Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Bloody Dropships...
I am again having stupidly aggrevating problems with coding dropships. I have based a second dropship off the ERS one I released for the Comp, but Despite being almost a reskin, the bloody thing doesn't fly at ALL. The stupid thing takes off at right angles across the screen and crashes. If anyone can help me fix this it would be appreciated.
Code:
AddEffect = MOPixel PresetName = Junkers Ju 101 Uberfall-Schiff Ausf. G Dirt Pixel A Mass = 0.5 AirResistance = 0.020 Sharpness = 0 LifeTime = 5000 RestThreshold = 500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 104 G = 71 B = 57 Atom = Atom Material = Material CopyOf = Topsoil TrailColor = Color R = 104 G = 71 B = 57 TrailLength = 2
AddEffect = MOPixel PresetName = Junkers Ju 101 Uberfall-Schiff Ausf. G Dirt Pixel B Mass = 0.5 AirResistance = 0.020 Sharpness = 0 LifeTime = 5000 RestThreshold = 500 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 57 G = 34 B = 19 Atom = Atom Material = Material CopyOf = Earth TrailColor = Color R = 57 G = 34 B = 19 TrailLength = 2
AddEffect = AEmitter PresetName = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine A Mass = 400 AirResistance = 0.15 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = OLR.rte/Craft/Sprites/Junkers Ju 101 Uberfall-Schiff Ausf. G Engine A.bmp FrameCount = 1 SpriteOffset = Vector X = -18 Y = -26 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 = 24 Y = 0 JointStrength = 8000 JointStiffness = 1 DrawAfterParent = 0 EntryWound = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Wound 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 = 6000 BurstSize = 1 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 = 6000 BurstSize = 1 Spread = 0.1 MaxVelocity = 40 MinVelocity = 30 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel PresetName = Ember Emission A Mass = 0.1 LifeTime = 50 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 243 G = 218 B = 158 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 243 G = 218 B = 158 TrailLength = 1 ParticlesPerMinute = 2400 BurstSize = 1 Spread = 1.55 MaxVelocity = 20 MinVelocity = 5 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel PresetName = Ember Emission B Mass = 0.1 LifeTime = 50 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 253 G = 168 B = 91 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 253 G = 168 B = 91 TrailLength = 1 ParticlesPerMinute = 2400 BurstSize = 1 Spread = 3.1 MaxVelocity = 20 MinVelocity = 5 PushesEmitter = 0 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 = 5 Y = 10 ParticlesPerMinute = 7500 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 = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine Gib A Offset = Vector X = -5 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine Gib B Offset = Vector X = -2 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine Gib C Offset = Vector X = 18 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib E Count = 4 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib F Count = 5 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib G Count = 3 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib H Count = 6 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 = 30 GibSound = Sound CopyOf = Crash Woosh
AddEffect = AEmitter PresetName = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine B Mass = 400 AirResistance = 0.15 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = OLR.rte/Craft/Sprites/Junkers Ju 101 Uberfall-Schiff Ausf. G Engine B.bmp FrameCount = 1 SpriteOffset = Vector X = -29 Y = -26 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 = -24 Y = 0 JointStrength = 8000 JointStiffness = 1 DrawAfterParent = 0 EntryWound = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Wound 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 = 6000 BurstSize = 1 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 = 6000 BurstSize = 1 Spread = 3.1 MaxVelocity = 40 MinVelocity = 30 PushesEmitter = 1 AddEmission = Emission EmittedParticle = MOPixel PresetName = Ember Emission A Mass = 0.1 LifeTime = 50 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 243 G = 218 B = 158 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 243 G = 218 B = 158 TrailLength = 1 ParticlesPerMinute = 2400 BurstSize = 1 Spread = 1.55 MaxVelocity = 20 MinVelocity = 5 PushesEmitter = 0 AddEmission = Emission EmittedParticle = MOPixel PresetName = Ember Emission B Mass = 0.1 LifeTime = 50 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 253 G = 168 B = 91 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 253 G = 168 B = 91 TrailLength = 1 ParticlesPerMinute = 2400 BurstSize = 1 Spread = 0.1 MaxVelocity = 20 MinVelocity = 5 PushesEmitter = 0 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 = -5 Y = 10 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 = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine Gib A Offset = Vector X = 5 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine Gib B Offset = Vector X = 2 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine Gib D Offset = Vector X = -18 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib E Count = 4 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib F Count = 5 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib G Count = 3 MaxVelocity = 10 MinVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Focke-Wulf TR 378 Gib H Count = 6 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 = 30 GibSound = Sound CopyOf = Crash Woosh
AddActor = ACDropShip PresetName = Junkers Ju 101 Überfall-Schiff Ausf. G Description = afsfasf. AddToGroup = Craft ScriptPath = OLR.rte/Craft/DropShipAI.lua Mass = 2500 AirResistance = 0.15 HitsMOs = 1 GetsHitByMOs = 1 Position = Vector X = 0 Y = 40 SpriteFile = ContentFile FilePath = OLR.rte/Craft/Sprites/Junkers Ju 101 Uberfall-Schiff Ausf. G Hull.bmp FrameCount = 1 SpriteOffset = Vector X = -58 Y = -62 EntryWound = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Wound ExitWound = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G 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 = 180 LThruster = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine A ParentOffset = Vector X = -48 Y = -3 RThruster = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Engine B ParentOffset = Vector X = 48 Y = -3 ULThruster = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Retro Thruster ParentOffset = Vector X = -53 Y = 47 URThruster = AEmitter CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Retro Thruster ParentOffset = Vector X = 53 Y = 47 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 = 40 ExitInterval = 800 CrashSound = Sound CopyOf = Metal Body Blunt Hit Large CanLand = 0 GibImpulseLimit = 60000 GibWoundLimit = 120 GibSound = Sound CopyOf = Ship Explosion AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib A Offset = Vector X = 0 Y = 18 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib B Offset = Vector X = -12 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib B Offset = Vector X = -40 Y = -28 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib B Offset = Vector X = 40 Y = -28 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib C Offset = Vector X = 26 Y = -28 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib C Offset = Vector X = -26 Y = -28 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = 12 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = -26 Y = -10 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = 12 Y = -19 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = -12 Y = -19 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = -26 Y = -19 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = 12 Y = -28 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = -12 Y = -28 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = 12 Y = -37 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = -12 Y = -37 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = 26 Y = -37 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib D Offset = Vector X = -26 Y = -37 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib E Offset = Vector X = 40 Y = -37 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib E Offset = Vector X = -40 Y = -37 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib G Offset = Vector X = -12 Y = -51 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib G Offset = Vector X = 12 Y = -51 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib G Offset = Vector X = -37 Y = -51 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib G Offset = Vector X = 37 Y = -51 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib F Offset = Vector X = -28 Y = -51 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib F Offset = Vector X = 28 Y = -51 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib F Offset = Vector X = -36 Y = -60 AddGib = Gib GibParticle = MOSRotating CopyOf = Junkers Ju 101 Uberfall-Schiff Ausf. G Hull Gib F Offset = Vector X = 36 Y = -60 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
If you need the actuall dropship PM me and I;ll send the .rte over, thanks in advance.
Mon Apr 09, 2012 2:46 am
Kettenkrad
Joined: Mon Oct 25, 2010 5:51 am Posts: 1198 Location: Sydney
Re: Bloody Dropships...
That's very strange. I had a skim through the .ini and couldn't see anything. It's not something in the Lua script attached?
And what exactly happens to the dropship? Does it look right graphically? No ♥♥♥♥ up offsets? How exactly does it shoot off the screen? Is the speed gained unnaturally or does it seem to be a result of the emitters?
EDIT: If it is an imbalance in the AEmitters, the ParticlesPerMinute value is different for the two main engines. I don't know if this is a problem though because you stated this in the emissions beforehand. Not sure which overwrites which :/
Code:
ParticlesPerMinute = 5000
vs
Code:
ParticlesPerMinute = 7500
Mon Apr 09, 2012 5:37 am
Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
Re: Bloody Dropships...
Play around with the mass of the particles that give the lift. You might be giving too much lift to it causing it to take off like that.
Mon Apr 09, 2012 10:33 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Bloody Dropships...
Right, I deleted the one engine and copied it to make the other, it doesn't take off at right angles across the screen, but but not it starts wobbling in middair and eventually cartwheels to the ground and destroys itself. ._.
I think Imma release the mod and hope someone can find the problem afterwards, 'cause I sure as hell can't.
Mon Apr 09, 2012 11:52 am
Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
Re: Bloody Dropships...
Your Dropship is too Unstable then.
Dropships are a pain in the ass to get right. You have to find the perfect amount of thrust from your Engines and Retro Thrusters to get it to stay upright and stable. Otherwise your ship will just rubber band and eventually flip over.
Maybe get rid of some of the power from your Retro Thrusters.
Mon Apr 09, 2012 1:26 pm
Whydoch
Joined: Wed Jan 25, 2012 4:20 pm Posts: 38
Re: Bloody Dropships...
A huge problem I had with my dropship spinning out of control was where I put the retrothrusters. They seem to keep the craft level by being as close to the engines as possible. On a semi related note, I love the War to end all Wars.
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