[SHIP] Red Baron Kestrel

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SpaceBaron
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Joined: Mon Aug 05, 2013 6:32 pm

[SHIP] Red Baron Kestrel

Postby SpaceBaron » Mon Aug 05, 2013 7:22 pm

This is a version of the Kestrel designed to take advantage of boarding droids rather than conventional weaponry.
·single weapon slot
·enough power to power everything at once
·double hull health and rock plating (a bit OP, but again, only one weapon slot)
·replaces normal Kestrel
·REQUIRES grognak's mod manager
{KNOWN BUGS}
·drunk space goers: crew walks around random rooms and even walk through walls until going to the selected destination. the cause is unknown, so have fun giggling like a 12 year old at your intoxicated space crew.
{LINKS}
Pic of hull: http://s21.postimg.org/9bmaczcrr/Red_Baron_Kestral.png
download: https://mega.co.nz/#!UQsFGC4I!MyEJ9mahcKH_lSjAEX6-fTAJ089yTD4VnRjzJ0g9zcM
UltraMantis
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Re: [SHIP] Red Baron Kestrel

Postby UltraMantis » Tue Aug 06, 2013 1:05 am

If the crew is walking around like drunk, then the problem is in <shipname>.txt

This wiki explains how the rooms must be linked to work properly. It takes a bit of trial and error, but you get the hang of it.
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kartoFlane
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Re: [SHIP] Red Baron Kestrel

Postby kartoFlane » Tue Aug 06, 2013 11:35 am

Yeah, the doors are linked to rooms all over the entire ship. That's likely a combination of the editor's feature (loading door links), reassigning room IDs when deleting a room (door links are ID based), and FTL's own inconsistency in this regard (door's left ID links to room on the right, etc... editor expects them to be linked correctly)

Well, turns out the reassigning of IDs was completely obsolete -- a remainder from an earlier version. Got it fixed.
Superluminal2 - a ship editor for FTL
UltraMantis
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Re: [SHIP] Red Baron Kestrel

Postby UltraMantis » Tue Aug 06, 2013 12:26 pm

That's good to hear. Mind you i have allways done it by hand and while it takes longer to learn, once you do it doesn't fail.
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SpaceBaron
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Re: [SHIP] Red Baron Kestrel

Postby SpaceBaron » Tue Aug 06, 2013 4:58 pm

UltraMantis wrote:If the crew is walking around like drunk, then the problem is in <shipname>.txt

This wiki explains how the rooms must be linked to work properly. It takes a bit of trial and error, but you get the hang of it.

ok, i need some confirmation. the list of doors start with the rightmost door(s) on the ship, correct?
UltraMantis
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Re: [SHIP] Red Baron Kestrel

Postby UltraMantis » Tue Aug 06, 2013 5:55 pm

The top left. The room in the top left corner is basically the 0,0 coordinate. Each increment moves the location of the door 1 grid space to the right or 1 grid space down for vertical doors.

You will find it easier if you only define 3-4 doors, then test the result to see if you positioned them correctly. If all is not well, make adjustments and test again until you get them in place. Then fill in the rest of the doors.

A grid space is one "box" inside the room. For example large rooms have four. If such a room is the top left room of the ship, then it's top left "box" is the 0,0 coordinate. if you have a picture of the floorplan you can easily count the number of spaces and position the rooms.
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SpaceBaron
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Re: [SHIP] Red Baron Kestrel

Postby SpaceBaron » Tue Aug 06, 2013 6:46 pm

UltraMantis wrote:The top left. The room in the top left corner is basically the 0,0 coordinate. Each increment moves the location of the door 1 grid space to the right or 1 grid space down for vertical doors.

You will find it easier if you only define 3-4 doors, then test the result to see if you positioned them correctly. If all is not well, make adjustments and test again until you get them in place. Then fill in the rest of the doors.

A grid space is one "box" inside the room. For example large rooms have four. If such a room is the top left room of the ship, then it's top left "box" is the 0,0 coordinate. if you have a picture of the floorplan you can easily count the number of spaces and position the rooms.

thanks, ill fix it real quick, and then edit the original post.