Endless Sky

Endless Sky

Pyrokar Dec 17, 2016 @ 6:11am
weapon mount points
i would like to learn how to build ships but not sure how to determime axises numbers can some one help me with this
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Showing 1-8 of 8 comments
coldarray Dec 17, 2016 @ 6:39am 
Well its just two sets of numbers the first being for side to side the second being for up and down.
 gun -15 -91 "Meteor Missile Launcher"
 gun 15 -91 "Meteor Missile Launcher"
 turret -26 -49 "Quad Blaster Turret"
 turret 26 -49 "Heavy Anti-Missile Turret"
 turret -19 77 "Heavy Anti-Missile Turret"
 turret 19 77 "Quad Blaster Turret"
As you can see the weapons you have on both sides are always the same number just in the positive or negatives "-15, 15" then the second number is up and down. Negative for up, positive for down. Personally i just mess around with these numbers changing them by 5 and then checking in game with "i" to see if i got the weapon mounts where i want them.

Im sure there's a better way to do it, but thats how i do it.
Ker Dec 17, 2016 @ 6:41am 
all hardpoints are determined from center, regardless of sprite, and will have the same fire location regardless of sprite. IE you can have a shuttle sprite on a Bactrian, and all weapons/engines will fire from locations off the sprite (out in space) due to them not having been changed. All things are considered on a up, down, left, right basis. So really if you want to manual it, you just keep playing with things until it looks decent.

Hardpoint numbers:
How you determine how many weapons hard points there are is by creating new hardpoints in the code, rather than changing a simple value like "gun ports" to 3.

gun -15 -100 "Torpedo Launcher" #This represents one torpedo launcher at one hardpoint gun -15 -100 "Torpedo Launcher" gun 15 -100 "Torpedo Launcher" #This represents two at two hardpoints gun -15 -100 "Torpedo Launcher" gun 15 -100 "Torpedo Launcher" gun -15 -100 "Torpedo Launcher" gun 15 -100 "Torpedo Launcher" Four at four hardpoints, sharing duplicate locations.

The same applies for engines.

The thing to look at here is this area of the ship-code when building a new ship
outfits "Torpedo Launcher" 2 "Torpedo" 60 "Quad Blaster Turret" 6 "Fusion Reactor" "LP288a Battery Pack" "D67-TM Shield Generator" "Small Radar Jammer" 3 "Liquid Nitrogen Cooler" "X3700 Ion Thruster" "X3200 Ion Steering" "Hyperdrive" engine -11 125 engine 11 125 gun -15 -100 "Torpedo Launcher" gun 15 -100 "Torpedo Launcher" turret -54 -54 "Quad Blaster Turret" turret 54 -54 "Quad Blaster Turret" turret -73 0 "Quad Blaster Turret" turret 73 0 "Quad Blaster Turret" turret -54 54 "Quad Blaster Turret" turret 54 54 "Quad Blaster Turret"

Note that anything you want in a specific hardpoint has to be listed in default outfits, further if you want default outfits, you have to grant them hardpoints. The two play off each other. Also ensure that you have enough outfit space for the outfits you want and for those hardpoints.

Hope this helps
Pyrokar Dec 17, 2016 @ 6:41am 
ya thats how i am doing it just wanted to see if there was an easier way
Sinsling Dec 17, 2016 @ 12:03pm 
Originally posted by Takarada Kaneo:
http://endless-sky.github.io/ship_builder.html
I am sad kiko didn't post this first.
Disiuze Dec 17, 2016 @ 12:33pm 
Originally posted by Sinsling:
Originally posted by Takarada Kaneo:
http://endless-sky.github.io/ship_builder.html
I am sad kiko didn't post this first.
i am slightly disappointed, but really this link is thrown around to much so i don't really blame him
Ker Dec 17, 2016 @ 3:47pm 
Originally posted by Sinsling:
Originally posted by Takarada Kaneo:
http://endless-sky.github.io/ship_builder.html
I am sad kiko didn't post this first.

I was going to but i didnt have the time, i had to go.
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Date Posted: Dec 17, 2016 @ 6:11am
Posts: 8