

Nate, you want to take over? Do the engines?
Never mind; you're going to work now... I'll try and get them started.
Moderator: pyramid





Personnaly i would like to see no weapon on starship (difinitly not on civilian) as weapon can be throw by some kind on hatch which you can modelize on ship as landing gears all all kind of details@All:
Do we have to put weapons on ships?, or are they installed as sub-units when
you buy them, like in PU? And where do they go?
Also, what's the official length of a llama? I want to scale the mesh so that it's
one grid unit per meter, as I always do.

You mean like the weapons coming out of a hatch?Fendorin wrote:Personnaly i would like to see no weapon on starship (difinitly not on civilian) as weapon can be throw by some kind on hatch which you can modelize on ship as landing gears all all kind of details
I guess I'll have to deduce it fromI have no idea of what is the Official lenght for lama
I never liked the llama, myself; but I'm not good atBut i would like to propose a new draw (coming soon) more actual and look less as a toy as the current Lama shape ( cockpit to big comparse to the role of Cargo, look as nintendo style starship)
Thanks. I'm not trying to change VS, though. If I was, my first step would be to get rid of all theAnd honestly a modeller as you can do a very good model as the current fit let you do.













One thing I like to do when considering all the thrusters that will be built into the ship is to look at the thruster stats relative to each other for that ship in units.csv. For instance the Llama has 17000 forward acceleration, 15000 retro acceleration and 4000 lateral acceleration. So I would say all you need are some small up, down, right and left facing thrusters for lateral movement.chuck_starchaser wrote: Don't forget the retro and maneuvering thrusters.
**Trying to figure out where to put them on this guy...**
It doesn't work that way currently, but that might have been a planned feature. This might be a good thing to discuss in a larger thread about when and how to use sub-units in the future.Do we have to put weapons on ships?, or are they installed as sub-units when
you buy them, like in PU? And where do they go?
Going by an old scale chart for VS, it is about 40 meters long.Also, what's the official length of a llama? I want to scale the mesh so that it's
one grid unit per meter, as I always do.
IMO, these things would still be worth discussing in a larger thread about Realism/Believability in VS. This project seem to have been trending in that direction over the years, so maybe its time to really look into it.I'm not trying to change VS, though. If I was, my first step would be to get rid of all the
kilometer sized ships, like 1 km maximum; and I'd put 1 meter windows on them all, so that one can tell
the sizes; and I'd limit accelerations to 2 G's for fighters, down to 0.05 G's for the larger ships. And I'd
make the engines of ships to make up at least 50% of the ship's size; and I'd have space elevator
stations in almost every planet.

It's implemented in PU, so I can't imagine it would be tough to backport to VS. I'm all for it, but it would mean a great deal of reworking on just about everything.Deus Siddis wrote:It doesn't work that way currently, but that might have been a planned feature. This might be a good thing to discuss in a larger thread about when and how to use sub-units in the future.Do we have to put weapons on ships?, or are they installed as sub-units when
you buy them, like in PU? And where do they go?
When I imported the Mule last night, it was scaled to .01 -- increasing the scale to 1.0 left it at about 160-170m long (assuming 1m per blender unit). That seems logical to me. Was the llama scaled similarly? (what's on the chart for the Mule, Deus?)Going by an old scale chart for VS, it is about 40 meters long.Also, what's the official length of a llama? I want to scale the mesh so that it's
one grid unit per meter, as I always do.
That's a slippery slope, for sure. It's also a great way to draw all of the trolls out from under their bridges, too. Part of me thinks it's better to make it a "closed door" meeting, and only invite people who will bring something useful to the table.IMO, these things would still be worth discussing in a larger thread about Realism/Believability in VS. This project seem to have been trending in that direction over the years, so maybe its time to really look into it.



It says its about 190 meters long. I uploaded the chart in if you or anyone else wants to refer to it-nphillips wrote: When I imported the Mule last night, it was scaled to .01 -- increasing the scale to 1.0 left it at about 160-170m long (assuming 1m per blender unit). That seems logical to me. Was the llama scaled similarly? (what's on the chart for the Mule, Deus?)
That is possible but unlikely I think, since similar topics in recent history have drawn only a small and reasonable/civil crowd. Probably because VS is a recent game and universe still under heavy development, as opposed to a nostalgic thing that many people grew up with and have very specific opinions about.That's a slippery slope, for sure. It's also a great way to draw all of the trolls out from under their bridges, too. Part of me thinks it's better to make it a "closed door" meeting, and only invite people who will bring something useful to the table.IMO, these things would still be worth discussing in a larger thread about Realism/Believability in VS. This project seem to have been trending in that direction over the years, so maybe its time to really look into it.

Point well taken.Fendorin wrote:I would like to see no weapon or gun outside the hull (look ...strange and fragil)
i like your Thruster details
in my remenbering Lama is a Cargo ship able to fight a bit? not a fighter able to transport a bit (i guess)
Myself, I don't want to model new ships; I want to just fix existing ones, without changing them too much; but this is me.Here as below would you find a concept sketches at i thought can be a 40 meters Llama light armed Cargo


Indeed. Well, it always looked like a Demon a bit; but more so now with vectored thrusters, for sure.charlieg wrote:Reminds me a lot of the Demon from PU.
Done.Deus Siddis wrote:The only thing I would change so far is add more polys to the noses of those double hulls, so they don't look too faceted on the highest LoD.
If we're going to brainstorm possible future changes, perhaps oneOne thing I like to do when considering all the thrusters that will be built into the ship is to look at the thruster stats relative to each other for that ship in units.csv. For instance the Llama has 17000 forward acceleration, 15000 retro acceleration and 4000 lateral acceleration. So I would say all you need are some small up, down, right and left facing thrusters for lateral movement.
So, for now I throw them in. Once the feature is implemented, they can be taken out.It doesn't work that way currently, but that might have been a planned feature. This might be a good thing to discuss in a larger thread about when and how to use sub-units in the future.
Well, here we're not admins; so, to have hidden forums we'd have to bother www2. But I don't think it'snphillips wrote:Part of me thinks it's better to make it a "closed door" meeting, and only invite people who will bring something useful to the table.











Well for me I was never able to get any of the textures to appear in-game, as described in the Asteroids thread. That might be a problem with mesher or VS or myself or something else, but everything that I tried to do up to that point I was able to get to work, after enough practice at least.chuck_starchaser wrote:And what exactly IS this problem I should expect? What does it do?, or fail to do?

Code: Select all
> mesher foo.bfxm foo.xmesh bxc