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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 8:30 pm
by Biohazard063
JustImprovise wrote:Hey everyone, I have been making a ship in superluminal and was wondering how do I reopen that ship to continue editing it? I have saved it as both a DATA folder and as a .ftl file just can't seem to find out how.
The way I do it is by loading the shipmod (the .ftl file) in slipstream. The ship will then appear in superluminal as well.
I've heard it can be done in a different (and probably even quicker) way as well though.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 8:36 pm
by JustImprovise
Biohazard063 wrote:JustImprovise wrote:Hey everyone, I have been making a ship in superluminal and was wondering how do I reopen that ship to continue editing it? I have saved it as both a DATA folder and as a .ftl file just can't seem to find out how.
The way I do it is by loading the shipmod (the .ftl file) in slipstream. The ship will then appear in superluminal as well.
I've heard it can be done in a different (and probably even quicker) way as well though.
Thanks so much! I don't know why I didn't think of that x)
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 8:38 pm
by JustImprovise
JustImprovise wrote:Biohazard063 wrote:JustImprovise wrote:Hey everyone, I have been making a ship in superluminal and was wondering how do I reopen that ship to continue editing it? I have saved it as both a DATA folder and as a .ftl file just can't seem to find out how.
The way I do it is by loading the shipmod (the .ftl file) in slipstream. The ship will then appear in superluminal as well.
I've heard it can be done in a different (and probably even quicker) way as well though.
Thanks so much! I don't know why I didn't think of that x)
Wait for some reason it didn't work and I don't know why. I opened it with slipstream but the ship didn't appear.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 8:42 pm
by Biohazard063
JustImprovise wrote:
W for some reason it didn't work and I don't know why. I opened it with slipstream but the ship didn't appear.
You saved the ship as a .ftl file right?
Then you patched it in with slipstream.
You have to re-open superluminal btw.
It should work.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 8:46 pm
by JustImprovise
Biohazard063 wrote:JustImprovise wrote:
W for some reason it didn't work and I don't know why. I opened it with slipstream but the ship didn't appear.
You saved the ship as a .ftl file right?
Then you patched it in with slipstream.
You have to re-open superluminal btw.
It should work.
I just patched it in with slipstream and then opened superluminal and the ship doesn't appear

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 8:55 pm
by Biohazard063
JustImprovise wrote:Biohazard063 wrote:JustImprovise wrote:
W for some reason it didn't work and I don't know why. I opened it with slipstream but the ship didn't appear.
You saved the ship as a .ftl file right?
Then you patched it in with slipstream.
You have to re-open superluminal btw.
It should work.
I just patched it in with slipstream and then opened superluminal and the ship doesn't appear

I hate to ask this, but you did check if your ship was in the list of ships right?
As in load ship -> player ship -> open the list of the ship yours replaces. If no other mods are installed it should be the one with a |> (it's a triangle okay...) next to it. You should then get a list of 2 ships, one should be yours.
Remember, in superluminal you mostly deal with blueprint names, not ship names.
If you did do it correctly, you can send me the mod and I'll have a look.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 9:01 pm
by JustImprovise
[/quote]I hate to ask this, but you did check if your ship was in the list of ships right?
As in load ship -> player ship -> open the list of the ship yours replaces. If no other mods are installed it should be the one with a |> (it's a triangle okay...) next to it. You should then get a list of 2 ships, one should be yours.
Remember, in superluminal you mostly deal with blueprint names, not ship names.
If you did do it correctly, you can send me the mod and I'll have a look.[/quote]
Ohhh I found it now, I thought it would automatically open when I started up superluminal x) Thanks so much again for your help

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Sun Aug 02, 2015 9:09 pm
by Biohazard063
JustImprovise wrote:
Ohhh I found it now, I thought it would automatically open when I started up superluminal x) Thanks so much again for your help

No problem, we all had are "facepalm" moments when we started...

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Aug 05, 2015 1:39 am
by stylesrj
Just wondering, let's say you have an event that turns your crew into a hostile. Is it possible to revive them in the Clone Bay? (Before the event box is gone of course. Boarding events don't allow revival once the box is closed.)
Here's an example:
You enter a region of space where the laws of reality are temporarily suspended. You take a left turn and find a man in a goatee staring at you intently. Then as you take evasive action from a stray meteorite made of neutronium you find yourself flying into... the Twilight Zone.
Crewman Serling is now an enemy.
Code: Select all
<clonebay>
<text>Your crew steps out of the Clone Bay rather disoriented. Then they spot themselves on the ship and shouts "That's an imposter!" After a quick test to find out who the real one is, the evil twin attacks!</text>
</clonebay>
I know that the crew turning against you is actually a boarding event where the hostile is "type enemy" (and it used to be a Human before AE... which made it hilarious when your Rockman became a man) but does that mean the original is lost forever?
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Fri Aug 07, 2015 12:57 am
by Chrono Vortex
I've been trying to figure out the problem with a mod which adds 20 new weapons and I can't find anything wrong, but the weapons that aren't working properly just happen to be the last three listed in the blueprints. I don't see how there could be some kind of limit to the number of blueprints that can be added since CE adds far more that 20 and works just fine, but I don't see any other possibilities. I've validated the mod the slipstream and more that triple checked everything myself, does anybody have any other suggestions as to what the problem could be?