[Tool] Superluminal 2.2.1 - FTL Ship Editor

Discuss and distribute tools and methods for modding. Moderator - Grognak
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NarnKar
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Re: [Tool] Superluminal 2.1.1

Post by NarnKar »

File is not publicly accessible.
Kmc2000
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Re: [Tool] Superluminal 2.1.1

Post by Kmc2000 »

NarnKar wrote:File is not publicly accessible.
This one should sort it, sorry
https://drive.google.com/file/d/0B9VUbi ... sp=sharing
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kartoFlane
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Re: [Tool] Superluminal 2.1.1

Post by kartoFlane »

Looks like it's one of those cases that crash for no reason. There have been other ships like that, but I've never managed to actually find out why they crash -- the most I figured out is that it's got something to do with the .txt layout file, since swapping it for any other (eg. kestral) makes it work... But other than that, I don't know what could be wrong.
Superluminal2 - a ship editor for FTL
Kmc2000
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Re: [Tool] Superluminal 2.1.1

Post by Kmc2000 »

kartoFlane wrote:Looks like it's one of those cases that crash for no reason. There have been other ships like that, but I've never managed to actually find out why they crash -- the most I figured out is that it's got something to do with the .txt layout file, since swapping it for any other (eg. kestral) makes it work... But other than that, I don't know what could be wrong.
That is really wierd, well I remade the ship a few times and then tried to swap layouts and now it works fine, I managed to get it working on the original layout (stealth cruiser c) though.
Thanks for the help anyway.
Ininja019
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Re: [Tool] Superluminal 2.1.1

Post by Ininja019 »

I've encountered an issue with the Mac version where, if you try to set the reactor power for a ship to any number above 25, ftl will crash. Is there a solution to this issue?
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NarnKar
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Re: [Tool] Superluminal 2.1.1

Post by NarnKar »

That's an issue with FTL itself, and is thus unfixable. Setting reactor power above 25 is not recommended, since events that reduce reactor power (ion storms, CE combat augments) will crash the game.
Woodledude
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Re: [Tool] Superluminal 2.1.1

Post by Woodledude »

Hey, I've recently gone back to an old ship of mine. Using the latest version of your editor, I was able to tweak it and find my way around it again. Two things:

> There was a strange bug - Some of the doors and rooms got thrown out of place upon loading the ship, which made the game crash trying to select it in the hangar. Fixed that.

> I can't seem to get multiple artillery weapons working. Basically, I'm trying to have a beam that can be fully upgraded, and a flak cannon sticking out to the side that is always powered and can't be upgraded. Unfortunately, the second artillery weapon does not show up or fire in the game at all, from what I can tell. It's supposed to have a much shorter cooldown than the other one, too...

Any help with the second one? Some questions:

- The weapon is sticking out to the side. Does this matter?

- I have a visible image selected for it, and it's not showing up. Would it?

I can put up a link to the ship, if that helps.
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kartoFlane
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Re: [Tool] Superluminal 2.1.1

Post by kartoFlane »

Woodledude wrote:> There was a strange bug - Some of the doors and rooms got thrown out of place upon loading the ship, which made the game crash trying to select it in the hangar. Fixed that.
If you've used 'Open .shp', then that's just an artefact of how this functionality works -- I couldn't load those project files directly anymore, so I had to use a somewhat elaborate workaround. It works fine most of the time, but sometimes it doesn't...
Woodledude wrote:> I can't seem to get multiple artillery weapons working. Basically, I'm trying to have a beam that can be fully upgraded, and a flak cannon sticking out to the side that is always powered and can't be upgraded. Unfortunately, the second artillery weapon does not show up or fire in the game at all, from what I can tell. It's supposed to have a much shorter cooldown than the other one, too...
First you have to go to Ship Loadout and Properties > Armaments, and increment the Artillery slots to 2. Next, set the weapons you want each artillery system to use.
When assigning systems, there will be two artilleries available in the menu instead of one. Assign artilleries to the rooms you want them to be in.
Artilleries use weapon mounts from 5 up (or n+1 if n > 4, where n is the number of weapon slots your ship has). So you have to make sure that your ship has enough weapon mounts. If you have 3 weapon slots, you'll need to put a dummy 4th mount, and mounts 5 and 6 will be the actual mounts used by artillery #1 and #2, respectively.

I don't exactly remember how artillery weapons work, but IIRC the cooldown is not specified by the weapon, but rather by the artillery system itself. Seeing as there can only be one artillery blueprint, artilleries can only have one common cooldown. Someone correct me if I'm wrong.
Woodledude wrote:- The weapon is sticking out to the side. Does this matter?
Nope. Weapon mounts are purely cosmetic, they can't break anything, unless they don't exist when they were expected to (exhibit A: dummy 4th weapon mount for artilleries)
Woodledude wrote:- I have a visible image selected for it, and it's not showing up. Would it?
As I said above, this is probably because you're missing the dummy weapon mounts that artillery needs. If it's not that, then your weapon's animations are busted. There are other threads that solve this problem and discuss it in detail.
Superluminal2 - a ship editor for FTL
Woodledude
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Re: [Tool] Superluminal 2.1.1

Post by Woodledude »

kartoFlane wrote: When assigning systems, there will be two artilleries available in the menu instead of one. Assign artilleries to the rooms you want them to be in.
OHHHH. How silly of me... The problem was that I didn't realize each artillery system needed its own room. :roll:

Thank you, I managed to fix the problem and get everything generally working the way I wanted, with a few odd quirks. If you want to see the results, check out The Fishhook! Just updated it after a long hiatus, which is what this all was about.
Spacemost
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Re: [Tool] Superluminal 2.1.1

Post by Spacemost »

Do you by any chance have any idea how to change blueprints/pools for weapons and drones?
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