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 Superheavy dropship: The Bethesda 
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Loose Canon
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Post Re: Superheavy dropship: The Bethesda
And polished to a mirror finish. Except for the eventual slowdowns, that sucks. But aside from that, it's an all encompasing mod that does everything well. Other mods do specific things very very well, but only specific things.


Thu Apr 08, 2010 9:36 pm
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Post Re: Superheavy dropship: The Bethesda
It's an encompassing mod that does nothing well, actually. I'm gonna need to get my version of the Bethesda changed now that there's some good code being circulated.


Thu Apr 08, 2010 11:10 pm
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Post Re: Superheavy dropship: The Bethesda
edit: derp


Last edited by Buttlord on Fri Apr 09, 2010 3:58 am, edited 2 times in total.



Fri Apr 09, 2010 3:26 am
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Loose Canon
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Post Re: Superheavy dropship: The Bethesda
We're talking about AAL, not the Bethesda.


Fri Apr 09, 2010 3:40 am
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Post Re: Superheavy dropship: The Bethesda
How exactly was the AAL bad? I haven't really seen another thing like the Split Missile Launcher that the Bmbers had in the releases section, it was a full- Full!- faction and the MPAMs looked pretty slick.


Fri Apr 09, 2010 3:59 am
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Post Re: Superheavy dropship: The Bethesda
Abdul Alhazred wrote:
Play around with the numbers a bit. It will be rock solid with the values below.
Code:
   if self.RotAngle > 0.2 then
      self.AngularVel = self.AngularVel - 0.2
   elseif self.RotAngle < -0.2 then
      self.AngularVel = self.AngularVel + 0.2
   else
      self.AngularVel = self.AngularVel * 0.95
   end


I donno, it still seems to love flipping over. I made self.AngularVel to be 85 and that seemed to help, but I noticed this entire bit of code removes the turrets for some reason.


Fri Apr 09, 2010 4:13 am
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Post Re: Superheavy dropship: The Bethesda
The arguments I've personally heard against it are the aforementioned colour scheme blandness, balancing issues, overhype and subsequent disappointment and a range of simple coding errors. Additionally several other arguments against it pertain directly to the author, which I shall refrain to post, in the interest of keeping the discussion civil.
Also, you could probably put that reduce death count thing in the turrets' Destroy function and it'd be fairly simple.


Fri Apr 09, 2010 4:17 am
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Post Re: Superheavy dropship: The Bethesda
whitty wrote:
Code:
function Destroy(self)
   ActivityMan:GetActivity():ReportDeath(self.Team,-1);
end

Like I said before.


Fri Apr 09, 2010 4:20 am
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Post Re: Superheavy dropship: The Bethesda
Zoroaster wrote:
The dropship is quite solid; but why does the turrets have to die (A.K.A. I get 2 added to the death counter on my side) when I return the dropship? D:

Er when a actor gose out of map it dies those two turrets are "Connected" to the dropship but aren't dropships so they count as soldiers and die when you return craft


Fri Apr 09, 2010 7:22 am
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Post Re: Superheavy dropship: The Bethesda
Fixes have been posted above, the creator is pretty much gone though so you'll have to add them yourself.


Fri Apr 09, 2010 7:53 am
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Post Re: Superheavy dropship: The Bethesda
Okay, sorry about the long away. My attention deficit - ooh shiny!

Okay back. Really I was just dealing with IRL stuff (18 units at the city college.) Anyway; everyone's comments have been duly noted. Also ouch, Whitty, that burns my inner child :o. I know the sprite's old but I did try messing about with it to try and give it some diversity. May add some greebley bits later, becuase there are some parts of the coalition color range it's lacking.

In regards to the flipping; the ship is rather topheavy. I may try messing about with it's center, it may be because angular-wise the engiens are above the center of gravity. So if I adjust that, maybe it will flip less. And also; armoring was on the menu (such as those white casing sfor the engines.) Whenever I get back to my dev computer and have time I'll see if I can finish that bit.

Staying power was mentioned, and the idea of this being a big defense platform is a decent one. I'll see about lowering max horizontal speed and increasing wound limits, maybe adding more breakaway armor to the flanks. Nothings going to happen soon, though. all my mod prototypes are about 3k miles away.


Thu Jun 03, 2010 4:36 am
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Post Re: Superheavy dropship: The Bethesda
Do you plan on continuing work on either the emporeans or the bear federation, as well as this?


Thu Jun 03, 2010 9:13 am
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Post Re: Superheavy dropship: The Bethesda
I had turrets on my flying saucer that always belonged to the red team, even though I spawned the ship belonged to another. I found out how to fix my problem, and fixed it for you as well.


And my code for stabilizating crafts:



Code:
   
**
Define DRotAngle at the beginning


self:AddForce( Vector(-500 * self.Vel.X , -500 * self.Vel.Y ), Vector(0,0)) --drag
   
   self:AddForce( Vector(0 , -5000 * self.RotAngle ), Vector(-100,0)) --stablization
   self:AddForce( Vector(0 , 5000 * self.RotAngle ), Vector(100,0)) --stablization

   self:AddForce( Vector(0 , -25000 * (self.RotAngle - self.DRotAngle)), Vector(-100,0)) --dampening
   self:AddForce( Vector(0 , 25000 * (self.RotAngle - self.DRotAngle)), Vector(100,0)) --dampening

   self.DRotAngle = self.RotAngle


Attachments:
CoalitionDropShip.rte.zip [432.95 KiB]
Downloaded 273 times
Tue Aug 03, 2010 5:00 pm
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Post Re: Superheavy dropship: The Bethesda
Trust me this is good....
Now has four turrets now 2 on top and 2 on bottom with Regen and can infinity deploy DROP CRATES carrying three troops in the ships that came out of the ship. When it gibs the brain pilot comes out and it's a brain! It all ready has teh stabilizating code....


Attachments:
File comment: It works with build 24 too!
CoalitionDropShip.rte.zip [1.03 MiB]
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Mon Dec 20, 2010 2:46 am
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Post Re: Superheavy dropship: The Bethesda
This works on b24 for some reason. :D

Because it is b24 compatible. If a mod isn't b24 compatible and you would like to request it be modified to be b24 compatible, then that is a decent reason to post. Otherwise, don't bother as it's just thread clutter. -Duh


Mon Jan 24, 2011 3:20 pm
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