Author Topic: Battlestar - Description  (Read 4910 times)

Jon

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Battlestar - Description
« on: December 01, 2007, 07:12:26 AM »

Our Battlestar was inspired by the one seen in the revisualized TV series “Battlestar Galactica”.  From the perspective of the show this is an old design and was being turned into a tourist trap. The current version is based on the Galactica and the right side landing bay is not operational because it was turned into a museum and gift shop.  

The Battlestar class ship was basically an aircraft carrier and carried a large number of fighters, scout craft and bombers.  It was capable of planetary assault using it’s bombers and tactical nuclear weapons.  

Features
Launch and retrieve three classes of ships.
Hyper Jump (FTL Drive)
Standard docking port adaptor
12 Viper/Fighter Launch tubes.
2 Raptor/Shuttle Launch points.
1 Colonial One Launch point.
Each battlestar can have its own name.
Cool enough to show your friends.

KeyBoard Commands:
Use K to Retract/Extend Launch Bays
Use 9 to Select Attached Ship
Use J to Launch Selected Ship
Use F to Select Panel View
Use B to Select Landing Bay Camera
Use V to Select Reverse-View (looking back, exterior, over landing bay 1)
Use O to Select Outside Exterior View
Use S or C to Set STANDARD THRUST:  Restores the Main Engine Thrust to NORMAL
Use W to Set Mains to Practically ZERO (For the Jump) and MAX RCS for stability
Use U to Multiply Default Jump Distance by 10
Use D to Divide Default Jump Distance by 10
Use Main thrust, 1&2 or 3&4 to adjust jump distance.
Use Ctrl F12 to jump.


Newest changes to above.
To help with FPS I have reduced the Viper launch tube number to two per bay for a total of 4 Viper launch tubes. The upper bay points remain the same for a total of 10 ships within the launch bays.
Fleet jump ability. Any ships with a free child point that are within 5000 meters of the battlestar can be made to jump with the battlestar. There is a 50 ship limit for fleet jumps.

New battlestar scenario parameters
GS  means “Gift Shop”
Any value other than 0 will close off the right side bay and turn it into the Galactica “Gift Shop”
Example
GS 1.0  =  Bay closed off for Gift Shop
GS 0.0  =  Bay open and operational.

New feature commands. (I’m only listing what has changed from the current battlestar)
Ctrl K = Release all ships from fleet jump.
Shift K = Grab ships for fleet jump
Ctrl J = Select launch bay i.e. switch between bays.


The Hover controls now control a super thruster at the back end. It allows you to get going fast but sucks up fuel very quickly.



« Last Edit: December 29, 2009, 07:26:55 AM by Jon »


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metyspam

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Re: Battlestar - Description
« Reply #1 on: October 24, 2008, 12:17:37 PM »
sorry if I just missed this, but what do you press to jump?

Jon

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Re: Battlestar - Description
« Reply #2 on: October 24, 2008, 04:13:18 PM »
sorry if I just missed this, but what do you press to jump?

Sorry I missed putting it in the above description.

Ctrl F12 will jump you.


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metyspam

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Re: Battlestar - Description
« Reply #3 on: October 25, 2008, 10:27:11 AM »
thanks

Jon

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Re: Battlestar - Description
« Reply #4 on: February 04, 2009, 04:41:07 PM »
man i need help moving all the folders into the correct spot


All my add-ons come with the folder structure intact so all you have to do is unzip to a temp folder and then move all the folders to Orbiter making sure to overwrite if asked.

You must also have your unzip program set to keep folder structure intact. I use winzip in classic mode to zip and unzip and there is a check box to automaticly overwrite files and to keep the structure intact.


Ok, that said. If you unzipped into orbiter without keeping the folder structure intact then you got a mess of unorganised files on your hands and your best bet would be to remove Orbiter and do a clean install.

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eddievhfan1984

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Re: Battlestar - Description
« Reply #5 on: November 15, 2009, 06:08:01 AM »
Is there any guide to docking with the Battlestar? I've tried recovering Colonial One and Vipers, but they won't "dock" in the launch bays. Does it require a specialized MFD? Or is it impossible to recover vehicles?

Jon

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Re: Battlestar - Description
« Reply #6 on: November 15, 2009, 07:21:01 AM »
All you have to do is aim for the green circle at the opening to the bay. The attaching is automatic as long as you hit the center of the circle. If your Battlestar is fully loaded you will not be able to load any more ships.


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gamma7897

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Re: Battlestar - Description
« Reply #7 on: April 01, 2011, 01:10:19 AM »
If the battlestars bay  is fully loaded and you fly a ship into the docking ring for that bay. Bad move. it gest stuck in the ring and impossible to get away from there unless you free up a spot of that type because the ships attachment point remain in the attachment zone.
Also, a little mistake. the optional scn file for the old battlestar with all tubes loaded is a little wrong. It gives the same scn as the original with the old battlestar docked to iss with no other ships.
If I got an idea, i ask myself HOW IN THE MERRY CHRISTMAS DO I DO IT?

Jon

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Re: Battlestar - Description
« Reply #8 on: April 01, 2011, 05:01:50 AM »
If the battlestars bay  is fully loaded and you fly a ship into the docking ring for that bay. Bad move. it gest stuck in the ring and impossible to get away from there unless you free up a spot of that type because the ships attachment point remain in the attachment zone.
Also, a little mistake. the optional scn file for the old battlestar with all tubes loaded is a little wrong. It gives the same scn as the original with the old battlestar docked to iss with no other ships.

The ring capture is a feature not a bug. Your ship is being held at the "awaiting docking" point until dock space is cleared up.  As soon as space is available it will be released from the hold point. This also prevents other ships from attempting to use the full bay. I thought this was explained in the docs but maybe not. I remember there was quite a bit of back and forth about this feature during the testing and it was felt that just disabling capture for a full bay was to confusing.

Anything with the old Battle Star is BETA and was never released to public so there are bound to be mistakes.



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tgep

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Re: Battlestar - Description
« Reply #9 on: April 01, 2011, 05:24:18 AM »
That was the first big fleet ship here. I remember how we talked for MONTHS about the old " Whisker " attachment system for fleet jumps.  8)
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gamma7897

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Re: Battlestar - Description
« Reply #10 on: April 01, 2011, 07:16:48 AM »
If the battlestars bay  is fully loaded and you fly a ship into the docking ring for that bay. Bad move. it gest stuck in the ring and impossible to get away from there unless you free up a spot of that type because the ships attachment point remain in the attachment zone.
Also, a little mistake. the optional scn file for the old battlestar with all tubes loaded is a little wrong. It gives the same scn as the original with the old battlestar docked to iss with no other ships.

The ring capture is a feature not a bug. Your ship is being held at the "awaiting docking" point until dock space is cleared up.  As soon as space is available it will be released from the hold point. This also prevents other ships from attempting to use the full bay. I thought this was explained in the docs but maybe not. I remember there was quite a bit of back and forth about this feature during the testing and it was felt that just disabling capture for a full bay was to confusing.

Anything with the old Battle Star is BETA and was never released to public so there are bound to be mistakes.


I meant the old version of the new battlestar not the tos battlestar. I ment the one with a LOT of viper launch tubes.
The whiskers are really great. They do not only hold the relative position and movement speed but also the direction. example. You launch a viper. It comes straight out from the battlestar
You garb it whit a whisker. turn the battlestar 90 degrees in any direction. doesnt have to be 90. And look at the viper. still coming straight out nose first from the tube. Brilliant. Now only if target seek was so
If I got an idea, i ask myself HOW IN THE MERRY CHRISTMAS DO I DO IT?

Captain Rodolphus

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Re: Battlestar - Description
« Reply #11 on: April 01, 2011, 01:26:48 PM »
Quote
The whiskers are really great. They do not only hold the relative position and movement speed but also the direction. example. You launch a viper. It comes straight out from the battlestar
You garb it whit a whisker. turn the battlestar 90 degrees in any direction. doesnt have to be 90. And look at the viper. still coming straight out nose first from the tube. Brilliant. Now only if target seek was so

It is.  It's clear to me that you need a better understanding of the fundamentals of Orbiter.  There are comments you've made that prove that point.  You've used the word "bug" quite often when it is not the case.  These are known Orbiter issues.  In short, "Your doing it wrong".  It's clear you need to spend more time with the inner workings of Orbiter and less concentration on ships.  I'm not trying to be mean here, just straight up.  We all want Jon to make more ships and quite frankly he can't if he feels obligated to answer or rebuke questions about a 3 year old add on that has over 10,000 downloads.

General questions are always welcome, however your not going to find "bugs" as you call them in the ships in the Main Fleet download hanger.  Your going to have to face the fact that it is either pilot error or a lack of basic Orbiter Knowledge.
                                      Captain Rodolphus