[Tutorial] Superluminal Guides

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D736
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Joined: Mon Oct 28, 2013 7:25 am

Re: [Tutorial] Superluminal Guides

Post by D736 »

the stations tool simply does not work. i click on a room, no response, i right click, the program crashes.
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kartoFlane
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Re: [Tutorial] Superluminal Guides

Post by kartoFlane »

You can only use the station tool on rooms with mannable systems, ie pilot, weapons, engines, shields and medbay.
For any other rooms, it won't work.

Though it shouldn't crash when you right click on a wrong room... Gonna fix that.
Superluminal2 - a ship editor for FTL
TheHybrid
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Joined: Sun Dec 15, 2013 5:00 pm

Re: [Tutorial] Superluminal Guides

Post by TheHybrid »

Not sure if I'm incompetent or if I'm missing something, but I cannot for the life of me get the artillery beams origin to work. I've placed down the three main weapon slots, and then the extra one to be used as the artillery beams origin, but when I go in game and view the artillery beam, it always comes from a location off screen to the left and above the ship I have created.
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kartoFlane
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Re: [Tutorial] Superluminal Guides

Post by kartoFlane »

The newest version of the editor changed the artllery functionality a bit. The NO slide is no longer associated with artillery -- instead, the weapon mount with index (# + 1) is used as artillery mount, where # is the number of weapon slots of your ship.

So if your ship has 3 weapon slots, the artillery mount should have index 4.
If that doesn't work, then I've screwed up :(
Superluminal2 - a ship editor for FTL
TheHybrid
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Re: [Tutorial] Superluminal Guides

Post by TheHybrid »

It may be because I have the slider set to no. I'll try setting it to something else and then let you know the results. Thanks for the quick reply! :D
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RAD-82
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Re: [Tutorial] Superluminal Guides

Post by RAD-82 »

kartoFlane wrote:So if your ship has 3 weapon slots, the artillery mount should have index 4.
This is incorrect. The artillery is the 5th mount. You have to add an unused 4th mount for ships with 3 weapon slots.

I wonder what would happen if you had five weapon slots? Would the artillery just share the 5th mount?
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Junkyard has FTL mods, mostly ships and a few other things.
TheHybrid
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Joined: Sun Dec 15, 2013 5:00 pm

Re: [Tutorial] Superluminal Guides

Post by TheHybrid »

I've got it working now. I added in a fifth weapon slot directly on top of the fourth one, the one I had intended to use as the artillery beam origin, and it is now working. Thanks for the help!
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kartoFlane
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Re: [Tutorial] Superluminal Guides

Post by kartoFlane »

RAD-82 wrote:This is incorrect. The artillery is the 5th mount. You have to add an unused 4th mount for ships with 3 weapon slots.
...it's always fifth?
Crap. More of my early guesswork shows up to bite me in the ass.
Well, at least that makes some stuff a bit easier to code...
Superluminal2 - a ship editor for FTL
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RAD-82
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Re: [Tutorial] Superluminal Guides

Post by RAD-82 »

kartoFlane wrote:...it's always fifth?
I don't know. It's at least fifth. As I posed with my questions...

I wonder what would happen if you had five weapon slots? Would the artillery just share the 5th mount?

I don't know if a fifth weapon would push it up to six or not. Considering FTL wasn't supposed to be modded, I'll assume it is always fifth. I can also make some guesswork. :P
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kartoFlane
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Re: [Tutorial] Superluminal Guides

Post by kartoFlane »

So I've tested this today, it seems that the artillery mount indeed is always fifth.
With 4 weapon mounts and 3 weapon slots, the beam was bugged (originating at the left side of the screen).
However, with 6 weapon mounts and 5 weapon slots (all of which had a weapon assigned), both the beam and the additional mount were working correctly.
RAD-82 wrote:I wonder what would happen if you had five weapon slots? Would the artillery just share the 5th mount?
Artillery uses the fifth mount, and the additional weapon uses sixth mount... So I suppose all of your guesswork was right :P
Superluminal2 - a ship editor for FTL
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