Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Aaaargghh, damn you dropships!
Dropships hate me, they really really do. I'm making a dropship for the ERS, but the damn thing keeps falling out of the sky. I've increased its thrust so much that the stupid thing should be achieveing orbit in ten seconds flat, but it just falls out of the sky faster. Can someone experienced in the ways of dropships please gimme a hand? I'll PM you the dropship if you wanna help. Cheers in advance.
Tue Oct 11, 2011 1:04 am
CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
Re: Aaaargghh, damn you dropships!
Check emission angle? Emission particle mass?
Tue Oct 11, 2011 1:09 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Aaaargghh, damn you dropships!
PushesEmitter = 1?
Tue Oct 11, 2011 1:28 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Aaaargghh, damn you dropships!
All of that is fine. I based the dropship off my Dummy Expansion Harrier, which works. The dropship worked initially, but after I added gibs to the engine it ceased to fly.
Tue Oct 11, 2011 1:52 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Aaaargghh, damn you dropships!
Interesting. Can we see the code?
Tue Oct 11, 2011 1:59 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
AddEffect = AEmitter PresetName = Yokosuka P3Y100 Heavy Dropship Engine A Mass = 300 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = ERS.rte/Craft/Sprites/P3Y100 Engine A.bmp FrameCount = 1 SpriteOffset = Vector X = -20 Y = -25 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 7 Depth = 4 DeepCheck = 0 JointOffset = Vector X = 30 Y = -4 JointStrength = 8000 JointStiffness = 0 DrawAfterParent = 0 EntryWound = AEmitter CopyOf = Fire Leak ExitWound = AEmitter CopyOf = Fire Leak BreakWound = AEmitter CopyOf = Leaking Machinery AddEmission = Emission EmittedParticle = MOPixel PresetName = Turbine Air Blast Mass = 17 LifeTime = 45 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 1 ParticlesPerMinute = 15000 BurstSize = 0 Spread = 0.2 MaxVelocity = 40 MinVelocity = 30 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel PresetName = Turbine Air Blast Mass = 30 LifeTime = 45 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 1 ParticlesPerMinute = 15000 BurstSize = 0 Spread = 0.1 MaxVelocity = 40 MinVelocity = 30 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 PresetName = Jet Smoke HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 600 BurstSize = 0 Spread = 0.2 MaxVelocity = 8 MinVelocity = 1 PushesEmitter = 1 EmissionSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetLoop.wav LoopSetting = -1 BurstSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetStart.wav EndSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetEnd.wav EmissionEnabled = 0 EmissionsIgnoreThis = 1 EmissionOffset = Vector X = 0 Y = 40 ParticlesPerMinute = 5000 MinThrottleRange = 0.5 MaxThrottleRange = 1.0 BurstSize = 10 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionAngle = Matrix AngleDegrees = -90 EmissionDamage = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib A Offset = Vector X = 0 Y = 23 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib B Offset = Vector X = 0 Y = 14 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib C Offset = Vector X = 0 Y = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib D Offset = Vector X = 24 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib E Offset = Vector X = -18 Y = -3 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib A Offset = Vector X = 12 Y = 11 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib F Offset = Vector X = 0 Y = -13 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib G Offset = Vector X = 13 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib H Offset = Vector X = -12 Y = -12 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib I Offset = Vector X = 0 Y = 0 Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib J Offset = Vector X = 0 Y = 0 Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib K Offset = Vector X = 0 Y = 0 Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib L Offset = Vector X = 0 Y = 0 Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = AEmitter CopyOf = Fuel Fire Trace Gray PresetName = Ship Explosion LifeTime = 175 Count = 20 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 LifeVariation = 0.25 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 20 Spread = 3.1 MaxVelocity = 20 MinVelocity = 13 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 40 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 30 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Grey Small E Offset = Vector X = 0 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small D Offset = Vector X = -6 Y = -6 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big A Offset = Vector X = 4 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small E Offset = Vector X = -5 Y = 3 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Rusty Small B Offset = Vector X = -2 Y = 6 GibImpulseLimit = 3000 GibWoundLimit = 20 GibSound = Sound CopyOf = Crash Woosh
AddEffect = AEmitter PresetName = Yokosuka P3Y100 Heavy Dropship Engine B Mass = 300 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = ERS.rte/Craft/Sprites/P3Y100 Engine B.bmp FrameCount = 1 SpriteOffset = Vector X = -35 Y = -25 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 7 Depth = 4 DeepCheck = 0 JointOffset = Vector X = -30 Y = -4 JointStrength = 8000 JointStiffness = 0 DrawAfterParent = 0 EntryWound = AEmitter CopyOf = Fire Leak ExitWound = AEmitter CopyOf = Fire Leak BreakWound = AEmitter CopyOf = Leaking Machinery AddEmission = Emission EmittedParticle = MOPixel PresetName = Turbine Air Blast Mass = 17 LifeTime = 45 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 1 ParticlesPerMinute = 15000 BurstSize = 0 Spread = 0.2 MaxVelocity = 40 MinVelocity = 30 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel PresetName = Turbine Air Blast Mass = 30 LifeTime = 45 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 1 ParticlesPerMinute = 15000 BurstSize = 0 Spread = 0.1 MaxVelocity = 40 MinVelocity = 30 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 PresetName = Jet Smoke HitsMOs = 0 GetsHitByMOs = 0 ParticlesPerMinute = 600 BurstSize = 0 Spread = 0.2 MaxVelocity = 8 MinVelocity = 1 PushesEmitter = 1 EmissionSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetLoop.wav LoopSetting = -1 BurstSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetStart.wav EndSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetEnd.wav EmissionEnabled = 0 EmissionsIgnoreThis = 1 EmissionOffset = Vector X = 0 Y = 40 ParticlesPerMinute = 5000 MinThrottleRange = 0.5 MaxThrottleRange = 1.0 BurstSize = 10 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionAngle = Matrix AngleDegrees = -90 EmissionDamage = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib A Offset = Vector X = 0 Y = 23 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib B Offset = Vector X = 0 Y = 14 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib C Offset = Vector X = 0 Y = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib D Offset = Vector X = -24 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Engine Gib E Offset = Vector X = 18 Y = -3 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib A Offset = Vector X = -12 Y = 11 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib F Offset = Vector X = 0 Y = -13 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib G Offset = Vector X = 13 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib H Offset = Vector X = -12 Y = -12 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib I Offset = Vector X = 0 Y = 0 Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib J Offset = Vector X = 0 Y = 0 Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib K Offset = Vector X = 0 Y = 0 Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Yokosuka P3Y100 Heavy Dropship Misc Gib L Offset = Vector X = 0 Y = 0 Count = 10 Spread = 2.25 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = AEmitter CopyOf = Fuel Fire Trace Gray PresetName = Ship Explosion LifeTime = 175 Count = 20 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 LifeVariation = 0.25 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 20 Spread = 3.1 MaxVelocity = 20 MinVelocity = 13 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 40 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 30 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Grey Small E Offset = Vector X = 0 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small D Offset = Vector X = -6 Y = -6 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big A Offset = Vector X = 4 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small E Offset = Vector X = -5 Y = 3 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Rusty Small B Offset = Vector X = -2 Y = 6 GibImpulseLimit = 3000 GibWoundLimit = 20 GibSound = Sound CopyOf = Crash Woosh
AddActor = ACDropShip PresetName = Yokosuka P3Y100 Heavy Dropship Description = A heavy dropship with tough armour that can transport troops under fire. Uses turbines that are less susseptible to enemy fire and has two exits to minimize the risk of dropping passengers on one another. AddToGroup = Craft Mass = 2000 HitsMOs = 1 GetsHitByMOs = 1 Position = Vector X = 0 Y = 40 SpriteFile = ContentFile FilePath = ERS.rte/Craft/Sprites/P3Y100 Hull.bmp FrameCount = 1 SpriteOffset = Vector X = -57 Y = -67 EntryWound = AEmitter CopyOf = Yokosuka P3Y100 Heavy Dropship Wound ExitWound = AEmitter CopyOf = Yokosuka P3Y100 Heavy Dropship Wound GoldValue = 500 Velocity = Vector X = 0 Y = -10 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 10 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 20 Depth = 4 DeepCheck = 1 BodyHitSound = Sound CopyOf = Metal Body Blunt Hit Status = 2 Health = 100 ImpulseDamageThreshold = 20000 StableVelocityThreshold = Vector X = 220 Y = 220 CharHeight = 140 LThruster = AEmitter CopyOf = Yokosuka P3Y100 Heavy Dropship Engine A ParentOffset = Vector X = -46 Y = -24 RThruster = AEmitter CopyOf = Yokosuka P3Y100 Heavy Dropship Engine B ParentOffset = Vector X = 46 Y = -24 ULThruster = AEmitter CopyOf = Yokosuka P3Y100 Heavy Dropship Retro Thruster ParentOffset = Vector X = -47 Y = 32 URThruster = AEmitter CopyOf = Yokosuka P3Y100 Heavy Dropship Retro Thruster ParentOffset = Vector X = 47 Y = 32 HatchDelay = 250 HatchOpenSound = Sound AddSample = ContentFile Path = Base.rte/Actors/Rockets/HatchOpen.wav AddExit = Exit Offset = Vector X = 0 Y = 60 Velocity = Vector X = 0 Y = 8 Radius = 20 Range = 80 ExitInterval = 200 CrashSound = Sound CopyOf = Metal Body Blunt Hit Large CanLand = 0 GibImpulseLimit = 60000 GibWoundLimit = 120 GibSound = Sound CopyOf = Ship Explosion AddGib = Gib GibParticle = AEmitter CopyOf = Fuel Fire Trace Gray PresetName = Ship Explosion LifeTime = 175 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 LifeVariation = 0.25 AddGib = Gib GibParticle = AEmitter CopyOf = Fuel Fire Trace Gray Count = 4 Spread = 2.25 MaxVelocity = 25 MinVelocity = 15 LifeVariation = 0.25 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 20 Spread = 3.1 MaxVelocity = 25 MinVelocity = 15 LifeVariation = 0.50 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 15 Spread = 3.1 MaxVelocity = 25 MinVelocity = 15 LifeVariation = 0.50 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big C Offset = Vector X = -27.5 Y = -16 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big D Offset = Vector X = -32.5 Y = 3 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big E Offset = Vector X = 25.5 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big G Offset = Vector X = 11.5 Y = 16 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Big H Offset = Vector X = -20.5 Y = -2 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Metal Rusty Small A Offset = Vector X = -41.5 Y = 6 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small A Offset = Vector X = 34.5 Y = -2
Tue Oct 11, 2011 2:24 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Aaaargghh, damn you dropships!
Is it emitting particles? Cause the BurstSize = 0 seems wierd to me, though I don't know, I've never programmed dropships.
Tue Oct 11, 2011 2:31 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Aaaargghh, damn you dropships!
I tried changing that and it dinnae work.
Tue Oct 11, 2011 3:18 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Aaaargghh, damn you dropships!
EmissionDegrees = -90? Wasn't it 270?
Is it emitting the particles correctly?
Tue Oct 11, 2011 3:24 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Aaaargghh, damn you dropships!
Ya, the smoke is being emitted perfectly, so I assume the rest is being emitted perfectly aswell.
Tue Oct 11, 2011 3:39 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Aaaargghh, damn you dropships!
Wiiieeerrrddd.
Well, I'm not sure what could be the problem.
Tue Oct 11, 2011 3:43 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Aaaargghh, damn you dropships!
JointStiffness = 1 on the engine. I made the same mistake with the saucer. So many young Germans were lost that day...
Tue Oct 11, 2011 5:16 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Aaaargghh, damn you dropships!
Ahhh, yeah, you are right! If it is 0 then the forces pushing the engine won't transfer to the hull.
Tue Oct 11, 2011 5:21 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Aaaargghh, damn you dropships!
AAAAaaaaarrrrggghhhhh! Thanks for the help. God I can be such an idiot sometimes. "Hurr durr, let's make this craft invincible, JointSiffness = 0, theres a good idea."
Edit: Incidentally, how do you define how high above the ground a dropship hovers?
Tue Oct 11, 2011 5:44 am
Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
Re: Aaaargghh, damn you dropships!
Major wrote:
Incidentally, how do you define how high above the ground a dropship hovers?
Attach a custom DropShipAI.lua file and change this everywhere you can find it:
Code:
self.Radius*2.5
If your ship weigh a lot less/more than the vanilla ones you might have to tune the PID regulators. This is a decent tutorial.
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