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Replying to Executor/Sovreign Star Dreadnought


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Topic Summary

SpardaSon21

Posted 06 August 2010 - 03:57 PM

I've managed to get the Executor into Saleucami Unseen once. It has those large open areas at the top and bottom, and it is a tight fit, but it can fit in there.

Zeta1127

Posted 03 August 2010 - 10:34 PM

New maps are really the best option, the stock ones have always been too small, it is hard to effectively control even a force of capital ships. Best to not try to use the Star Dreadnoughts in skirmish until then.

Invadious

Posted 03 August 2010 - 03:51 PM

And again, you guys are free to use anything from my mod. It includes like 15 or 16 Skirmish maps that are very large. http://www.moddb.com...c-civil-war-v10

There's no need to scale anything down, besides... some units are already very small and hardly viewable even when zoomed in completely.

Ghostrider

Posted 03 August 2010 - 01:42 PM

They could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.

I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.

Id assume you would have to edit other tags,for instance if there is any sort of 'hitbox' that would need to be scaled down,buut ill look into it,thanks for the help



Accuracy is determined by ship class. I think it's just scale factor, but watch out for Z LAYER ADJUST AND Size Factor.

Alternatively, change the map size by rescaling all models to 75% of current? :crazed: Oh but then you have increased all fire ranges....

Basically if you change the scale, by say 75%, then 1km become 1.333km in the new scale and it messes up everything - behaviour, fire accuracy, eg:

<Space_FOW_Reveal_Range>14300.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Minimum_Follow_Distance>9600.0</Minimum_Follow_Distance>
		<Targeting_Max_Attack_Distance>13100.0</Targeting_Max_Attack_Distance>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>

All values are set so that 1000 = 1km at the correct scale. Change the scale and you mess all the numbers up.
Eg: Executor Hard point no. 1

<HardPoint Name="EHT0001">

		<Type>HARD_POINT_WEAPON_LASER</Type>
		<Is_Targetable>No</Is_Targetable>
		<Is_Destroyable>No</Is_Destroyable>

		<Fire_Bone_A>MuzzleA_0016</Fire_Bone_A>
		<Fire_Bone_B>MuzzleA_0018</Fire_Bone_B>
		<Fire_Bone_C>MuzzleA_0020</Fire_Bone_C>
		<Fire_Bone_D>MuzzleA_0022</Fire_Bone_D>
		<Fire_Bone_E>MuzzleA_0024</Fire_Bone_E>
		<Fire_Bone_F>MuzzleA_0026</Fire_Bone_F>
		<Fire_Bone_G>MuzzleA_0028</Fire_Bone_G>
		<Fire_Bone_H>MuzzleA_0030</Fire_Bone_H>
		<Fire_Bone_I>MuzzleA_0048</Fire_Bone_I>
		<Fire_Bone_J>MuzzleA_0050</Fire_Bone_J>
		<Fire_Bone_K>MuzzleA_0052</Fire_Bone_K>
		<Fire_Bone_L>MuzzleA_0054</Fire_Bone_L>
		<Fire_Bone_M>MuzzleA_0056</Fire_Bone_M>
		<Fire_Bone_N>MuzzleA_0058</Fire_Bone_N>
		<Fire_Bone_O>MuzzleA_0060</Fire_Bone_O>
		<Fire_Bone_P>MuzzleA_0062</Fire_Bone_P>
		<Fire_Cone_Width>180.0</Fire_Cone_Width>
		<Fire_Cone_Height>180.0</Fire_Cone_Height>
		<Fire_Projectile_Type>Proj_Space_Heavy_Octuple_Turbolaser_G</Fire_Projectile_Type>
		<Fire_Min_Recharge_Seconds>2.8</Fire_Min_Recharge_Seconds>
		<Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds>
		<Fire_Pulse_Count>2</Fire_Pulse_Count>
		<Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
		<Fire_Range_Distance>3600.0</Fire_Range_Distance>
		<Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>

		<Fire_Inaccuracy_Distance> Utility, 45.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Fighter, 45.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Bomber, 45.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Transport, 40.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Freighter, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Corvette, 15.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Frigate, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Cruiser, 10.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Destroyer, 5.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Capital, 5.0 </Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance> Super, 0.1 </Fire_Inaccuracy_Distance>

	</HardPoint>

There are a LOT of dreadnaught hardpoints. ~ Executor hardpoints run to 36051 Lines of code.

Change the scale and you mess with gun range values. It's a BIG can of worms...


Ghostrider

Posted 03 August 2010 - 01:21 PM

They could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.

I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.

Id assume you would have to edit other tags,for instance if there is any sort of 'hitbox' that would need to be scaled down,buut ill look into it,thanks for the help



Accuracy is determined by ship class. I think it's just scale factor, but watch out for Z LAYER ADJUST AND Size Factor.

Alternatively, change the map size by rescaling all models to 75% of current? :crazed: At least that way you see Executor in all her majesty?

FIR3ST0RM

Posted 03 August 2010 - 10:16 AM

They could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.

I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.

Id assume you would have to edit other tags,for instance if there is any sort of 'hitbox' that would need to be scaled down,buut ill look into it,thanks for the help

Tropical Bob

Posted 03 August 2010 - 07:24 AM

They could be scaled down, but one of the main points of PR is realism (Heh, realism in Star Wars?), so scale is important.

I'm not sure of all the tags you'd have to edit in order to reduce it in size. It might be the model size only, or there might be additional criteria.

FIR3ST0RM

Posted 02 August 2010 - 09:00 PM

It's almost impossible to fit them in. It can be done, depending on the map, but the best bet is just not to try.

If/when the mod is able to get custom maps for Skirmish, they'll likely be a little larger. Evilbobthebob made a two maps for PR, but there seem to be syncing issues or something a lot of the time, even if you have the exact same map. I'm going to assume that's the case with any maps in the CustomMaps folder, so you'll pretty much have to wait for maps included in the mod.

could it be possible to lessen the actuall area of the ships in question? im sure something can be done with the XML files of said ships.

Tropical Bob

Posted 02 August 2010 - 08:13 PM

It's almost impossible to fit them in. It can be done, depending on the map, but the best bet is just not to try.

If/when the mod is able to get custom maps for Skirmish, they'll likely be a little larger. Evilbobthebob made a two maps for PR, but there seem to be syncing issues or something a lot of the time, even if you have the exact same map. I'm going to assume that's the case with any maps in the CustomMaps folder, so you'll pretty much have to wait for maps included in the mod.

FIR3ST0RM

Posted 02 August 2010 - 07:56 PM

i have made an account now,so consider me as the OP.

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