Author Topic: Bulletdesigner shipyard  (Read 26753 times)

Offline davide

  • Commander
  • *****
  • Posts: 548
    • View Profile
Re: Bulletdesigner shipyard
« Reply #45 on: January 13, 2017, 08:35:31 am »
Another issue is that with a 20x20 craft will occupy 1/4 of the available map area in a 40x40 battlescape and it will be easier to determine the UFO's location or land right new to it. Some modded terrains might have issues if they were designed for 20x10 or 20x10 craft. This is something that the modder can solve through map generation rules or terrain redesign though.

Yes, you explain it better then me. :-[

I suppose that you use the APC pseudo-craft to solve similar contraint on special terrains
« Last Edit: January 13, 2017, 08:37:18 am by davide »

Online bulletdesigner

  • Commander
  • *****
  • Posts: 599
    • View Profile
Re: Bulletdesigner shipyard
« Reply #46 on: January 17, 2017, 11:00:40 pm »
OSPREY almost done , final polish details






Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 9955
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bulletdesigner shipyard
« Reply #47 on: January 18, 2017, 01:32:55 am »
So cool! Does it carry people?

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 245
    • View Profile
Re: Bulletdesigner shipyard
« Reply #48 on: January 18, 2017, 02:49:13 am »
Actually, this would make a great *starting* transport for XCOM.

V-22 is 1988~ era technology; and it cruises at 550 km/h; compared to the Skyranger's 760 km/h.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2055
  • Infiltration subroutine in progress
    • View Profile
Re: Bulletdesigner shipyard
« Reply #49 on: January 18, 2017, 03:34:06 am »
Actually, this would make a great *starting* transport for XCOM.

V-22 is 1988~ era technology; and it cruises at 550 km/h; compared to the Skyranger's 760 km/h.

I wanted an V-22 to replace the Skyranger as the starting craft for the Terminator total conversion that I've been putting together. This is just what I needed :)
« Last Edit: January 18, 2017, 03:36:18 am by Hobbes »

Offline davide

  • Commander
  • *****
  • Posts: 548
    • View Profile
Re: Bulletdesigner shipyard
« Reply #50 on: January 18, 2017, 10:15:24 pm »
I wanted an V-22 to replace the Skyranger as the starting craft for the Terminator total conversion that I've been putting together. This is just what I needed :)

that good news!!! :P

Unity is strength!!! ;)

Offline Dioxine

  • Commander
  • *****
  • Posts: 5239
  • punk not dead
    • View Profile
    • Nocturnal Productions
Re: Bulletdesigner shipyard
« Reply #51 on: January 18, 2017, 11:53:01 pm »
Top-notch work as always, already made a variety of fighters from the PLANE2 tileset for Piratez, all look great. And Osprey was sorely needed - many people dreamt about a X-Com helicopter, and Osprey is just as good.

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 9955
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bulletdesigner shipyard
« Reply #52 on: January 18, 2017, 11:54:26 pm »
many people dreamt about a X-Com helicopter, and Osprey is just as good.

Yeah, that's what I've wanted too... I stole X-Ops' unused Dragonfly instead, but this is something much closer to my initial ideas!

Offline Testbox360

  • Squaddie
  • *
  • Posts: 7
  • Rookie Friendly Fire Accuracy: 101%
    • View Profile
Re: Bulletdesigner shipyard
« Reply #53 on: January 19, 2017, 08:22:47 pm »
I'd seriously love a mod that adds more craft types. Like one that can fit 20+ guys. I like yuuuge battles.

Online bulletdesigner

  • Commander
  • *****
  • Posts: 599
    • View Profile
Re: Bulletdesigner shipyard
« Reply #54 on: January 20, 2017, 05:06:20 pm »
https://drive.google.com/open?id=0B3EJsib7nOiIZTAzdlhNTkJHbVE

Hangar file updated with the V22 / 4 planes / xarmy ( urban and combat veicules)

enjoy

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 9955
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bulletdesigner shipyard
« Reply #55 on: January 20, 2017, 05:25:13 pm »
Thanks!

We're in for a wild night...

Offline Hobbes

  • Commander
  • *****
  • Posts: 2055
  • Infiltration subroutine in progress
    • View Profile
Re: Bulletdesigner shipyard
« Reply #56 on: January 20, 2017, 08:36:20 pm »
Hangar file updated with the V22 / 4 planes / xarmy ( urban and combat veicules)

enjoy

Sweet!!!!  ;D



You read my mind and even added the wheels... :)

I was considering adding them myself, although I was going to try something different to see if they could only be 4-6 pixels high by tweaking the values on the MCD files.

This is a V-22 pic already converted to use on the UFOPaedia

« Last Edit: January 20, 2017, 08:57:00 pm by Hobbes »

Offline Solarius Scorch

  • Global Moderator
  • Commander
  • *****
  • Posts: 9955
  • WE MUST DISSENT
    • View Profile
    • Nocturmal Productions modding studio website
Re: Bulletdesigner shipyard
« Reply #57 on: January 20, 2017, 08:42:51 pm »
Thanks Hobbes, that's nice.

Offline Hobbes

  • Commander
  • *****
  • Posts: 2055
  • Infiltration subroutine in progress
    • View Profile
Re: Bulletdesigner shipyard
« Reply #58 on: January 20, 2017, 09:19:01 pm »
Line of fire/sight bug. The soldier inside the cockpit was reaction fired and hit by the MIB guy on the left and neither soldier can see the MIB



And the aliens can spot all the units inside the V-22 through the cockpit...



...while XCom can't see a thing :)




Online bulletdesigner

  • Commander
  • *****
  • Posts: 599
    • View Profile
Re: Bulletdesigner shipyard
« Reply #59 on: January 20, 2017, 09:30:48 pm »
usualy if that happens it´s because i miss someting on the pink brick MCD  and  the LOS of xcom is on the head , let me explain with paint



i got to use the LOS screenshot  from enemy POV to see what brick is missing