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- Help - A Proper Jump Drive for BSG Ships

T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I have Mike McKeon's beta2 BSG mod fully installed and working. I had to add a few files and and tweak a few others to get it to work completely. I have a dodgy version of my Physics Project for simulating the F.T.L. (Jump) Drive. I've never really been happy with it. It is not true to the new series. I have tried using the Borg Transwarp Drive, which is perfect, as well as the Premonition's Temporal Gate from A1 as well. The problem I have is I cannot get them to work at all with Galactica. I suspect it is because I have Galactica class-labelled as a shipyard so she can build Vipers, Raptors, and Shuttles.

1) Is my class_label theory correct? If it is, can I change Galactica's class label to something else which will allow me to retain the ability to build fighters and have a working Jump Drive which re-creates what we've seen in the new series?

2) Is it just something I am doing incorrectly with either the Transwarp Drive or the Premonition's Temporal Gate? I have tried listing either special weapon in the ship odf and both of the techtree files. So far no joy.

3) Would a combination of the above two things also keep me from having Galactica, "Prepare to Jump in three. two. one. Jump!"?

Thanks in advance for any help at all with this which is greatly appreciated.
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
Well, I'm not sure I can be of much help here mate.
I was just about to agree with you that the classlabel will definately be the problem. And that I cant see a way around it if you still want it to build ships.

However, I just thought I'd try a quick experiment. I've just added a shipyard classlabel to my borg Interceptor (that has tranwarp) and it still worked no problem. So I'm a little stumped as well now.

I can only conclude you have made an error somewhere. I'm guessing you gave it enough special energy?
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Thank you, Avon. I appreciate the assistance greatly. I went and checked to make sure she did in fact have Special Energy. She does. I also repeated your little experiment and achieved the same results. I have to agree with your assessment I've made an error somewhere. But I do not know where. The truly aggravating part about this is for it to work for all of my BSG ships, I have to get it to work for one of them. This is one of those things about which A2 can place a burr under my saddle and I can get pretty well foucused down on it to the exclusion of nearly everything else. The bad part about such a tight orbit around such a problem is - I will keep overlooking it. Someone out there with any ODF/Special Weapon modding experience, however slight or recently acquired, has an answer for this I cannot currently find.
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
One thing you didn't mention was if the button was showing up and just not letting you select it, or the button was not showing up at all.

Also, triple check your techtrees (both freetech and tech 1) and for now, make sure they are set to 0 so the weapon is not dependant on anything else.

And lastly, you'll probably gonna have to post your ship, and special weapon odf's for us to see, just in case you've missed something. As you said, if you stare at it too long you could overlook it every time.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
The Special Weapon button shows in the menu and I can click on it and get the Special Weapon location cursor. I have a ship class I use for Galactica, Pegasus and Valkyrie called 'Battlestar.odf'. Just changed that, thinking it may be something in that odf which was preventing the Special from activating. No joy. Here is the complete ODF for Galactica. The original odf ideas came from the Species 8472 Mothership ODF because it was the closest thing in A2 which had the capabilities I wanted Galactica to have. I do not know if this ODF will work with anyone else's model of Galactica or not. I tried very hard to ensure the weapons fire came off the model as close to the turret locations as possible.

#include "Battlestar.odf"

//**********************************************************************
// revised to A2PP X PARAMETERS 03/29/09
physicsFile = "A2PPbsgbattlestarphys.odf"
rangeScan = 800.0f
damagedScan = 267.0f
avoidanceClass = 3

//**********************************************************************
//MAIN DESIGN PARAMETERS

//Name of Ship class in Ship Display window & in edit mode & tooltip
unitName = "Columbia class"

tooltip = "COL_GALACTICA"
verboseTooltip = "COL_GALACTICA_V"

//This ship is a hero.
isHero = 1

//Race which can build ship & starting race of ship
race = "bsg"

//Amount of time required to build ship
buildTime = 60.0

//Number of officers required to build this ship
officerCost = 50

//Number of crew required to build ship & Starting crew
crewCost = 1900

// don't use the horrible old % crew loss on damage
saneCrewLossMethod = 1

//Dilithium Cost to build
dilithiumCost = 1400

//Metal Cost to build
metalCost = 1400

//Max Shield Strength & Begining Shield Strength <1000
maxHealth = 2400
maxShields = 1
curShields = 0

//Rate at which shield recharges (points per second... we think)
shieldRate = 0.01

//Maximum Value of Special Energy
maxSpecialEnergy = 1000

//Rate at which special energy recharges (points per second... we think)
specialEnergyRate = 50

// Hitpoints

shieldGeneratorHitPoints = 1
engine****Points = 1400
weapon****Points = 1400
lifeSupportHitPoints = 1400
sensor****Points = 1400

//**********************************************************************
//SHIP NAMES
possibleCraftNames = "BattleStar Galactica BSG-75"

//**********************************************************************
//ART PARAMETERS & WEAPON NAMES
//Construction Parameters
buildItem0 = "viper2"
buildItem1 = "colonial_raptor"
buildItem2 = "colonial_shuttle"
buildItem3 = "colonial_assltrptr"
buildItem4 = "colonial_blackbird"

//Hardpoint location for building.
buildHardpoint = "hp01"
repairHardpoint = "hp02"
decommissionHardpoint = "hp02"
repairFacility = 0
decommissionFacility = 1

//Dorsal Batteries
weapon1 = "bsgscdypulse3"
weaponHardpoints1 = "hp21"

weapon2 = "bsgscdypulse2"
weaponHardpoints2 = "hp22"

weapon3 = "bsgscdypulse1"
weaponHardpoints3 = "hp23"

weapon4 = "bsgscdypulse"
weaponHardpoints4 = "hp24"

weapon5 = "bsgscdypulse"
weaponHardpoints5 = "hp25"

weapon6 = "bsgscdypulse1"
weaponHardpoints6 = "hp26"

weapon7 = "bsgscdypulse2"
weaponHardpoints7 = "hp27"

weapon8 = "bsgscdypulse3"
weaponHardpoints8 = "hp28"

//Ventral Batteries
weapon9 = "bsgscdypulse3"
weaponHardpoints9 = "hp37"

weapon10 = "bsgscdypulse2"
weaponHardpoints10 = "hp38"

weapon11 = "bsgscdypulse1"
weaponHardpoints11 = "hp39"

weapon12 = "bsgscdypulse"
weaponHardpoints12 = "hp40"

weapon13 = "bsgscdypulse"
weaponHardpoints13 = "hp41"

weapon14 = "bsgscdypulse1"
weaponHardpoints14 = "hp42"

weapon15 = "bsgscdypulse2"
weaponHardpoints15 = "hp43"

weapon16 = "bsgscdypulse3"
weaponHardpoints16 = "hp44"

//Forward Batteries
weapon17 = "bsgscdypulse3"
weaponHardpoints17 = "hp29"

weapon18 = "bsgscdypulse1"
weaponHardpoints18 = "hp30"

weapon19 = "bsgscdypulse"
weaponHardpoints19 = "hp33"

weapon20 = "bsgscdypulse2"
weaponHardpoints20 = "hp34"

weapon21 = "bsgscdypulse"
weaponHardpoints21 = "hp35"

weapon22 = "bsgscdypulse1"
weaponHardpoints22 = "hp36"

//Jump Drive
weapon23 = "gtwarpd"
weaponhardpoints23 = "hp79"

//Missile Batteries
//weapon24 = "bsgcolmssl2"
//weaponHardpoints24 = "hp61" "hp65"

//weapon25 = "bsgcolmssl1"
//weaponHardpoints25 = "hp62" "hp66"

//weapon26 = "bsgcolmssl"
//weaponHardpoints26 = "hp63" "hp67"

//weapon27 = "bsgcolmssl1"
//weaponHardpoints27 = "hp64" "hp68"


// Hardpoints to hit for various systems and other locations.
enginesTargetHardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08"
lifeSupportTargetHardpoints = "hp09" "hp10" "hp11" "hp12" "hp13" "hp14" "hp15" "hp16"
weaponsTargetHardpoints = "hp57" "hp58" "hp59" "hp60" "hp61" "hp62" "hp63" "hp64" "hp65" "hp66" "hp67" "hp68" "hp69" "hp70" "hp71" "hp72" "hp73" "hp74" "hp75" "hp76" "hp77" "hp78"
shieldGeneratorTargetHardpoints =
sensorsTargetHardpoints = "hp17" "hp18" "hp19" "hp20" "hp21" "hp22" "hp23" "hp24"
hullTargetHardpoints = "hp25" "hp26" "hp27" "hp28" "hp29" "hp30" "hp31" "hp32" "hp33" "hp34" "hp35" "hp36" "hp37" "hp38" "hp39" "hp40" "hp41" "hp42" "hp43" "hp44" "hp45" "hp46" "hp47" "hp48" "hp49" "hp50" "hp51" "hp52" "hp53" "hp54" "hp55" "hp56"
criticalTargetHardpoints = "hp01" "hp09" "hp57" "hp17" "hp25"

//**********************************************************************
//AI system parameters
//These parameters influence how the AI evaluates and compares craft.

//An abstract number that represents how much extra strength must be
//used to attack this craft due to its weapons.
// (0.0=no weapons, 0.5 = average weapons, 1.0=many good weapons)
attackPower = 1.00f

//The normalized intrinsic value of a target. High value craft make good
//attack targets. (0.0=lowest value, 1.0=highest value)
intrinsicValue = 1.00f

//**********************************************************************
//CREW STATUS MULTIPLIERS
//The multiplier for the delay between shots for weapons while in yellow status
weaponYellow = 1.0f

//The multiplier for the delay between shots for weapons while in red status
weaponRed = 2.0f

//**********************************************************************
//PROGRAMMING PARAMETERS WHICH SHOULD NOT BE CHANGED & UNUSED PARAMETERS

//Runtime class label for instantiation of object.
classLabel = "starbase"

//**********************************************************************
//KEYMAP LABEL
// Obsolete, use hotkeyLabel
// keymapLabel = "starbase"
hotkeyLabel = "HOTKEY_F6"

ambientSound = "amklng.wav"
ambientMinimumFactor = .25
ambientMaximumFactor = 1

//************************************************************
// Brian additions for context sensitive menus

ship = 1
builder_ship = 1
has_hitpoints = 1
has_crew = 1
transporter = 0
can_explore = 1
canAttack = 1
can_sandd = 1
can_guard = 1
canAttackPlanets = 1
combat = 1
alwaysRecomputeRallyPoint = 1
is_starbase = 0

SHOW_SW_AUTONOMY = 0
SHOW_MOVEMENT_AUTONOMY = 1

baseName = "colonial_galactica"

ScaleSOD = 2.05
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
I'm guessing by the looks of it, you dont have a hp79 that the transwarp is assigned to.
Try changing it to a lower number. The weapon hitpoints listed underneath only go up to hp78. Other than that, I cant see any other problems.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
The extra HP is something I've done for awhile. Did it by accident while installing a Romulan cloaking device on my Defiants. They cloaked and I cannot tel you why, either. I will try changing the number to a lower one which is not used for anything else. I am relieved that is the only error you spotted. I was afraid I was beginning to lose my touch. Thanks for the assist, Avon. I really do appreciate it.
 

Avon

The older I get, the more I forget
Joined
28 Dec 2006
Messages
491
Well as long as it works mate, glad to help.:)
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Well, the Jump Drive function problem is now fixed. I moved the Special Energy entries in the Ship ODF to below the system hitpoints entries. I added the gtwarpd special weapon to just below the last weapon entry and then made sure it had the same number as the first Engine hp. All of my BSG ships will now Jump, including Galactica, though I am puzzled as to why this did not work in the first place, since other than the hp's all I've really done is change the order things are in inside the ODF.

The next part of this is to get something which looks like the Jump flash to appear and run down the ship both upon Jumping and upon exiting from the Jump. Kinda neat how the ships keep their original heading and speed after exiting the Jump. I suppose I need some sort of sound as well. Thanks to Avon for the help he so generously provided. And to the rest of you for putting up with me. I suppose this means BSG Add On Pack Number Two is not very far off. Complete with proper physics.
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
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Messages
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Hello:
I am very happy that you got the FTL working, I was really beginning to get worried. Well, now you can get the civilian ships out of Ragnar Acnhorage while you are under attack by two Baseships with a third incoming. Believe me, it is quite fun:D.
 

Amateur

Waiting for Godot
Joined
29 May 2006
Messages
755
Age
34
I know you've solved it now, but the weaponHardpoints line is missing the capital 'h' on the Jump Drive bit.

Just for the sake of completeness. :) Glad you got it working.
 

Syf

Lost Finder
Star Fighter
Joined
21 Apr 2006
Messages
7,129
Age
49
I have a suggestion. Try not using the special weapon and just speed up the warp speed setting. The Trek ftl flash is nearly the same as the BSG jump flash, so you have that effect already by default ( which I believe you can edit the flash image even). I toyed with the warp settings for an old mod to see what it would do, and it works fine.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I have a suggestion. Try not using the special weapon and just speed up the warp speed setting. The Trek ftl flash is nearly the same as the BSG jump flash, so you have that effect already by default ( which I believe you can edit the flash image even). I toyed with the warp settings for an old mod to see what it would do, and it works fine.

You are correct. This is the current way things are set up in A2 Physics Project Version X and the BSG Add On Pack. It does work exactly the way you've described, Syf, and thank you for the suggestion and help. I just wanted something which was (OMG! I cannot believe he's gonna say it! ) 'closer to canon' :Y as seen in the new series. :lol2:
 

EAS_Intrepid

MSFC Staff Paramedic
Joined
23 Apr 2006
Messages
2,615
Age
35
That is a very interesting solution.

Maybe someone could upload a video to youtube which shows how it works and looks in-game.


Do you still need a sound for the FTL? I think I can manage to provide one.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
That is a very interesting solution.

Maybe someone could upload a video to youtube which shows how it works and looks in-game.

Like the first vid in this post? MSFC - View Single Post - Some A2 Vids

As you can, it does work. And fairly well at that. What it does not do is function correctly all the time. Sometimes the ships head for the nearest mapedge and then circle the map at warp until they stike a barrier such as an asteroid field or nebula. Other times they begin to turn and bank while at warp and wind up very far from the intended destination. This would be bad if Galactica warped into the middle of a fleet of Base Ships. :oops:


Do you still need a sound for the FTL? I think I can manage to provide one.
Yes, I do. And thank you for the assist! People around the other A2 site think I am pretty clever with some of the mods I've released. I've always maintained I just get lucky enough to run across the right person at the right moment. Nice to see that tendency has followed me here. :lol2:

What I'd like to have is either Adama or Caine speaking something like, "Spool up the Jump Drive!/ Prepare to Jump!/ Jump!". Or just the mechanical noise played during an exterior shot of a ship Jumping. Either one would be acceptable. I will PM my email address to you.
 

EAS_Intrepid

MSFC Staff Paramedic
Joined
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Messages
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Age
35
Here it is.

Anybody who wants to use it is free to do so.

Like the first vid in this post? MSFC - View Single Post - Some A2 Vids

As you can, it does work. And fairly well at that. What it does not do is function correctly all the time. Sometimes the ships head for the nearest mapedge and then circle the map at warp until they stike a barrier such as an asteroid field or nebula. Other times they begin to turn and bank while at warp and wind up very far from the intended destination. This would be bad if Galactica warped into the middle of a fleet of Base Ships.

That does look interesting. Good vid!

I will play around with the warp thing and FTL effects once I get some time. I had a pretty nice FTL effect using the sods for the stock A2 suns.
 

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T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
The sound is exactly what I want. It is perfect. Thank you.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Anybody interested in these? YouTube - BSG Liners with Jump Drive
Took me a bit to get them just right but now they are all lightmapped, Jump Drived, and ready to go. I used Coxxon's original textures and a hex editor on a SOD import from Coxxon's BSG Ship Pack I did awhile back and forgot about. There may some other tweaks they need but I am pretty happy with them the way they are. I'll need to package them up but this never takes too long.
 

Dan1025

Every Mods Biggest Fan :P
Joined
31 Jan 2007
Messages
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Age
33
Very cool, love the FTL sound effect, and the lightmapping looks great.

Just out of interest, what music is that playing in the background?

So yeah I say release 'em, you can never have too many BSG mods out there :)
 

Majestic

Administrator
Staff member
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So yeah I say release 'em, you can never have too many BSG mods out there :)

^The man is very wise and logical and I strangely enough I agree with such a logical person. Release it, someone will find a use for it. I may even do so if I get around to releasing my PAR BSG content, unless someone offers to do it for me. :lol:
 
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T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Look heah now Y'All, this kind of enthusiastic response to my vid can only be answered in true Redneck fashion.

"Hey, Y'All! Watch this!"

'Round heah in Mississippi, this phrase is normally the correct answer to the question: "What are usually a Redneck's last words?" In this case, since there are no 4WD trucks, chainsaws, or bass boats with hugely oversized engines immediately to hand, I reckon I'll jes' haf ta bundle up ALL my BSG Civilian ships and send the whole lot in as one package. With everything included. I'll need to secure a couple of permissions from MikeMcKeon007 beforehand. This should not be a problem, since he and I have been trading BSG stuff back and forth for awhile now. As soon as I get the 'Go' from him for two or three of his ships, MSFC will have 'thunderfoot's BSG Civilian Fleet Pack' available for download.
 
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