Author Topic: Old BSG,and,new BSG in the same fleet.  (Read 330 times)

PhantomP

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Old BSG,and,new BSG in the same fleet.
« on: February 03, 2012, 12:37:11 PM »
Hi,RTF team,can you use the older BSG with the newest version in the same orbiter install,and when I mean older not the TOS BSG,I just don't want to overwrite any files accidentaly.Thanks ;D
« Last Edit: February 03, 2012, 12:39:31 PM by PhantomP »

Jon

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #1 on: February 03, 2012, 01:06:47 PM »
Yeah they are two separate ships. Just beware the the TOS battle star is ALPHA and buggie. You can expect problems when using it.
Here is a picture of them both in Orbiter. It comes from the Fleet page of the main Fleet site. Yes, believe it or not we have a main page web site.
ila_rendered
Like I said, be prepared for trouble and know that it does not work with any of the graphic clients. It should work with 2010P1 but then I haven't loaded that ship up in years so I don't really know. And just for the record it is scaled correctly. The Battle Star in  the new series was bigger.  I think the TOS also has a bunch of missiles but you are on you own with those. I'm not sure I even have them up for down load. It also has pretty much all the same features that the other one has.

Good luck getting it going. It should hurt your install or system but it may get you frustrated ;D.

And it looks pretty cool in Orbiter if I must say so myself. O0
« Last Edit: February 03, 2012, 01:08:32 PM by Jon »


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Captain Rodolphus

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #2 on: February 03, 2012, 02:35:02 PM »
Had to chime in.  As of the moment (graphics client aside) all RTF (QJ in main hanger) ships work in '10 and '06 (unsupported) together or separate. 

Your Question is "will the QJBay (old as in version of the modern BattleStar) conflict with the QJBStar (Newer version of the same ship)?".  No.  It all works, but why?  The names are different.  They are essentially two versions of the same ship.  So to find out if something is going to conflict (with any add on's) just look in the file and if the config module and mesh are different you will be fine.  Textures however can be a different story ;)



PhantomP

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #3 on: February 03, 2012, 03:22:07 PM »
Thanks for the answers,guys. :-*

Jon

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #4 on: February 03, 2012, 05:06:39 PM »
Your Question is "will the QJBay (old as in version of the modern BattleStar) conflict with the QJBStar (Newer version of the same ship)?".
Swoosh. Yup that's the sound of his question going right over my head.
I thought he was talking about TOS BS with the revision one.

Good catch Cap.


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festivefire

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #5 on: February 09, 2012, 10:39:14 PM »
the TOS BS does work fine in 2010P1. I thought the problem with the missiles only really occurs if you have infinite fuel checked, because they fly forever and crash orbiters physics, or if you spam them on a low performance computer, but i would assume they work ok as they are the same ones included in the QJRTFPH http://yankeeclippersmobile.com/forum/index.php/topic,611.msg11346.html#msg11346. but i think the docking nodes are off some from the model.
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Jon

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #6 on: February 10, 2012, 06:22:33 AM »
I thought the problem with the missiles only really occurs if you have infinite fuel checked, because they fly forever and crash orbiters physics
The missiles depend on having the fuel not set to infinite but I didn't know of any problems with them crashing Orbiter.

Quote
but i think the docking nodes are off some from the model.
What model? TOS BS?  If so I don't think I ever set the docking port of which there should be only one.  I may have also setup a couple behind the bay target  rings so you could use the built in docking HUD and MFD to approach the target ring. In any case I'm sure they are off because the TOS BS is ALPHA and never made it to even BETA.


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festivefire

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #7 on: February 10, 2012, 05:55:35 PM »
yes, the TOSBS model. the front docking port is further forward than the model, and so are the back ones, but they are irrelevant, since they are just nav beacons.
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Agent916

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #8 on: February 11, 2012, 09:40:51 PM »
My config has all the docking ports on or near the mesh

Jon

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #9 on: February 12, 2012, 08:04:05 AM »
I think the ports are defined in the config file and I may have posted a fix in on of the threads.


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Captain Rodolphus

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Re: Old BSG,and,new BSG in the same fleet.
« Reply #10 on: February 14, 2012, 10:13:46 PM »
The TOSBS seems to have some cloned attributes from The BStar and Bay and shares the same front dock position, so it's at least a couple 100 meters away and to the right.  It is basically a station keeping type of dock.  I just looked and I'm right they have the same dock configuration but it is written in the Vessel Config so it's easy to change:

Code: [Select]
BEGIN__DOCKLIST
66.615 -12.338 816.69   0 0  1  010

x,y and z  x is up and down, y is back and forth, z is bow to stern.  Using this formula you can see why it is to the right looking down the nose (-12.338, 0 would be in the middle and 12.338 would be in the same position but to the left.  To get the ship closer to the target change z (816.69) to a smaller number, say-at a guess 616.69- this will bring you closer.  Play with these numbers to get desired results, and this is true for attachments as well.  You can also add a docking port or ports to other ships doing this, say you want a docking port in front of the bay door on the QJFF.  Just add this line to the vessel config and play with it till it's right and there you go.  So 0 0 0 would be in the middle of the vessel.   The 0 0  1  010 is direction and angle and it's real easy to mess that up, but the 1 in the middle is the facing direction so if you change that to -1 the port will face the stern  0 0  -1  010 just like the bay docks.  There are easier ways to do this but it involves downloading a couple of things and I don't want to get into that right now.  Maybe another time.  It's good to crawl under the hood and do it old school to learn anyway.

And like Jon said this is a Alpha so if you have it you are on your own as we won't give any support on it (too many other irons in the fire) so if you want to change something you are on your own.  But this gives one a chance to understand O and the way it works and also get better at modifying it.  But I am always willing to give technical advice when I can.

Quote
The missiles depend on having the fuel not set to infinite but I didn't know of any problems with them crashing Orbiter.

Two variables are involved here.  With limited fuel unchecked and firing them with the stock scn (earth orbit) and they go towards the planet you will most likely ctd.  I have never had a problem under the right param's and not near a planet.