Topic: Creating Custom Ships  (Read 2833 times)

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Offline Chaser617

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Creating Custom Ships
« on: September 06, 2007, 08:38:48 am »
I am probably starting to feel like a pain but I have another question that I couldn't find (I'm horrible with searches I never get what I want).

I've downloaded a model for the Belknap-class CS.  Instead of simply replacing say the F-CA model with it, I wanted to create a brand new ship for it with ShipEdit(OPbeta build).  I was able to create a ship, and actually get to a battle screen from the skermish menue but as soon as I tried going to red alert the game crashed.  Would someone have to see the ship I created to tell me what I did wrong?  Or is it simply not possible to add brand new ships?

Offline Rod ONeal

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Re: Creating Custom Ships
« Reply #1 on: September 06, 2007, 03:09:19 pm »
Post the specs. Just a guess, but you've probably gone beyond the limit of the game with 1 (or more) of the specs.
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Offline Chaser617

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Re: Creating Custom Ships
« Reply #2 on: September 06, 2007, 07:23:40 pm »
It took me a couple minutes to find the export option on Shipedit.  I'm begining to think that maybe I have too many photons on this hull, six forward two aft.  My Ships of the Fleet 2290-2291 has the Belknaps as having a aft Photon launcher and that was what I was going for, I thought a CS would be heavy on the Photon firepower.

ShipEdit Spec File Export Version 1.2

User Comments:
Belknap-Class Strike Cruiser

Ship Statistics:
Designation: F-CS
BPV: 199
Crew: 44
Marines: 12
Shield 1: 30
Shield 2 & 6: 24
Shield 3 & 5: 24
Shield 4: 24
Total Shields: 150

Movement Cost: 1
Turn Mode: D
Total Warp Power: 34
Impulse Power: 4
Aux Power: 3
Total Engine Power: 38
Battery: 5

Transporters: 6
Tractors: 2
Mech Tractors:
Shuttles: 4
Fighters:

8x Photon
10x Phaser 1
3x Phaser G

Offline FoaS_XC

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Re: Creating Custom Ships
« Reply #3 on: September 06, 2007, 07:25:41 pm »
Off the top it looks okay - 8 photons are fine. Make sure your model is pointing to the right directory. Also, try and get into the vessel library and look up your ship - see if anything odd happens.
also, make sure ther eisnt already an F-CS designated.
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Offline Chaser617

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Re: Creating Custom Ships
« Reply #4 on: September 06, 2007, 07:36:31 pm »
Are you talking about the program the lets me see the model without actually booting up the game?

I based most the power and hull stats off the F-CAI

I ran through all the federation ships in the list, there is no F-CS other than the Belknap I was working on.

Offline FoaS_XC

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Re: Creating Custom Ships
« Reply #5 on: September 06, 2007, 07:45:48 pm »
wait, can you Select the shpi while in game, like when setting up the skirmish?
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Offline Klingon Fanatic

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Re: Creating Custom Ships
« Reply #6 on: September 06, 2007, 07:51:25 pm »
Are you talking about the program the lets me see the model without actually booting up the game?

I based most the power and hull stats off the F-CAI

I ran through all the federation ships in the list, there is no F-CS other than the Belknap I was working on.

Only model veiwer or CV programs will let you look at the model w/out booting up the game.

If you use NOTEPAD you can open up the shiplist file to see that your "F-CS" is in the shiplist by using the FIND command in NOTEPAD.

When you boot up the game with your modified shiplist if you go to the vessel library or the Federation skirmish mission/ship HEAVY CRUISER selection screen you should be able to see "F-CS" followed by "???" and then the ship specs. The ??? means that you'll need to add Belknap Class to one of the  String files but I don't remember where off hand... it's been a LONG time since I've added a ship to my game.

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Offline Chaser617

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Re: Creating Custom Ships
« Reply #7 on: September 06, 2007, 08:09:18 pm »
Ah got you.  I can open the game, get to skirmish mode, actually select the F-CS and it will let me go to the skirmish.  However, as soon as I actually try to do anything in that skirmish it crashes, well more like freezes.

There is no '???' following the F-CS could that have something to do with it?

Offline Klingon Fanatic

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Re: Creating Custom Ships
« Reply #8 on: September 06, 2007, 08:58:17 pm »
Ah got you.  I can open the game, get to skirmish mode, actually select the F-CS and it will let me go to the skirmish.  However, as soon as I actually try to do anything in that skirmish it crashes, well more like freezes.

There is no '???' following the F-CS could that have something to do with it?

Open the shiplist with Shipedit or NOTEPAD. look for FCS. Then check to see that the location of the model reads: "assets/models/BELKNAP/BELKNAP.MOD"

Also check to see if the BELKNAP model folder has two folders; sometimes when a model is posted and you unzip it the model is actually found in a subfolder of the file you unzipped.

Qapla'

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« Last Edit: September 07, 2007, 03:29:08 pm by Klingon Fanatic »
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Offline GotAFarmYet?

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Re: Creating Custom Ships
« Reply #9 on: September 06, 2007, 10:19:18 pm »
Make sure you have at least one excess damage point, or the ship explodes on starting it

Second thought lets go back to basics:
First replace a existing ship with just the model file to see if works, if it doesn't explode then it is the configuration you set up. If it does explode make sure the file you selected as the ship doesn't end in *_brk.mod the break model explodes on loading.
« Last Edit: September 06, 2007, 10:48:37 pm by GotAFarmYet? »
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Offline Chaser617

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Re: Creating Custom Ships
« Reply #10 on: September 07, 2007, 03:33:41 pm »
I tried to make sure it wasn't the model, I switched the normal Constitution model for the Belknap on the FCA and it worked fine.

I have excess damage pionts, it isn't that the ship blows up when I get into battle, its as soon as I actually try to give an order the game just freezes.

I'm wondering if its because I put three photons on the two forward hardpionts instead of two.

Offline Klingon Fanatic

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Re: Creating Custom Ships
« Reply #11 on: September 07, 2007, 03:34:48 pm »
For laughs and giggles, go in to your assets/models folder and rename the STOCK FCA you are using to Fca1 or whatever. Rename your Belknap model folder to fca and change the name of your Belknap.mod file to fca.mod. The Belknap_brk.mod to fca_brk.mod.

This will get the model to show up under assets/models/fca/fca.mod.

Qapla'

KF

UPDATE:

Post the link to the Belknap you are using please. I'd like to see what the issue is myself.

Also, please attach to this thread a copy of your shiplist.

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Offline Lieutenant_Q

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Re: Creating Custom Ships
« Reply #12 on: September 07, 2007, 03:38:33 pm »
Just so you know, there is an F-CS designated in the OP+ packages.

F-CS and F-CS+ are both in the OP+ shiplist.
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Offline Chaser617

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Re: Creating Custom Ships
« Reply #13 on: September 07, 2007, 03:50:59 pm »
I tried what you sudgested KF and it didn't work, also tried reducing the number of weapons and tried changing the arcs as well to see if that would help.

I'm using the first model on this page: http://www.battleclinic.com/docks/dock.php?id=282 that says it is compatible with Orion Pirates.

Also other than models I have downloaded, I am not running any mods to OP, unless OP+ isn't a mod, I have been out of the loop for a while.

Offline marstone

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Re: Creating Custom Ships
« Reply #14 on: September 07, 2007, 04:27:51 pm »
The first one on that page is listed as an SFC3 mod.  The second one is for OP.  Might want to recheck that.
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Offline Klingon Fanatic

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Re: Creating Custom Ships
« Reply #15 on: September 07, 2007, 05:28:06 pm »
I added the Belknap from the first link as my F-Cs in the OP+ 4.0 Shiplist and its working fine.

assets/models/Belknap/Belknap.mod

I'll try the specs next...

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Offline Klingon Fanatic

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Re: Creating Custom Ships
« Reply #16 on: September 07, 2007, 06:05:01 pm »
SFC3 ships play fine in OP; they are just bigger ship model folders that have extra glow files, ship pictures and ship description documentation that SFC: OP doesn't use anyway.

Okay by the Numbers.

1. Make sure after you unzipped the Belknap model that it is not in a double folder (i.e., belknap/belknap). If it is, remove it from the secondary folder.

2. Make a back up copy of your shiplist. Put it someplace you won't lose it.

3. Then go in to shipedit and reenter the Belknap specs you want.  I don't think the 8 torps are any problem.

4. Then "save as" the current shiplist instead of "exporting" the Belknap spec line/file.

I got this when I added the specs that were listed above:
« Last Edit: September 07, 2007, 08:09:02 pm by Klingon Fanatic »
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Offline GotAFarmYet?

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Re: Creating Custom Ships
« Reply #17 on: September 07, 2007, 11:47:17 pm »
I tried to make sure it wasn't the model, I switched the normal Constitution model for the Belknap on the FCA and it worked fine.

I have excess damage pionts, it isn't that the ship blows up when I get into battle, its as soon as I actually try to give an order the game just freezes.

I'm wondering if its because I put three photons on the two forward hardpionts instead of two.

You can put 4 photon per Hp and it will not matter, Something in the config is wrong then if you can switch the model to a stock ship and all is fine.

Next step once you put it in for a stock ship change those stats and see what happens.
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 Its the land of the freeloaders

Remember the axiom of big government bureaucrats: If it moves, tax it. If it keeps moving, regulate it. When, finally, under the crushing weight of taxes and regulation, it stops moving, subsidize it.