Ship Simulator
English forum => Ship Simulator Extremes => Topic started by: ScubaChris on January 29, 2011, 18:33:07
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Just a wild stab-in-the-dark type of question in case anyone knows...
In the mission editor, is it possible to add an element of ship damage to any of the ships in a mission, whether it be the player ship, AI ship or static one? It would be good to construct a mission where you have to go to the aid of a ship in distress which already seems to be low in the waterline, listing, etc.
I tried adjusting the height and list angle of a ship in the editor but as soon as you start the mission it just bobs back up, straight and level (which I kind of expected). I also couldn't see anything in the logic editor that looked promising.
Any help would be gratefully accepted! :)
SC.
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Hi Chris,
This is just a guess: Try disabling dynamics.
Regards,
Marty
Action: Entity—Disable Physics
OK, it can be done. In this example I use constant rotation.
After disabling physics, I enabled Static Physics.
It also takes some messing around to get the ship captured at the right attitude. This example is pretty ugly. A little more experimenting should produce a more realistic sinking.
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How I can make controls on a static ship ???
I´ve read somewere that it´s possible, but i can´t find how I must do that ???
Eemshoorn !:)
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Hi Eemshoorn,
You can convert a static ship, or an AI ship, to a player ship, but you can’t control her unless she was originally made as a player ship—with a bridge and controls. Not all ships in SSE have player versions.
If you start with a player ship, and board her, she can then be converted to an AI ship. You can ride her as a passenger, and visit the bridge, but you cannot control her until she converts back to a player ship.
In one of the Autopilot topics I posted an example mission that does that.
Regards,
Marty
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Hi Chris,
On the second one, I used just rotation. It was more stable in the editor. The main thing is to have only static physics enabled.
Regards,
Marty
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Thanks Marty :thumbs:
I appreciate your time. I'll take a look and do a few experiments with this...
SC