Free planetarium

 
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Stab74
Astronaut
Posts: 41
Joined: 26 Mar 2017

Star Wars addons

08 May 2017 07:25

I don't know man I just installed it a little over a month ago.  Dropped it into my addons folder no problems.  Maybe make sure you have the latest graphic drivers installed for your system and/or delete your cache folder.  When you relaunch SE it will rebuild it.
 
geoform
Observer
Posts: 5
Joined: 25 Nov 2016

Star Wars addons

09 May 2017 21:41

Stab74 wrote:
I don't know man I just installed it a little over a month ago.  Dropped it into my addons folder no problems.  Maybe make sure you have the latest graphic drivers installed for your system and/or delete your cache folder.  When you relaunch SE it will rebuild it.

THANKS DUDE!! i just did what you said: deleted my cache folder...!
 
Airea
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Posts: 2
Joined: 12 May 2017

Star Wars addons

12 May 2017 14:50

Is the catalog complete
 
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Betelgeuze
Astronaut
Posts: 49
Joined: 24 Apr 2017
Location: Belgium

Star Wars addons

12 May 2017 23:14

Airea wrote:
Is the catalog complete

Nope. there missing Star Wars systems such as  Hosnian system /  Hosnian prime and more many systems that are not on catalog
 
ImperiumAssertor
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Posts: 13
Joined: 02 May 2017

Star Wars addons

03 Jun 2017 08:15

This is a lovely mod, been playing around with it for a few days. The models are great, I like evillejedi's work. Being the purist I am, I've modded quite a few ships to have 'canonical' acceleration. And as you can imagine, the results are spectacular, and amusing  :)

Take the ISD-II for example, with its acceleration of 2300G, I changed the corrective thruster value to about 22500, giving that same acceleration in-game in m/s. Though it may look and sound ridiculous, this is small change compared to the actual power output of the ship (9e24w.) Assuming an ISD is about 64,000,000 metric tons at a density of 1.2 tons per m3, it would take 1.6e19w to accelerate to 22.5km/s for a second. So that's full forward acceleration, requiring only 0.0017% of the ship's full power. That said, there is a good theory that the ship's thrusters are pushing on hyperspace all the time, somehow, which might also explain how they're able to stop so abruptly. Or perhaps repulsor technology is factoring in somewhere (I suspect it is, why else wouldn't there be manoeuvring thrusters on SW ships.) Whatever the case, I suspect that they operate this way because they don't want to have to hold loads of rocket fuel, or it's inefficient in comparison. Obviously some is used, but that is probably just to aid in forward propulsion, which is the main mode of SW ships. So that might significantly increase the energy requirements of such movement (tapping into hyperspace probably requires lots of power, otherwise the engines wouldn't inhabit such enormous spaces in starships) thus explaining the very low power draw.

Anyway, long story short (that was a bit of a tangent) I'm having a fun time boosting the accel. to canonical levels on most, possibly all, ships. It's kind of amusing sitting a TIE on the ground and then shooting off into space in a matter of seconds lol.

Oh yeah, is anyone thinking of adding any other ships? I'd love to see some of the newer Byss fleet ships, the ones that Fractalsponge has designed, like the Assertor, Fulgor, Secutor, Bellator, new Allegiance model, and so on.

Image
 
ImperiumAssertor
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Posts: 13
Joined: 02 May 2017

Star Wars addons

04 Jun 2017 11:40

Oh an another question: when I edit the main thruster values, it seems to have no effect (?). Hover engines work, not sure about retrothrusters, corrective engines certainly work, but changes in thruster values seem to yield no results: the ships are almost always limited to 50m/s acceleration, which is too low for my purposes.

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