#3
I believe it is in the launcher, have a look at the setup guide link (sticky here).
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#5
Remove the engines from the POF information.
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#6
Doesn't that affect all ships of that class, though...?
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#8
*nods* You could do it with a modular table entry and make sure they don't show up in the tech room pretty easily, too...
"I like the funny sounds of parrots squawking,"
- Jimmy Buffet
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#9
DOH!!!
no, he means make it so that a single ship ingame will just turn off its engine!
just make the ship disabled (you can undisable it later) and the glows will go away, but it will say 'disabled' in the target window. but thats the classic way to 'turn off' the engines.
no, he means make it so that a single ship ingame will just turn off its engine!
just make the ship disabled (you can undisable it later) and the glows will go away, but it will say 'disabled' in the target window. but thats the classic way to 'turn off' the engines.
#11
Technically, a ship under construction would probably read as 'disabled' to the sensors due to the fact that the reactor is shut down and the engines are either not installed or non-functional.
"I like the funny sounds of parrots squawking,"
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#12
Or, it wouldn't be targettable at all, since it shouldn't emit an IFF signal, if it has no reactor.
#13
It has to have some power, Raa. And untragetable means the scanners can't even establish a firm lock. The Shivan fighters were too dissimilar from what we were used to and hence couldn't be locked at first, neither can stealth craft like the Pegasus. But a capship being built, just like an asteroid, is targetable.
"I like the funny sounds of parrots squawking,"
- Jimmy Buffet
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#14
It shouldn't need an IFF, though, if it's docked in a ganymede being made. The systems which'd emit the energy that would be picked up by our sensors shouldn't be powered, since they are usually navigation, engines, weapons, communications, etc.
#15
something the size of a capship would probably be targettable just from reflected ambient.
My first Armageddon has died.
2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.
2005.11.25 06:22:57 combat Your Tachyon Beam Laser I perfectly strikes Ruined Stargate, wrecking for
733.8 damage.