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FO modding help

Hath

The COON !!!
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Okay I need some help. Has anyone modded a torpedo onto the Saber (Y version for those that care)? I've been trying to do just that all afternoon and no dice. Everything starts out ok, ship builds fine, moves fine, even got the thing to fire a torpedo or two, but sooner rather than later the hole game crashes!!! I // the passives off the saber and that help the game run for a little longer, but as soon as the borg showed up and the Saber entered combat crash city! I tried a bunch of different combinations of things and crash, crash, crash. I'm guessing there are more passives that are screwing me but I'm not sure how or why. Any help would be much appreciated!! Thank you.
 

Tecnitron

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i only got normal armada with the patches 1.1 and 1.2.5 ( i got no fleetops) ,
all crashes with weapons that i had where in the odf's things that don't fit.
but it was so hard to figure out where the failures are ...
so i took a original odf from my game deleted all lines and used it for other ships and stations ,
i was deleting and adding lines like crazy until it worked.
i have aad moermans saber and the ingame torpedo so i don't know what is Y version.
i rarely worked on weapons but as sayed i use blank odf's.
i don't work with programs only with notepad on odf's and i don't use downloaded odf's
try to edit them like they are ingame

it's hard for me to understand but trained my thinking every time.
failures could be in weapons.spr or in *.odf or *.tga textures are not there.
it crashes or it simply does not work.

are in fleet ops no odf 's ?

i think you all use programs ,but they don't work on my pc...
 
Last edited:

Hath

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Tecnitron fleet ops uses a file compression for the odfs but its included in the download so if you want to give fleet ops a try don't let that scare ya. Oh and my ooooooold pc runs fleet ops fine so yours probably ok on that front too.


Sisko yes I added the torpedo to all of the saber files including the ones to make the passives work. The torpedo is one form the excelsior so I didn't have to create new torpedo files.
And I made sure that the weapon and hardpoint numbers were correct so I'm at a loss as it why the game would crash when the saber engaged or was engaged in combat?
 

Hath

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I should have saved one but the hole crash feast pissed me off to the point that I reset all the sabers back to stock. No torpedoes but no crash either. I was just wondering if any one had the same problems and found a solution. Thanks.
 

Tecnitron

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yes , sometimes it took weeks for me to understand how it works , but after a while it does :)
after years i understand half ways now , how enemy send and builds ships in single player.
 

Atlantis

Master Chief Petty Officer of Starfleet
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There are literally hundreds of possible causes for this; you're going to need to narrow it down for us. Run it again and save a crash report for us, OK? Then we migh be able to figure it out a bit.

One possible thing, though:
If it's happening when the ship begins to fight, it's probably a typo in an ordnance file. If it's happening later in the game but not in the ship's first fight, it's probably also localised to one of the ship's higher ranks. Look out for what rank the ship is at, and look in the weapon ordnance file for that level.
 

Hath

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Thanks for all your help everyone. But I've put me Saber modding plans on hold for a little while. The Saber and I are still not on speaking terms! lol That being said I'm off to me next modding adventure in FO. Changing out some of the fed models. I don't want to mod in a hole new ship because of all the passives and weapon files I would have to get into and mod. I was hoping maybe someone had done this and could help steer my away from any pit falls. I want to add the following ships:

1. Dawnstar Class - as a battleship. I was think of replacing the Descent? (Ya this one is going in if I have to crawl into my harddrive and weld the dawnstar's info into FO!!!)
2. Prometheus Class - This ones model is already in FO I just what to make to playable. I don't know what class (or model to replace, maybe one of the Nebula's) I should use for this one, any thoughts?
3. New Orleans Class - as a cruiser. Was thinking about changing out a nebula variant. Well be a warp-in only ship.
4. Achilles Class - as a cruiser. To replace the Centaur?
5. Proteus Class - as a battleship. (I have the FO version somewhere I think.) Any idea which model I should replace?
6. Plus more once I get these working :O

The following are models I was think of replacing. They don't need to be the same class or ever have the same weapons, hp, or special weapons, etc. I don't mind modding the ship files. Just want to stay away from the hundreds of weapon files.

Monsoon Class
Phalanx
Centaur
Nebula - San Francisco Type
Nebula - Rigel Type
Descent

Thanks for your time and any help!!
 

Mikemckeon007

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Those are all great ships. What i do when im adding a ship i grab all the odfs of a ship already in the game and make copies then work on that entire set. it helps me keep track easier.
 

Hath

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Leader of the Trash Panda Horde
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Ok I saw Terra do this it can't be that hard. "Arise necro tread... Arise. Arise?... Oh come on you can do it... Lets see did I got the recipe right? One black kettle, check. One pint of blood (fresh), check. One cup of spider legs, check. One eye of newt, check. One high energy electric cable, check. Oh thats what I forgot one high speed internet connection. Here we go I got it this time. Arise necro tread... Arise!"
Ok I hope you got a laugh out of that.:lol2:

Now to my question. With the help of Majestic and Cabal, THANKYOU!! both very much, I've got my Dawnstar class all modded into Fleetops and looking sweet! So I decided to add another phaser array to her and I ran into a problem. The new phase fires fine but most of the time its overlaying the first phase beam. Both phaser beams seem to be firing from the same hardpoint, even though I have them set to different hardpoints. I tried several different hardpoint configurations with no luck. So I limited both phasers to one (different for each other) hardpoint, no luck. In fact both phasers were able to fire from at least 4 different locations from the hull, while only having one hardpoint assigned to each of them.
On the positive side or for some strange reason the phasers are acually firing from the phaser array locations on the model. If one phaser would just fire from the left side and one from the right i would be happy.
I swapped out the Descent class for my new Dawnstar class so all the passives would work and i wouldn't have to mod a 1000 files, does that have something to do with it? Anyone have this problem be for?

So what am I doing wrong? Does Fleetops have a seperate file for hardpoints on models? Does FO only use "root" locations? Am I an Idiot?:confused:

Thanks for your help!
 

Majestic

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Try these hardpoint locations for the saucer

Phaser 1 = HP06, 07, 02
Phaser2 = HP04, 05, 03
 

Hath

The COON !!!
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Thanks Majestic. I tried those but the phases still stack. I should have said that I'm using the dawnstar from the old filefront site. The readme says Redragon and APCM made it and I'm using Jetfreaks textures. I don't know if this is the problem, but she works just fine in my stock A2 mod. I did download the dawnstar from here so if worse comes to worse i may try that one. Any ideas? Thanks again.
 

Majestic

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Thanks Majestic. I tried those but the phases still stack. I should have said that I'm using the dawnstar from the old filefront site. The readme says Redragon and APCM made it and I'm using Jetfreaks textures. I don't know if this is the problem, but she works just fine in my stock A2 mod. I did download the dawnstar from here so if worse comes to worse i may try that one. Any ideas? Thanks again.
Probably is those hardpoint are for the model I did with Jetfreak texturing it.
 

CABAL

<< ■ II ▶ >>
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For that model, it looks like only hardpoints 02-05 are positioned for the phaser array. Try this:

weaponhardpoints1 = "hp02" "hp05"
weaponhardpoints2 = "hp03" "hp04"

Assuming your phasers are weapons 1 and 2, of course.

Here's a visualization of where they're at.
dawnstartop.png

If that doesn't work, try posting the weapon section of the ODF. Could just be a typo somewhere.
 

Hath

The COON !!!
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Thanks Cabak I'll try those and see what happens. If this doesn't work I think I'll put Majestic's model in game and go from there.
 

kjc733

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If that doesn't work, try posting the weapon section of the ODF. Could just be a typo somewhere.
Or font style! I remember once I had a burst of inspiration while at work, roughed out some odf code in Outlook and emailed it to myself (in my lunch break obviously:)). When I got home I copied the text from the email into the odf file, tweaked it a bit and ran it up - with resulting crashes. It turned out that Outlook used a different type of speech mark that the game didn't like. That was a pain to find!
 

Hath

The COON !!!
Leader of the Trash Panda Horde
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I tried your hp suggestions Cabal with no luck. So I got feed up with things not working and modded Majestic's Dawnstar into FO. The Phasers are still firing from multiple points and I have them limited to just one each. I have no idea why this is happening. Has anyone here modded a Dawnstar into FO?

I'm including the first odf file in hopes that someone can see something I'm missing. I should say that I modded the Dawnstan to replace the Descent class, just a simple sod name change and slight odf tweak. She is still a warp in, but I don't see why that would matter (but at this point I'm grasping at straws). I highlighted the weapon hp that are giving me trouble. Thanks to everyone for their suggestions and continued help!

Here is the file: fed_descent.odf

//basename = "fed_dawnstar"
ScaleSOD = .75
unitname = "Descent Class"
tooltip = "Descent Class"
verbosetooltip = "AUTOTOOLTIP-fed_descent.odf"
race = "unitedfederation"
buildtime = 121
crewcost = 600
worthxp = 127
xplevel = 1
nextrankclass = "fed_descentr2"
nextrankxp = 69
//destroyedbiomattercost = 45.5
recycledilithium = 0
recyclelatinum = 0
recyclebiomatter = 0
recycletime = 67
maxhealth = 448
curhealth = 448
healthrate = 0.856
maxshields = 1499
curshields = 1499
shieldrate = 2.764
shieldgeneratorhitpoints = 107
engineshitpoints = 107
weaponshitpoints = 107
lifesupporthitpoints = 107
sensorshitpoints = 107
maxspecialenergy = 600 //100000
specialenergyrate = 6 //333
specialenergydisplaymode = 1 //2
attackpower = 1.000
intrinsicvalue = 1.000
giveisallowed = 0
physicsfile = "smooth_physics_90.odf"
trekphysicsfile = "smooth_physics_90.odf"
fleetcapfile = "all_cap_warpin.odf"

weapon1 = "fedW_descent1"
weaponhardpoints1 = "hp02" //"hp05" "hp14" "hp15"
weapon1iconpos = 40 20

weapon2 = "fedW_sovereignY1"
weaponhardpoints2 = "hp03" //"hp04" //"hp01" "hp14" "hp15" "hp26" "hp29" "hp31" "hp32"
weapon2iconpos = 40 80

weapon3 = "fedW_descent2"
weaponhardpoints3 = "hp30" "hp33" "hp34" "hp35" "hp36" //"hp27" "hp09" "hp28"
weapon3iconpos = 70 32

weapon4 = "fedW_sovereignY2" //"fedW_descent2"
weaponhardpoints4 = "hp30" "hp33" "hp34" "hp35" "hp36"
weapon4iconpos = 70 68

weapon5 = "fedW_excelsior3"
weaponhardpoints5 = "hp01"
weapon5iconpos = 60 50

weapon6 = "passive_mlshields"
weaponhardpoints6 = "root"
weapon6iconpos = 80 50

//weapon4 = "fed_shieldreset"
//weaponhardpoints4 = "root"
//weapon4iconpos = 60 40
enginestargethardpoints = "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38"
lifesupporttargethardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"
weaponstargethardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
shieldgeneratortargethardpoints = "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27"
sensorstargethardpoints = "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27"
hulltargethardpoints = "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24" "hp25" "hp26" "hp27"
criticaltargethardpoints = "hp11" "hp12" "hp13" "hp14" "hp15" "hp16" "hp17"
possiblecraftnames = "USS Abatis" "USS Angel" "USS Asia" "USS Avila" "USS Buhen" "USS Caesar" "USS Casemate" "USS Celeus" "USS Colossus" "USS Democracy" "USS Diamond" "USS Dragon" "USS Eifel" "USS Federation" "USS Fortress" "USS Genesis" "USS Genoese" "USS Gigantic" "USS Hope" "USS Independence" "USS Legacy" "USS Leviathan" "USS Malbork" "USS Nebuchadnezzar" "USS Odin" "USS Olympus" "USS Parapet" "USS Protector" "USS Star League" "USS Tempest" "USS Unity" "USS Valenca" "USS Vespasian" "USS Void" "USS Zeus"
eventselect = "Basic3BattleshipSelect"
eventacknowledge = "Basic3BattleshipAcknowledge"
eventattack = "Basic3BattleshipAttack"
eventstop = "Basic3BattleshipStop"
eventmove = "Basic3BattleshipMove"
eventrepair = "Basic3BattleshipRepair"
shipclass = "battleship"
shiptype = "B"
enginesrepairtime = 1.0
lifesupportrepairtime = 0.25
weaponsrepairtime = 1.0
shieldgeneratorrepairtime = 1.0
sensorsrepairtime = 1.0
avoidanceclass = 8
weldingradius = 0.25
fireball = "x_large2_explosion"
classlabel = "craft"
ainame = "CraftProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0
enginescrewloss = 10.0f
lifesupportcrewloss = 10.0f
weaponscrewloss = 10.0f
shieldgeneratorcrewloss = 10.0f
sensorscrewloss = 5.0f
lifesupportloss = 2
engineshitpercent = 7.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 71.0f
ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 1
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
can_explore = 1
combat = 1
can_sandd = 1
buildablebyownerraceonly = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 850
shieldhit = "shield_fed_hit_descent"
shieldhitcritical = "shield_fed_hitcrit_descent"
shielddown = "shield_fed_down"
 

kjc733

Wibble
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It's been a while since I have worked an odf in anger (and I've never done anything with Fleet Ops), however I'd suggest going back to basics.

1. Delete the commented out values (after making a backup file that's not in the same directory). It's just cluttering things up and maybe somehow it's not being registered as being commented out (for example you have two sets of // in weapon2, which I would avoid).

2. I would suggest trying a version that deletes all but one type of weapon, (or even put in an obviously different weapon type) then see how it behaves. If other weapons are still firing then it's not reading this odf and is pulling code from somewhere else.
 

Hath

The COON !!!
Leader of the Trash Panda Horde
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780
I think we have a WINNER!!!!! Thankyou kjc. I've got to do some more tinkering to be sure but I think your idea of the multiple // is my problem. I deleted the // and everything behind it on phaser 1 and then I just // out the second phaser. Well in game the second phaser was still there and firing. I'm guess that the // "hp01" //"hp02" is somehow telling the computer to read the hole line. I got some testing to do but I'll get back with an update.
 

Hath

The COON !!!
Leader of the Trash Panda Horde
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First let me say "Thankyou!!!!" to everyone who has offered suggestions and advice. With your help I have got the Dawnstar working perfectly! I now have three phaser arrays all working and all firing from their correct hardpoints. I was chasing hardpoints one at a time so since i was in the odf files 40 times I figured I'd add a short range phaser for the secondary arrays. That'll teach the computer to mess with me! :lol2:

As my post above says kcj suggestion of removing multiple // for each line fixed the problem! Thankyou kcj I would have NEVER thought that was the problem. I'm sure I've used double sets of // before in A2 with out problems, or at least I didn't notice any. So thanks for stopping me from chasing my tail.

With the Dawnstar taking her rightfull place as my command ship she's a lean mean phaser spitting and torpodeo flinging machine. I couldn't be happier, so thankyou all again!

@Majestic As I've said I put one hardpoint at a time on a phaser array until I mapped all 35 hardpoints. I've included my list of hardpoint locatings. I couldn't find one in your download, so I don't know if you made one or not. Anyway I thought since I made one for myself I'd share it with everyone. If you want to add it to your download please fell free. Its the least I could do to contribute to this site and your awesome models.
 

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Zelph

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Question about Fleet Ops. Are they still working on developing their own engine, or is the project totally dead?
 

CABAL

<< ■ II ▶ >>
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Question about Fleet Ops. Are they still working on developing their own engine, or is the project totally dead?
The ezEngine website is still updated from time to time and the GitHub had a commit two days ago. It's going, it's just taking a long time. The screenshots page even has a couple that look to be from Fleet Ops NX.
 

Hath

The COON !!!
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Hi guys I've been tweaking on fleetops of late. I'm slowly adding extra weapons to the Veteran ships because I dont feel like some of them offer enough of an advantage to upgrade them. So I'm working on the Fed Avalon carrier, rank 6. I added a torpedeo launch with no problems, but when I added a second set of fighters (for 8 fighters in total) nothing happened. Is there a way to do this or is 4 fighters hardwired as the max per carrier?
 

CptBenSisko

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2 Feb 2010
Messages
611
Definitely not.. you can add multiple fighter bays. My Carrier in the TMP mod can launch roughly 12 fighters at a time.
 

Hath

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Ok thanks i must have not used the right fighter weapon. The hanger in the mini image showed up but no fighters. Are they different?
 

Hath

The COON !!!
Leader of the Trash Panda Horde
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Ok I got my avalon to host 8 fighters. Thankyou CptBenSisko! I had to make a hole new odf file and set the max fighters to 8. When I added a second hanger the fighters spawned twice as fast but apparentally when the avalon had 4 fighters both bays saw this and stopped making more fighters.

Now I have a new problem. While my new odf file fixed the fighter limiting problem it messed up the weapon2iconpos hanger icon that shows up on top of the miniimages. Instead of the fancy hanger icon I now have a special weapon default lighting bolt. Any idea where to start looking to fix this. Bonus points for how to change the text so it well say "8 fighters".

Thanks for your help!

weapon2 = "fed_avalonFR8"
weaponhardpoints2 = "root"
weapon2iconpos = 75 50
 
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