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DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 25 Jul 2017 18:04
by Feint
OK, no worries.  I'll keep working on it from my end then.  Maybe we'll meet in the middle.  :)

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 01 Aug 2017 08:51
by XBrain130
Funny thing, here's what happened after I added a Death Glider from somewhere else and used it as a yardstick to resize the other Stargate ships

scr00037.png


More than a twin, the BC-304 was actually a little sister of the BC-303 :lol:

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 01 Aug 2017 13:20
by DoctorOfSpace
XBrain130 wrote:
Source of the post somewhere else and used it as a yardstick to resize the other Stargate ships

The length I went with for the ships is from the Stargate wiki, so it should be correct.

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 02 Aug 2017 03:08
by XBrain130
DoctorOfSpace wrote:
XBrain130 wrote:
Source of the post somewhere else and used it as a yardstick to resize the other Stargate ships

The length I went with for the ships is from the Stargate wiki, so it should be correct.

Not really, the wiki themselves acknowledge that their own given sizes (which are taken from supplementary material, not from the show) are wildly inconsistent.

For example, they gave the Death Glider and the Al'kesh as having the same size.

Image

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 11 Aug 2017 17:23
by smellywilie
Nice addons, good show indeed.

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 20 Aug 2017 18:43
by kipster
hi,
 new to space engine and modding it.
fantastic work on the serenity,
is there anyway to export it as obj again?
or do you have the model in any 3d format?
i want to use it for some tests only in iclone 7
i have gigs upon gigs of ships-charactors-props-
original and not so original if you want to barter.
i also have advanced skills with ae and ps to offer.

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 20 Aug 2017 18:45
by kipster
also 3ds max and c4d

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 21 Aug 2017 06:15
by N0B0DY
AVATAR for SE v0980e. Because there is a conflict with sol\neptune\polyphemus (asteroid/dwarf moon of neptune/sol) in SE 0980e
 

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 21 Aug 2017 12:27
by PlutonianEmpire
Open the avatar.sc file, and change parent object from "polyphemus" to "coeus", the planet's other name. Thats what I did, and it worked. :)

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 21 Aug 2017 12:35
by Mosfet
Another trick is to write the name of the object "Polyphemus ", space counts as another character, thus a different name.

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 21 Aug 2017 13:49
by N0B0DY
PlutonianEmpire wrote:
Open the avatar.sc file, and change parent object from "polyphemus" to "coeus", the planet's other name. Thats what I did, and it worked. :)

And that's exactly what I did PlutonianEmpire :). I posted a link with the corrected .pak (All credit goes to DoctorOfSpace of Course ;) )

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 27 Aug 2017 20:19
by HoneyGlazedHams
So the Star Trek ships have an absurd warp delta v, how the hell am I suppose to pilot these things!?

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 27 Aug 2017 20:42
by HoneyGlazedHams
Never mind, I figured it out...

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 27 Aug 2017 21:29
by HoneyGlazedHams
No scratch that, I'm still confused... How the hell do I pilot these Federation ships!?

DoctorOfSpace's Mod Emporium v0.9.8.0

Posted: 28 Aug 2017 08:30
by DoctorOfSpace
Very carefully.  Not quite sure what the issue is.  I wanted them to have some more power than normal, so I gave them a max of around 50G/s acceleration, had some issues in the past, but Destructor1701 corrected all the other values so they should work.