaunchable("Shuttle", "ftb.friendlyAI", 4)

launcher3.AddLaunchable("Type 11", "ftb.friendlyAI", 2)

self.AddLauncher("Group 1", group)

ShipManager = __import__("ftb.ShipManager") ShipManager.RegisterShipClass("Dauntless", Dauntless)

In this config, only the Type 6 Shuttles launch from Bay 2. I try to launch Type 11's and the Icarus and none appear, though the count on the button decreases.

I tried to limit it to one shuttlebay to make it easier on the system. I adjusted the script to the following:

# Carrier file Dauntless.py autogenerated by http://defiant.homedns.org/~erik/STBC/carrier/

Carrier = __import__("ftb.Carrier") class Dauntless(Carrier.Carrier): def __init__(self, pShip): Carrier.Carrier.__init__(self, pShip) LauncherGroup = __import__("ftb.LauncherGroup") group = LauncherGroup.LauncherGroup()

LauncherManager = __import__("ftb.LauncherManager")

launcher1 = LauncherManager.GetLauncher("Main Shuttlebay", pShip) group.AddLauncher("Main Shuttlebay", launcher1)

launcher1.AddLaunchable("Shuttle", "ftb.friendlyAI", 4)

launcher1.AddLaunchable("Type11", "ftb.friendlyAI", 2)

launcher1.AddLaunchable("AssaultShuttle", "ftb.friendlyAI", 1)

self.AddLauncher("Group 1", group)

ShipManager = __import__("ftb.ShipManager") ShipManager.RegisterShipClass("Dauntless", Dauntless)

In the adjusted script, all the shuttles launch and I can select between them normally. None, however, will return to the ship.

I'm running v1.1, KM lite 0.91. All the mutators are activated and I tweaked the OEPs with the MPE as necessary. I am playing in regular quickbattle and I do have a few other mod installed - I don't remember them all, but none that I would think conflict with the shuttle scripts.

I'm pretty sure I'm missing something that makes the shuttles return, but I haven't a clue what that might be. I've dabbled in modding BC, but do not have a thorough knowledge of all the details, especially third-party scripting. Can anyone lend assistance and point me in the right direction?:confused:

have you tried reducing the mass of the shuttles in their Hp's? Or increasing the mass of the Galaxy? (mass of ships determines if the shuttles can dock or not.)




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#4 12 years ago

Nope. Was not aware that mass was the determining factor. Thanks, I'll give it a try.




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#5 12 years ago

Ok. I tried testing the Icarus shuttle. Originally the mass was 15, I lowered it progressively to 1. The Galaxy's mass is 496. I'm not sure how much more of a mass differential is needed.

I'm thinking this is not the problem. Is there another setting that needs to be set a certain way? The genus or species perhaps?