Poll: The name of that mod should be different from Ships&Boats and Ph
We have agreed with Eagle_Orion, creator of PhysicsCraft, and Shereis, to join forces to make a mod featuring physics from PhysicsCraft and also the rendering and block interaction facilities of Ships&Boats.
The mountable MG's for flans mod turn into items when the ship is activated, I tested it with 4 of them on the conning tower of my submarine. The planes and cars rotate when the ship turns which isn't a problem. Gun and plane boxes don't work (as expected and told) The Ballerburg cannon mod doesn't work when activated and neither does dynamic elevators.
Thank god for your anchors though or else my endless sea voyage would be super difficult
Alright, since im sick of hearing ppl wanting MG's (which are COMPLETELY impracticle except for very small vessels) And i got the go ahead, here is my idea for the mechanics on how Naval turrets could work:
First, each turret must be 3 blocks tall. Not only will it make for each layer more practicle purpose, but it will prevent people from making retarted OP'd rafts with 5 artillery pieces on it. This way, a ship needs to be fairly large to have numerous Deck Guns.
Second, The bottom layer will be 3x3 blocks in size. There will be three different Redstone input recieving blocks, positioned like so:
(R=rs input, ()=normal part of deck gun)
Layer 1
()()()
R()R
()R()
The input on each given side will be responsible for which direction the deck gun turns in click A click will be how far the upper turret porion turns. Each turn click will be 1/3 of a full block rotation, meaning after 3 bursts of redstone power into the left input reciever, it will turn so it is facing the direct left. Same thing with the right input.
NOw, you may be wondering what center input on the bottom row does. That input reciever is the one that controls the Firing mechanism, so each time it recieve power, the turret fires a shell.
The second layer may have a slightly smaller perimeter than the first layrer, having maybe 1/3 of a block less around the outer edge.
The top layer is what contains ther barrels them selves. Two barrels, each on the 1st and 3rd blocks in the front row. Each barrel extends out 21/2 blocks.
It is 99,9% compatible with it already, it's not the problem D: but i wanna a machine gun BLOCK that i can manually control somehow like cannon
Or... Some other kind of better armory for ships.
WHat you talkin about WIlis? You cant even fire a cannon with redstone, let alone control/mount it. And why on earth would you want a MG? you wont be able to use it while sailing.
Alright, since im sick of hearing ppl wanting MG's (which are COMPLETELY impracticle except for very small vessels) And i got the go ahead, here is my idea for the mechanics on how Naval turrets could work:
First, each turret must be 3 blocks tall. Not only will it make for each layer more practicle purpose, but it will prevent people from making retarted OP'd rafts with 5 artillery pieces on it. This way, a ship needs to be fairly large to have numerous Deck Guns.
Second, The bottom layer will be 3x3 blocks in size. There will be three different Redstone input recieving blocks, positioned like so:
(R=rs input, ()=normal part of deck gun)
Layer 1
()()()
R()R
()R()
The input on each given side will be responsible for which direction the deck gun turns in click A click will be how far the upper turret porion turns. Each turn click will be 1/3 of a full block rotation, meaning after 3 bursts of redstone power into the left input reciever, it will turn so it is facing the direct left. Same thing with the right input.
NOw, you may be wondering what center input on the bottom row does. That input reciever is the one that controls the Firing mechanism, so each time it recieve power, the turret fires a shell.
The second layer may have a slightly smaller perimeter than the first layrer, having maybe 1/3 of a block less around the outer edge.
The top layer is what contains ther barrels them selves. Two barrels, each on the 1st and 3rd blocks in the front row. Each barrel extends out 21/2 blocks.
WHat you talkin about WIlis? You cant even fire a cannon with redstone, let alone control/mount it. And why on earth would you want a MG? you wont be able to use it while sailing.
I think the size of the gun could depend, on a smaller ship it could be only 1 barrel to fit on a tiny deck, then on the larger ships you could have 3 guns like battle ships have
I think the size of the gun could depend, on a smaller ship it could be only 1 barrel to fit on a tiny deck, then on the larger ships you could have 3 guns like battle ships have
Not quite. What i have posted there is what i've developed to be the the first Deck Gun, and the most common. Later on, if 3500L decides to take part in modeling (if a model can have RS inputs) and Sir Entropy gives it the Go-ahead, there will be different calibers. One will be a smaller one, with a single barrel, that may have a faster rate of fire but its range is greatly lowered to that of 1/4th more than a cannon's, and its explosion size is 2/3 that of TNT. The standard deck gun which i described would have a range double that of a cannon, and its explosion size would be twice a cannon's. The third caliber would be a hulking beast, 5x5 blocks at the base with 3 turrets, and its range will be so high its more likely the shell will disapear into an ungenerated chunk before it falls to the ground.
However, the drop speed of the turret can be hand-calibrated, so you can set it to arc in a parabola. I designed this deck gun;s functioing so that a player will be able to aim, rotate the turret, possibly adjust the angle the turret is pointing, and finally fire the turret, all with just 3 buttons, and never needing to get out of the seat.
E$DIT: can people refrain from commenting until Sir ENtropy or 3500L reads my turret mechanic suggestion?
We cant ignore your opinion. We are relying on your modelling masterpieces for a potential giant shark . So, we cant ignore your opinoins. Even if we wanted to.
Alright, since im sick of hearing ppl wanting MG's (which are COMPLETELY impracticle except for very small vessels) And i got the go ahead, here is my idea for the mechanics on how Naval turrets could work:
First, each turret must be 3 blocks tall. Not only will it make for each layer more practicle purpose, but it will prevent people from making retarted OP'd rafts with 5 artillery pieces on it. This way, a ship needs to be fairly large to have numerous Deck Guns.
Second, The bottom layer will be 3x3 blocks in size. There will be three different Redstone input recieving blocks, positioned like so:
(R=rs input, ()=normal part of deck gun)
Layer 1
()()()
R()R
()R()
The input on each given side will be responsible for which direction the deck gun turns in click A click will be how far the upper turret porion turns. Each turn click will be 1/3 of a full block rotation, meaning after 3 bursts of redstone power into the left input reciever, it will turn so it is facing the direct left. Same thing with the right input.
NOw, you may be wondering what center input on the bottom row does. That input reciever is the one that controls the Firing mechanism, so each time it recieve power, the turret fires a shell.
The second layer may have a slightly smaller perimeter than the first layrer, having maybe 1/3 of a block less around the outer edge.
The top layer is what contains ther barrels them selves. Two barrels, each on the 1st and 3rd blocks in the front row. Each barrel extends out 21/2 blocks.
So, I finally got around to testing one thing - Nether boats... And I'm happy to report they're a success. A wee bit buggy, but usable. //i50.tinypic.com/20570h1.jpg" width="" height="" alt="" />" width="" height="" alt="" /> and //i45.tinypic.com/opz11y.jpg" width="" height="" alt="" />" width="" height="" alt="" /> show the coolness of boats in hell. The bugs with the nether are - going through lava flows pushes the boat under lava momentarily - not a big deal, but will burn things inside. The only other issue I had was trying to land on top of a boat while flying, would glitch out and push me under the boat for the most part.
Will try bug testing ThaumCraft 2 and whatever I've got on here mods wise later.
Alright, since im sick of hearing ppl wanting MG's (which are COMPLETELY impracticle except for very small vessels) And i got the go ahead, here is my idea for the mechanics on how Naval turrets could work:
First, each turret must be 3 blocks tall. Not only will it make for each layer more practicle purpose, but it will prevent people from making retarted OP'd rafts with 5 artillery pieces on it. This way, a ship needs to be fairly large to have numerous Deck Guns.
Second, The bottom layer will be 3x3 blocks in size. There will be three different Redstone input recieving blocks, positioned like so:
(R=rs input, ()=normal part of deck gun)
Layer 1
()()()
R()R
()R()
The input on each given side will be responsible for which direction the deck gun turns in click A click will be how far the upper turret porion turns. Each turn click will be 1/3 of a full block rotation, meaning after 3 bursts of redstone power into the left input reciever, it will turn so it is facing the direct left. Same thing with the right input.
NOw, you may be wondering what center input on the bottom row does. That input reciever is the one that controls the Firing mechanism, so each time it recieve power, the turret fires a shell.
The second layer may have a slightly smaller perimeter than the first layrer, having maybe 1/3 of a block less around the outer edge.
The top layer is what contains ther barrels them selves. Two barrels, each on the 1st and 3rd blocks in the front row. Each barrel extends out 21/2 blocks.
Yes, only the most cutting edge software will do. My tool of the trade hapens to be Notepad, perhaps the most complex there is.
I'm not sure that you understand the seriousness of my previous statement. Seriously.
Some mods (RedPower, for example,) aren't very notepad-friendly when saving changes to their config files. Basically you would need a less primitive text editor to edit that configuration file. To be on the safe side, I just use the more advanced Notepad++ for configs. Take my word for it, Notepad (not ++) can't do everything.
I mean to comment on your dilemma by suggestion something along those lines. Why not try it out instead of waiting for an answer? You can report back on your success.
This brings me to another question I had: what about the notion of making a "neverending" wine bottle and ship in a bottle? I love the christening and re-entry into the world features of those two, but if we want to access our ship chests, undoing and redoing the ship by throwing wine bottles and ships in a bottle all over the place and always having to carry a stack of them could get annoying. Why not make an item that combines the two into an item with unlimited uses to make it easier? Something that attaches to the back of the chair would be real ideal. Food for thought.
The reason I don't just try first is because I am afraid that I will have to reconfigure my wireless remote settings.
Since my remote controls everything in both the overworld and the nether, it becomes a real pain.
To answer your question, that is what the windlass and anchor does.
To answer your question, that is what the windlass and anchor does.
Yeah, I JUST figured that out! Thanks for the heads-up anyways. Definitely more tempted now to switch over to this mod.
One last question though: Is there a way to get the airship to come to a full stop and hover? I've been having a crazy difficult time trying to get the thing to just stay still in midair.
Yeah, I JUST figured that out! Thanks for the heads-up anyways. Definitely more tempted now to switch over to this mod.
One last question though: Is there a way to get the airship to come to a full stop and hover? I've been having a crazy difficult time trying to get the thing to just stay still in midair.
If you want more precision with aether pumps, use less of them; just the minimum necessary to lift the ship. The ship stops in midair when buoyancy is between -0.01 and 0.01
If you want more precision with aether pumps, use less of them; just the minimum necessary to lift the ship. The ship stops in midair when buoyancy is between -0.01 and 0.01
Thanks, I'm still experimenting with it. Most times it would SLOWLY sink or rise or move forward so trying to get the exact hover position was tough. If you could it'd be nice for the Aether pumps (and maybe the water pumps too? Haven't tested those) to have a menu function that sets them to hover/stop position?
What's the ratio of blocks-pump? I had a 300 block ship I think, and 2 Aether pumps on it.
Alright, since im sick of hearing ppl wanting MG's (which are COMPLETELY impracticle except for very small vessels) And i got the go ahead, here is my idea for the mechanics on how Naval turrets could work:
First, each turret must be 3 blocks tall. Not only will it make for each layer more practicle purpose, but it will prevent people from making retarted OP'd rafts with 5 artillery pieces on it. This way, a ship needs to be fairly large to have numerous Deck Guns.
Second, The bottom layer will be 3x3 blocks in size. There will be three different Redstone input recieving blocks, positioned like so:
(R=rs input, ()=normal part of deck gun)
Layer 1
()()()
R()R
()R()
The input on each given side will be responsible for which direction the deck gun turns in click A click will be how far the upper turret porion turns. Each turn click will be 1/3 of a full block rotation, meaning after 3 bursts of redstone power into the left input reciever, it will turn so it is facing the direct left. Same thing with the right input.
NOw, you may be wondering what center input on the bottom row does. That input reciever is the one that controls the Firing mechanism, so each time it recieve power, the turret fires a shell.
The second layer may have a slightly smaller perimeter than the first layrer, having maybe 1/3 of a block less around the outer edge.
The top layer is what contains ther barrels them selves. Two barrels, each on the 1st and 3rd blocks in the front row. Each barrel extends out 21/2 blocks.
Great idea but not perfect, I got 1 suggestion to make it more balanced..
The bigger and stronger the naval guns are, the heavier it gets. So, fast cheap raft with huge gun will make it very slow without a lot of engines or sails to become ineffective + make it sink very quickly if the turret weight hits over ship's maximum displacement.
I got a little detail about it.. More blocks on your ship = the higher maximum displacements you can carry. (e.g bigger cannons)..
The maximum displacements are depends on your ship design's + blocks.
For example: Patrol Boat (PT) has 200 blocks in it actual size (depends on your ship design). So, it will times 3 from the actual ship into max. displacements = you get 600 max of displacement. Each barrel pieces (mark I) will cost about 200 in each displacements (every barrel = 1 caliber). So, you can only afford to make 3x 1" cannon or 3" only 1 gun OR every machine gun for 50 displacements = 12 machine guns in single patrol boat (600 Max displacements).. Naval gun's ammo also count as displacements, 1 Shell = 1 displacements while 1 clip of MG ammo (roughly 50 ammunition) = 1 displacements. The best setup for PT will be 3-4 machine guns ( 200-250 max. displacements) and 200 clips of MG ammo (1000 bullets = 200 max. displacement). The rest of displacements will be more ammo, more machine gun or left the remains to maintain its speed of PT.
Each cannon sizes (by calibers) has different form of displacements:
1" barrel = 200
0.5" barrel = 150 (must put on 1" barrel)
3" barrel = 450
5" barrel = 875
and so on.
So, it prevents OP'ed rafts from using huge barrel because it overcritical the maximum displacements.
Only battleship can possible carries very huge 18" triple x3 guns (if my calculations are correct)
So, was this idea are good or reworking or not good.
Please don't add machine guns. Even artillery cannons are pushing it if they fire shells. The thing that is good about this mod is that it adds something needed into minecraft (buildable crafts) without changing its feel. As soon as you add machine guns etc. it becomes specifically about modern combat. Also things like sharks and pirates etc. make the mod more niche.
Don't get me wrong, these features could be good but it would be better to make them optional downloads. Also it would be better to have compatibility with other mods (for example these gun mods people are talking about) instead of just adding new guns.
This is just an opinion but it is called ships and boats mod and i would prefer to see these optimised with engines etc. (to make it less over powered and fit in the game) over loads of random stuff people suggest.
Anyway rant over and I would like to report a bug. When you switch off the aether pump and come crashing down to earth, you clip outside your ship until you land. Now its not too much of an issue and could be a fix for the fall damage thing, but just thought id report it anyway.
Also the problem with the chair is that when you get out of it, you spawn on top of it. This means you cant have a low ceiling. I was wondering if this could be fixed by making you spawn next to it or have an alternative to the chair like a wheel you stand up next to.
Turns out that returning a ship to the world with a ship in a bottle, building a new shipyard around the ship and rechristening the ship won't change the orientation. So I had to rebuild it.
I think it was worth it, also it turns out the ship wasn't symmetrical anyways.
I also built a redpower frames dock that I can raise by remote to set anchor, and lower when I want to turn it back into a ship.
Frames down:
Frames up:
Hitting the center point with an anchor was a bit harder than I thought it would be but I got it done:
Turns out that returning a ship to the world with a ship in a bottle, building a new shipyard around the ship and rechristening the ship won't change the orientation. So I had to rebuild it.
I think it was worth it, also it turns out the ship wasn't symmetrical anyways.
I also built a redpower frames dock that I can raise by remote to set anchor, and lower when I want to turn it back into a ship.
Heh, nice use of frames there. Not something I'm likely to use but it sure looks cool. Glad you got your ship working the way you wanted! I'm probably gonna have to rebuild my ship or build a new one from scratch too, now that I'm switching airship mods.
I haven't gotten around to doing this yet, but has anyone made an all-purpose vehicle that can fly, ride the waves, and then submerge all on the same journey? Seems doable from what I gather, but curious if someone has already tackled it. I'm gonna try to figure out how to make sticky piston windows top and bottom for letting in air when I'm cruising, then closing them to make an airtight chamber when submerging.
Starting to think sleeping in an activated ship should be more of a prioriy, I died when I got grounded on a shallow end and was sent back to spawn over 9000 blocks away, so flying back took a while to say the least.
Lol, mini flotila of subs! >=D
Btw, hows the server thing going? I have a few suggested maps we can do if you haven't started already. Let me know if you want them
Thank god for your anchors though or else my endless sea voyage would be super difficult
First, each turret must be 3 blocks tall. Not only will it make for each layer more practicle purpose, but it will prevent people from making retarted OP'd rafts with 5 artillery pieces on it. This way, a ship needs to be fairly large to have numerous Deck Guns.
Second, The bottom layer will be 3x3 blocks in size. There will be three different Redstone input recieving blocks, positioned like so:
(R=rs input, ()=normal part of deck gun)
Layer 1
()()()
R()R
()R()
The input on each given side will be responsible for which direction the deck gun turns in click A click will be how far the upper turret porion turns. Each turn click will be 1/3 of a full block rotation, meaning after 3 bursts of redstone power into the left input reciever, it will turn so it is facing the direct left. Same thing with the right input.
NOw, you may be wondering what center input on the bottom row does. That input reciever is the one that controls the Firing mechanism, so each time it recieve power, the turret fires a shell.
The second layer may have a slightly smaller perimeter than the first layrer, having maybe 1/3 of a block less around the outer edge.
The top layer is what contains ther barrels them selves. Two barrels, each on the 1st and 3rd blocks in the front row. Each barrel extends out 21/2 blocks.
WHat you talkin about WIlis? You cant even fire a cannon with redstone, let alone control/mount it. And why on earth would you want a MG? you wont be able to use it while sailing.
Not quite. What i have posted there is what i've developed to be the the first Deck Gun, and the most common. Later on, if 3500L decides to take part in modeling (if a model can have RS inputs) and Sir Entropy gives it the Go-ahead, there will be different calibers. One will be a smaller one, with a single barrel, that may have a faster rate of fire but its range is greatly lowered to that of 1/4th more than a cannon's, and its explosion size is 2/3 that of TNT. The standard deck gun which i described would have a range double that of a cannon, and its explosion size would be twice a cannon's. The third caliber would be a hulking beast, 5x5 blocks at the base with 3 turrets, and its range will be so high its more likely the shell will disapear into an ungenerated chunk before it falls to the ground.
However, the drop speed of the turret can be hand-calibrated, so you can set it to arc in a parabola. I designed this deck gun;s functioing so that a player will be able to aim, rotate the turret, possibly adjust the angle the turret is pointing, and finally fire the turret, all with just 3 buttons, and never needing to get out of the seat.
E$DIT: can people refrain from commenting until Sir ENtropy or 3500L reads my turret mechanic suggestion?
bumping deck gun mchanics to next page.
Will try bug testing ThaumCraft 2 and whatever I've got on here mods wise later.
Sounds a good idea
Could you please post it using the feature request form? http://code.google.com/p/mc-mods/issues/entry
I'm not sure that you understand the seriousness of my previous statement. Seriously.
Some mods (RedPower, for example,) aren't very notepad-friendly when saving changes to their config files. Basically you would need a less primitive text editor to edit that configuration file. To be on the safe side, I just use the more advanced Notepad++ for configs. Take my word for it, Notepad (not ++) can't do everything.
Expanding boundaries since 2011.
The reason I don't just try first is because I am afraid that I will have to reconfigure my wireless remote settings.
Since my remote controls everything in both the overworld and the nether, it becomes a real pain.
To answer your question, that is what the windlass and anchor does.
Yeah, I JUST figured that out! Thanks for the heads-up anyways. Definitely more tempted now to switch over to this mod.
One last question though: Is there a way to get the airship to come to a full stop and hover? I've been having a crazy difficult time trying to get the thing to just stay still in midair.
If you want more precision with aether pumps, use less of them; just the minimum necessary to lift the ship. The ship stops in midair when buoyancy is between -0.01 and 0.01
Thanks, I'm still experimenting with it. Most times it would SLOWLY sink or rise or move forward so trying to get the exact hover position was tough. If you could it'd be nice for the Aether pumps (and maybe the water pumps too? Haven't tested those) to have a menu function that sets them to hover/stop position?
What's the ratio of blocks-pump? I had a 300 block ship I think, and 2 Aether pumps on it.
Great idea but not perfect, I got 1 suggestion to make it more balanced..
The bigger and stronger the naval guns are, the heavier it gets. So, fast cheap raft with huge gun will make it very slow without a lot of engines or sails to become ineffective + make it sink very quickly if the turret weight hits over ship's maximum displacement.
I got a little detail about it.. More blocks on your ship = the higher maximum displacements you can carry. (e.g bigger cannons)..
The maximum displacements are depends on your ship design's + blocks.
For example: Patrol Boat (PT) has 200 blocks in it actual size (depends on your ship design). So, it will times 3 from the actual ship into max. displacements = you get 600 max of displacement. Each barrel pieces (mark I) will cost about 200 in each displacements (every barrel = 1 caliber). So, you can only afford to make 3x 1" cannon or 3" only 1 gun OR every machine gun for 50 displacements = 12 machine guns in single patrol boat (600 Max displacements).. Naval gun's ammo also count as displacements, 1 Shell = 1 displacements while 1 clip of MG ammo (roughly 50 ammunition) = 1 displacements. The best setup for PT will be 3-4 machine guns ( 200-250 max. displacements) and 200 clips of MG ammo (1000 bullets = 200 max. displacement). The rest of displacements will be more ammo, more machine gun or left the remains to maintain its speed of PT.
Each cannon sizes (by calibers) has different form of displacements:
1" barrel = 200
0.5" barrel = 150 (must put on 1" barrel)
3" barrel = 450
5" barrel = 875
and so on.
So, it prevents OP'ed rafts from using huge barrel because it overcritical the maximum displacements.
Only battleship can possible carries very huge 18" triple x3 guns (if my calculations are correct)
So, was this idea are good or reworking or not good.
agree,but,...OK agree
I think it was worth it, also it turns out the ship wasn't symmetrical anyways.
I also built a redpower frames dock that I can raise by remote to set anchor, and lower when I want to turn it back into a ship.
Frames down:
Heh, nice use of frames there. Not something I'm likely to use but it sure looks cool. Glad you got your ship working the way you wanted! I'm probably gonna have to rebuild my ship or build a new one from scratch too, now that I'm switching airship mods.
I haven't gotten around to doing this yet, but has anyone made an all-purpose vehicle that can fly, ride the waves, and then submerge all on the same journey? Seems doable from what I gather, but curious if someone has already tackled it. I'm gonna try to figure out how to make sticky piston windows top and bottom for letting in air when I'm cruising, then closing them to make an airtight chamber when submerging.