Search found 71 matches

by keiranhalcyon7
Sat May 26, 2018 3:52 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14920

Re: [OPTing] texture limits

Hmm. Ok. My idea was to have some standardized labeling scheme for the fg colors that a hypothetical opt-aware mission editor could display in the fg color field instead of making assumptions like "red" and "gold".
by keiranhalcyon7
Fri May 25, 2018 12:07 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14920

Re: [OPTing] texture limits

Question (for Jeremy, I guess): is there any way to embed in the opt a descriptor string for each fg color?
by keiranhalcyon7
Thu May 24, 2018 4:32 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14920

Re: [OPTing] texture limits

Oh you meant the ISD/ISDII and VSD/VSDII. Duh. Still a no, though, since their armaments & other stats are quite different. Ok, I give. Where can I find an explanation of the difference between the base and exterior opts? Yogme isnt set up for it but if the hook exists you can throw a ticket into th...
by keiranhalcyon7
Thu May 24, 2018 3:45 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14920

Re: [OPTing] texture limits

No on the ISD/VSD. The VSD is much smaller and has a much lighter armament. Additionally, consolidating the Interdictor and Enforcer would probably give the interdiction property to the Enforcer (though this might be fixable with a hook). The Cal cruisers are a neat idea. On top of consolidating the...
by keiranhalcyon7
Tue May 22, 2018 6:16 am
Forum: Editing
Topic: Hooks
Replies: 58
Views: 2416

Re: Hooks

That's awesome! And here I thought it was going to be an inefficient kludge like applying transparent textures to the meshes that you don't want to be visible for a given variant.

Question - is there any possibility of applying different fg colors to different ships in the same fg?
by keiranhalcyon7
Tue May 22, 2018 6:11 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 87
Views: 14920

Re: [OPTing] texture limits

ual002 wrote:
Tue May 22, 2018 2:14 am
Question... are there examples of different models attached to seperate flight group colors or does it only affect textures?
Examples? Maybe not in circulation, but see viewtopic.php?p=154280#p154280.
by keiranhalcyon7
Sat May 19, 2018 12:27 am
Forum: General
Topic: Why there hasn't been any Star Wars simulator for 16 years
Replies: 9
Views: 1583

Re: Why there hasn't been any Star Wars simulator for 16 years

An indie dev would never get a Star Wars license, though, so it would also be an indie setting. Which could be fine, I guess. Maybe Starfighter Inc. will have some of those features.
by keiranhalcyon7
Tue May 08, 2018 8:55 pm
Forum: XWA Upgrade
Topic: YT1300 with Ace instead of Han Solo
Replies: 6
Views: 244

Re: YT1300 with Ace instead of Han Solo

The Errant Venture, perhaps?
by keiranhalcyon7
Sun May 06, 2018 5:05 pm
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 55
Views: 2604

Re: Community project: AlliED "unknowns" repository

I think he means the picture in your post above viewtopic.php?p=154062#p154062
by keiranhalcyon7
Sat May 05, 2018 4:45 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 616

Re: Ferryboat Liner and Skipray Blastboat stats

Does that 9-warhead limit ever take effect with the default craft list, though? Maybe when the 2x warheads status is used... Would removing it pose any balance issues?
by keiranhalcyon7
Fri May 04, 2018 6:54 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 616

Re: Ferryboat Liner and Skipray Blastboat stats

That's pretty lame that they put in a hard cap with an exception for the missile boat. I take it this code is applied after the adjustment for warhead type?
by keiranhalcyon7
Fri May 04, 2018 6:26 am
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 616

Re: Ferryboat Liner and Skipray Blastboat stats

The rounding makes better sense if you consider the capacity on a per-launcher basis. The Blastboat torpedo count is rounded down because 3*.75 = 2.25, which is rounded to 2 (per launcher, so 4 total). Thanks for that table, Jeremy. I've wondered how the specific warhead capacities were calculated f...
by keiranhalcyon7
Thu May 03, 2018 4:39 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

What happens if you combine one of the 50% settings with the 200% setting?
by keiranhalcyon7
Thu May 03, 2018 6:00 am
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

Hmm... Allow me to speculate that the "max" value for shields is doubled in order to implement the fighter shield double-charging (but the starting value isn't, unless instructed to by the mission file); that the displayed percentage is also doubled, after all the other math (i.e., after already bei...
by keiranhalcyon7
Wed May 02, 2018 6:55 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

Ok, so if hit point total is RU (or SDB, as appropriate) * 100, the observed result for the container J is inconsistent with either the tech library's or MXvTED's math. With that formula for the percentage display, hull HP max must be exactly 5000; at 4999, you'd see 19% displayed after the 8th hit ...
by keiranhalcyon7
Tue May 01, 2018 10:12 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

Try running BinHexEdit as admin.
by keiranhalcyon7
Tue May 01, 2018 8:01 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

Har har
by keiranhalcyon7
Tue May 01, 2018 5:31 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

What happens if you set the damage value to 499?
by keiranhalcyon7
Tue May 01, 2018 3:19 am
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 571

Re: Craft stat rounding effects

To state what has not been explicitly stated: It looks like the game is truncating 12375/50 (247.5) down to 247 (i.e., integer math) and then multiplying by 16 to get 3952, whereas MXvTED is rounding 247.5 up to 248 (floating-point math with an explicit round()) which multiplies up to 3968. My quest...
by keiranhalcyon7
Fri Apr 27, 2018 6:49 am
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 55
Views: 2604

Re: Community project: AlliED "unknowns" repository

I see the pattern now. Here's an over-engineered cheat sheet.
by keiranhalcyon7
Thu Apr 26, 2018 9:55 pm
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 55
Views: 2604

Re: Community project: AlliED "unknowns" repository

Interesting... three fields with three possible values each suggests 27 rows. The pattern suggests that the first four rows (0-3) are missing, and should be 0: -3072 3072 3072 1: 0 3072 3072 2: 3072 3072 3072 3: -3072 3072 0 and also that the last row (27) is superfluous (indeed, it duplicates row 1...
by keiranhalcyon7
Thu Apr 19, 2018 3:30 pm
Forum: Pilot Lounge
Topic: Website and Forum have been upgraded!
Replies: 35
Views: 1481

Re: Website and Forum have been upgraded!

Looks much better now. Thanks!
by keiranhalcyon7
Tue Apr 17, 2018 9:47 pm
Forum: Pilot Lounge
Topic: Website and Forum have been upgraded!
Replies: 35
Views: 1481

Re: Website and Forum have been upgraded!

On mobile, in the user control panel, the... what to call it... controls menu?... color scheme is jarring.
by keiranhalcyon7
Tue Apr 17, 2018 5:17 pm
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 55
Views: 2604

Re: Community project: AlliED "unknowns" repository

Do you know what that [0] field does? Because a priori I would have guessed *that* would be the range field.
by keiranhalcyon7
Tue Apr 17, 2018 7:05 am
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 55
Views: 2604

Re: Community project: AlliED "unknowns" repository

I've used both for debugging the XWC missions, and I generally find AlliEd more user friendly, but to be honest everything I've done in AlliEd I could also do in YOGEME (and one particular thing - setting teams to be neutral to one another, as opposed to either allied or enemy - can only be done in ...