JimboUK Posted November 4, 2011 Share Posted November 4, 2011 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 Link to comment Share on other sites More sharing options...
xaliqen Posted November 4, 2011 Share Posted November 4, 2011 (edited) If there were an option for skis, I'd choose that. As it is, though, I have to say I'm partial to the airship models. Edited November 4, 2011 by xaliqen Link to comment Share on other sites More sharing options...
Sepherose Posted November 4, 2011 Share Posted November 4, 2011 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: Link to comment Share on other sites More sharing options...
NoxyGame Posted November 4, 2011 Share Posted November 4, 2011 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: Link to comment Share on other sites More sharing options...
Sepherose Posted November 4, 2011 Share Posted November 4, 2011 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: Link to comment Share on other sites More sharing options...
El`derina Posted November 5, 2011 Share Posted November 5, 2011 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 ectbut different types would have different ratios of what they could doidk the exact details I'd put into it. Link to comment Share on other sites More sharing options...
NoxyGame Posted November 5, 2011 Share Posted November 5, 2011 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 Link to comment Share on other sites More sharing options...
El`derina Posted November 6, 2011 Share Posted November 6, 2011 (edited) 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 November 6, 2011 by El`derina Link to comment Share on other sites More sharing options...
NoxyGame Posted November 6, 2011 Share Posted November 6, 2011 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 onI guess I'll be able to reuse most of the work now for skyrim CS later :thumbsup: ...currently working on the angle steering... Link to comment Share on other sites More sharing options...
chocolambot Posted November 6, 2011 Author Share Posted November 6, 2011 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 onI 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? Link to comment Share on other sites More sharing options...
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