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[MOD] Capital Ship Combat

Discussion in 'Modding' started by moosticles, Feb 16, 2014.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. moosticles Trainee Engineer

    Messages:
    15
    This isnt anything too flash - Just something i spent 20 minutes breaking this and that multiple times in the game to be able to get least ways functional.

    [​IMG]
    *Update 20/2/2014
    I have no isolated the "SmallMissileLauncher" class in the game and have created four new ones (still undergoing testing).
    -CentralGun

    -PortBattery
    -StarboardBattery
    -TurretBarrel
    Without this - i would have continued with the issue that importing the model into the game and playing with the cube.sbc would only have resulted in changing the small rocket launcher to being able to be placed on a large one and then changing the model completely (thus rendering small rocket unusable)
    Given my limited (but slowly growing) knowledge on c# and a haphazard at best play around - i have determined where motor control stuff is and will be trying to get "alt+mousemove" to register for turret.
    Projected first release with basic broadside weapons 28/2/14
     
  2. Jakejud Apprentice Engineer

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    114
    Fantastic! sneaky seanky programmer.
     
  3. XCM Trainee Engineer

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    17
    wow could you upload it to mediafire or something and i might make a proper model for it!
    btw how do you edit .sbc's?
     
  4. moosticles Trainee Engineer

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    15
    I have a propper model. I'm texturing atm.

    Lots of messing around tbh
     
  5. moosticles Trainee Engineer

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    15
    The biggun mod pack will be ready by fridayish... Will include two more entities labelled port/starboard broadside
     
  6. Xocliw Public Relations Staff

    Messages:
    2,615
    This is looking great!

    Looking forward to having a play. :thumb:
     
  7. Szakal Trainee Engineer

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    44
    Same here! Would be awesome to play with it
     
  8. moosticles Trainee Engineer

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    15
    I'm still snooping around code to find what controls the projectile.

    I'm trying to make it larger and remove the explosion. Turn it into mass driven slugs as opposed to rocketry
     
  9. Forgemasterhd Junior Engineer

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    612
  10. Hatter Apprentice Engineer

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    290
    So, That's a working, modded block...that has functionality?

    Madness.
     
  11. DJRedeye Trainee Engineer

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    17
  12. DJRedeye Trainee Engineer

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    17
    but sometimes there is no difference :)
     
  13. DemonFiren Apprentice Engineer

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    449
    I am so going to slap this on my Matriarch turret once it's out.
     
  14. moosticles Trainee Engineer

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    15
    It is indeed a 1x4 large block with functionality.

    Further I have made a a short hex barrel, a long hex barrel model for it too.

    Just getting textures and normal maps.happening then ill get mod installation going.
     
  15. Hatter Apprentice Engineer

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    290
    So it begins...
    Do you have any other plays for weapons or?
     
  16. moosticles Trainee Engineer

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    15
    Plans you mean?

    Get these first few happening. Break the game some more to find elements I need to change and work with to different effect.

    I ultimately want to weaponise space engineers! Haha
     
  17. moosticles Trainee Engineer

    Messages:
    15
    Large block gun shields. A

    I could also.make custom turret blocks too. Allow you to make then quicker with motor.mount points
     
  18. paswert Junior Engineer

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    756
    How long until flak guns are possible?
     
  19. moosticles Trainee Engineer

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    15
    until they release their.mod.tools.... Or I find the files I need. Flak screen ftw
     
  20. moosticles Trainee Engineer

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    15
    Okay - so basically the turret versions of the cannons will.neee to wait for me to.be able to get the havok tools.
     
  21. Hatter Apprentice Engineer

    Messages:
    290
    I'm starting to get the idea you like flak guns.
    flakflakflakflakflakflakflakflakflakflakflakflakflak
     
  22. moosticles Trainee Engineer

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    15
    Just about ready. Added port and starboard broadside blocks.

    Next step try and find way to cursor away from line of.travel to get motors to.move thus allowing bridge controlled turrets
     
  23. mastpayne Senior Engineer

    Messages:
    1,385
    I might not be sure what you want, but when in the cockpit driving (steering...piloting...whatevah), you can also just hit <K>, the control panel pops up and you can activate your motors.

    The next trick is getting the angle right, but just hit <K> again and your view is restored. Works fine even if you are already in the remote camera view.

    Hopefully I didn't butt into something I know nothing about.
     
  24. moosticles Trainee Engineer

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    15
    Kinda like getting a fire solution, I know. But that is really bothersome... I'm looking to streamline it so you just change your view angle and the rotors will track
     
  25. Reident32 Trainee Engineer

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    34
    Could you not link the motor to the alt key and put a laser sight on it?
     
  26. XCM Trainee Engineer

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    17
    This mod idea is epic. if you could post a download link and maybe a little text tutorial on how you did it and this could potentially sprout many different kinds of interesting mods by the community :D
     
  27. Andarne Apprentice Engineer

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    296
    Today's the day! Let's see that modification!
     
  28. Szakal Trainee Engineer

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    44
    Is it even done yet? OP said that today is projected not sure relase day
    But I am hoping that mod is ready of course ;d
     
  29. radam Senior Engineer

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    1,207
    Or maybe the recent updates made it FUBAR
     
  30. Communist Penguin Apprentice Engineer

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    148
    its the 28th...
    GIMMIE MY MOD!!!!!!


    plz
     
Thread Status:
This last post in this thread was made more than 31 days old.