[A17/B18] Orbital Hubs United - Dropships 1.2 (14.02.2018)

Started by Cpt.Ohu, April 23, 2017, 03:44:16 PM

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Cpt.Ohu

Looks like there weren't enough ships created to hold all raiders. riders. These were then not properly spawned.

Rocket_Raccoon

#301
Any way to fix  this? Because even after deleting the ships and the pirates it still throws out errors and is not saveable anymore.
€: to save my game.

vLexis

This mod is damn impressive :D. It makes it easy for you to travel to other factions and can easily carry your items. I would like to report my problem that whenever you are in development mode and you travelled to a place, returning back home with the option 'Enter village (Dev: Instantly)' makes your dropship disappear(but the items came back). Another problem is that when you have two ships ( or more idk ) and you want to attack an enemy faction, selecting 'drop at edge' will destroy some of your dropship/s and even your items and colonists. Anyways, great work on this mod!

vLexis

When you are at the loading tab ( on the items section) it's also laggy.

SpaceDorf

Quote from: vLexis on July 30, 2017, 01:44:48 AM
When you are at the loading tab ( on the items section) it's also laggy.

thats vanilla behavior .. trading and creating a caravan is also lagging .. at least on my comp ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

s44yuritch

In my experience, loading screen lagging only started after I activated the dropship mod. And yes, it then started in all loading screens, incl. vanilla caravans. Might still just be a conincidence.

Plasmatic

Really enjoying the mod so far. works swell, aside from not being able to choose ship as a starting way, I only get standing or drop pods, but it's not that big of a deal (I assume it's just a conflict with another mod)

After having used the ship a couple times to grab item stashes and such I would love to see a unload all cargo button.

True, it's easy enough to open the cargo and spam the drop button on everything, but if you pick up a *metric ton* (sorry, couldn't help it!) of different items rather than just a lot of one type it's a bit of a hassle.

SpaceDorf

But that would also unload my Basic Travel Equipment.
The Tent, Sleeping Bags, 50 MRE's, 50 Medicine, Mobile Generator, ...

and so on.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

sheidula

great mod. will there eventually be a troop transport, for about +-12 people at a time, but limited cargo?

Cpt.Ohu

Quote from: Rocket_Raccoon on July 29, 2017, 07:52:56 AM
Any way to fix  this? Because even after deleting the ships and the pirates it still throws out errors and is not saveable anymore.
€: to save my game.

You'd have to dig through the save game and remove the Lord as well as the associated Pawns. Possible, but difficult. Sorry about that.

Quote from: Plasmatic on July 31, 2017, 05:40:27 AM
Really enjoying the mod so far. works swell, aside from not being able to choose ship as a starting way, I only get standing or drop pods, but it's not that big of a deal (I assume it's just a conflict with another mod)

After having used the ship a couple times to grab item stashes and such I would love to see a unload all cargo button.

True, it's easy enough to open the cargo and spam the drop button on everything, but if you pick up a *metric ton* (sorry, couldn't help it!) of different items rather than just a lot of one type it's a bit of a hassle.

I'll think about implementing it.

Quote from: sheidula on July 31, 2017, 07:07:44 AM
great mod. will there eventually be a troop transport, for about +-12 people at a time, but limited cargo?

Possibly for pirate factions.

SpaceDorf

I am thinking about rimsenal ships for the last two days.

Since adding ships to the OhU family is easier than I thought .. my only problem is that I can't create graphics worth looking at.

But I wanted to write something completely different, concerning the loading of the dropships.

Have you considered creating multiple interaction points ?
Fueling and Loading are two different interactions and work in parallel. I think boarding is not .. or maybe it is, thats why the pawns always board the ship before they are done with loading.

If you create multiple "virtual" loading bays, equal to the number of assigned haulers, similiar to a launch group of transport pods .. every loader puts his stuff in his loading bay from where it gets "transported" into the cargo bay.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Plasmatic

What about a heavily armed gunship type thing? like 3 turrets + payload (when payloads are implemented)

Not much cargo, not many passengers, and a gas guzzler, but good defensive support for *less than friendly* areas

SpaceDorf

#312
Everything is possible .. do you know an Artist ?
I would volunteer for the coding.

====== EDIT with new Idea ======

Quote from: Plasmatic on August 01, 2017, 01:33:03 AM
What about a heavily armed gunship type thing? like 3 turrets + payload (when payloads are implemented)

Not much cargo, not many passengers, and a gas guzzler, but good defensive support for *less than friendly* areas

Easy fix for the current ships .. :

Remove the Ordonance Slots from the Dropship and add a few seats and Storage.
( is it possible to include different seat types ? ... so prisoners do not get unloaded by default, animals don't count as seats .. )

Add the Ordonance and Gun Slot(s) to the Scoutcraft.

Instant Rolecast and use for two planes. Fighter and Gunship + Troop/Cargo Vessel.

===== EDIT 2 =====

Another good addtion would be if a ship could require more than one pilot, most
gunships and bombers require a pilot and a gunner.
Or give penalties when the requirements are not met .. one guy can use all the equipment,
two are better
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Jetpack_Maniac

Perhaps the ship could count as a valid sleeping spot (at low comfort for up to the max passengers)?  I just touched down in a boreal forest (to collect wood for our artic base) and my dudes immediately plop down and are sleeping on the ground before we could chop wood for beds.

SpaceDorf

Quote from: Jetpack_Maniac on August 02, 2017, 05:06:43 PM
Perhaps the ship could count as a valid sleeping spot (at low comfort for up to the max passengers)?  I just touched down in a boreal forest (to collect wood for our artic base) and my dudes immediately plop down and are sleeping on the ground before we could chop wood for beds.

Happens to me all the time .. my solution : Bring Beds. ( or sleeping bags, or tribal cloth beds .. )


Another fun Feature for the dropship : Engine Burns.  If the drop ship uses a solid-fueled rocket engine ( modern spaceflight ) instead of antigrav ( not there yet ) or airjet turbines ( every plane that doesn't use rotors )

The engine exhaust through take off should burn a bit of area behind the ships ( like dropping 2 or 3 molotovs .. )

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker