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Sleds and Zeppelins


chocolambot

Which one would you give prioroty?  

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  1. 1. Which one should be made first? :D



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http://img407.imageshack.us/img407/3332/dwemerairshipplans.jpg

 

I'm not sure what to make of this, is it upside down? Anyway this is what the bottom should look like...

 

http://img84.imageshack.us/img84/1181/791pxbmplacesairshipwre.jpg

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I say sled. Because, cmon, the image of an uber-hardened Norse warrior sledding down a snowy mountain to get away from an angry dragon would just be too hilarious! :teehee:
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I say sled. Because, cmon, the image of an uber-hardened Norse warrior sledding down a snowy mountain to get away from an angry dragon would just be too hilarious! :teehee:

 

You forgot to do some 1080°s and backflips on the way down, combo-breaker-time :thumbsup:

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I say sled. Because, cmon, the image of an uber-hardened Norse warrior sledding down a snowy mountain to get away from an angry dragon would just be too hilarious! :teehee:

 

You forgot to do some 1080°s and backflips on the way down, combo-breaker-time :thumbsup:

 

If someone releases a mod that allows for this sort of thing, I'm so getting a vid or screencaps of that exact scenario. :biggrin:

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hilarious for sure... but a skyship vs dragon battle would be epic.

 

anyways, I would like to see the airships in different sizes, types, and features.

 

types/roles:

*Militarty

*Transport

*Trade

*Private

 

and then sort them thru different designs, which could then perform any of those roles its suitable for- or a mix

 

So like, they would all have the ability to transport goods, fight, be armored, ect ect

but different types would have different ratios of what they could do

idk the exact details I'd put into it.

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Good News everybody :thumbsup:

Been working on the Dwemer Skyship Script today and threw some more realistic steering physics on that beast!

 

Feels and moves like a massiv giant trough the air, smoothly and not too fast in acceleration towards any axis.

 

Will release a modified .esp when it's done :thumbsup:

 

All values can be easily adjusted to fit the right type of airship/ship, lot's of fun sailing it in the water or the air, but still the old .esp contains a few annoying bugs i'd like to get rid of, so stay stuned, any help is appreciated

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Good News everybody :thumbsup:

Been working on the Dwemer Skyship Script today and threw some more realistic steering physics on that beast!

 

Feels and moves like a massiv giant trough the air, smoothly and not too fast in acceleration towards any axis.

 

Will release a modified .esp when it's done :thumbsup:

 

All values can be easily adjusted to fit the right type of airship/ship, lot's of fun sailing it in the water or the air, but still the old .esp contains a few annoying bugs i'd like to get rid of, so stay stuned, any help is appreciated

 

wtf? troll much? or wrong forums?

Skyrim isn't even out yet...

*makes confused face*

 

did you make this on oblivion and just gonna port it later?

Edited by El`derina
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did you make this on oblivion and just gonna port it later?

 

Exactly this :rolleyes:

 

and to prove that I'm seriously not trolling here you got a short part of the modified acceleration script

 

	if ( DSStage == 3)
	player.resetfalldamagetimer
	disableplayercontrols
	set movementscale to 40

	if ( isKeyPressed 16 ) ;go up (shift)
		set zacceleration to DSPower/70
	elseif ( isKeyPressed 17 ) ;go down (ctrl)
		set zacceleration to -3
	else
		set zacceleration to 0
	endif

	if ( isKeyPressed 65 ) ;turnleft (a)
			set angle to ( angle - 5 * t_it * t_it * 100  )
			set t_it to t_it + t_it  * t + 0.005*t
			if ( t_it > 0.02 )
				set t_it to 0.02
			endif
	elseif ( isKeyPressed 68 ) ;turnright (d )
			set angle to ( angle + 5 * t_it * t_it * 100  )
			set t_it to t_it + t_it  * t + 0.005*t
			if ( t_it > 0.02 )
				set t_it to 0.02
			endif
	else
			set t_it to 0	
	endif

	if ( isKeyPressed 87 ) ;go forth (w)
		set airshipacceleration to DSPower/20
	elseif ( isKeyPressed 83 ) ;go back (s)
		set airshipacceleration to -DSPower/25
	else
		set airshipacceleration to 0
	endif

		set airshipspeed to airshipspeed + (airshipacceleration) * t	;ve=va+a*t
		set airshipspeed to airshipspeed - airshipspeed *0.10*t			;slowly breaking to zero, wind
		set airshipway to (airshipspeed * t + (airshipacceleration/2) * t * t)*movementscale 		;movement: s=va*t + a/2 * t^2

		set zspeed to zspeed + (zacceleration) * t	;ve=va+a*t
		set zspeed to zspeed - zspeed *0.15*t			;slowly breaking to zero, wind
		set zway to (zspeed * t + (zacceleration/2) * t * t)*movementscale 		;movement: s=va*t + a/2 * t^2

 

u see, serious business going on

I guess I'll be able to reuse most of the work now for skyrim CS later :thumbsup:

 

...currently working on the angle steering...

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did you make this on oblivion and just gonna port it later?

 

Exactly this :rolleyes:

 

and to prove that I'm seriously not trolling here you got a short part of the modified acceleration script

 

	if ( DSStage == 3)
	player.resetfalldamagetimer
	disableplayercontrols
	set movementscale to 40

	if ( isKeyPressed 16 ) ;go up (shift)
		set zacceleration to DSPower/70
	elseif ( isKeyPressed 17 ) ;go down (ctrl)
		set zacceleration to -3
	else
		set zacceleration to 0
	endif

	if ( isKeyPressed 65 ) ;turnleft (a)
			set angle to ( angle - 5 * t_it * t_it * 100  )
			set t_it to t_it + t_it  * t + 0.005*t
			if ( t_it > 0.02 )
				set t_it to 0.02
			endif
	elseif ( isKeyPressed 68 ) ;turnright (d )
			set angle to ( angle + 5 * t_it * t_it * 100  )
			set t_it to t_it + t_it  * t + 0.005*t
			if ( t_it > 0.02 )
				set t_it to 0.02
			endif
	else
			set t_it to 0	
	endif

	if ( isKeyPressed 87 ) ;go forth (w)
		set airshipacceleration to DSPower/20
	elseif ( isKeyPressed 83 ) ;go back (s)
		set airshipacceleration to -DSPower/25
	else
		set airshipacceleration to 0
	endif

		set airshipspeed to airshipspeed + (airshipacceleration) * t	;ve=va+a*t
		set airshipspeed to airshipspeed - airshipspeed *0.10*t			;slowly breaking to zero, wind
		set airshipway to (airshipspeed * t + (airshipacceleration/2) * t * t)*movementscale 		;movement: s=va*t + a/2 * t^2

		set zspeed to zspeed + (zacceleration) * t	;ve=va+a*t
		set zspeed to zspeed - zspeed *0.15*t			;slowly breaking to zero, wind
		set zway to (zspeed * t + (zacceleration/2) * t * t)*movementscale 		;movement: s=va*t + a/2 * t^2

 

u see, serious business going on

I guess I'll be able to reuse most of the work now for skyrim CS later :thumbsup:

 

...currently working on the angle steering...

 

OMG MAN YOU ARE AWESOME :D

 

I hope wil will be easy to port. I think the fact that there are flying dragons should make skyrim easier to put other flying things in don't you think?

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