Open Burning02 opened 2 weeks ago
Remember to post an in-game screenshot and a screenshot of the map in SDMM with areas enabled in the PR body please
Alright! I'll have those posted soon
Pictures added as requested
I think you went a little overkill on the colored exterior lights there. They’re supposed to be imitating navigational beacons on aircraft- You can honestly remove almost all of those and just have one or two on the wingtips, plus the ones on the cargo deck. If the wings are too dark, use floor lights or a more neutral color of beacon. there’s a white one, i think.
Also, regarding the screenshot, remember to turn the lights on! Part of the reason we ask for those is to get a feel of how the ship looks live and lighting is a big thing that doesnt show up in sdmm.
Funny thing apogee, white is also a restricted light.
Red left, right green, aft white, but internittent use like landing lights can be white too.
Strobes are white too.
With that out of the way, some design feedback.
Funny thing apogee, white is also a restricted light.
Red left, right white, aft white, but internittent use like landing lights can be white too.
Strobes are white too.
I think the reason I used green was probably because I was thinking of boats, which use those a bit differently. Red port, green starboard, white on the stern and masthead lights (or all-around light). You’re right though, white would still be restricted. Use yellow, then.
Funny thing apogee, white is also a restricted light. Red left, right white, aft white, but internittent use like landing lights can be white too. Strobes are white too.
I think the reason I used green was probably because I was thinking of boats, which use those a bit differently. Red port, green starboard, white on the stern and masthead lights (or all-around light). You’re right though, white would still be restricted. Use yellow, then.
Edited, meant to say right is green.
All feedback addressed in the map, I'll be updating the pictures and PR soonish.
Hayo. That's a great ship too, honestly.
-med
sprite, since it's white-red-black.
Just a few replies to your review:
Since when do Hardliners use green? I'd suggest you use black suit vartedited to use -med sprite, since it's white-red-black.
There is no starting autolathe mats.
Whoops, forgot to add thoses
This really does not need three tanks - it's for emergencies, and there is only one suit anyways.
Did this when I had woke up so I probably fat fingered the left click, I'll fix that
Cybersun uses heavy firelocks in airlocks.
No, they don't? Atleast not in the one other Cybersun map with an airlock
Don't give them a CS stamp. I've talked with Apogee and we've decided that Hardliners should be stampless. I guess generic captain works though?
Unless Apogee forgot, I asked her in DM's if I could add a Cybersun stamp, and if so which one. They said the virtual solutions stamp.
Anchor your generator.
I've included a wrench and a toolbox to do such if no engineer is present whatsoever
I have no idea if GEC and Hardliners should work with each other. Double check with someone who knows please.
Could've sworn the Hardliner outfit had a GEC alternative? I'll have to double check; And in regards of them working together I have at the very least before Komodo was kill had GEC mechanics pretty commonly although yeah I'll check with a lorehead
Airlock issues. So, how Cybersun does it is: Engi and cargo have freezer doors, Cryo and toilets have public doors (just turn off the var so they aren't actually public).
Haven't had any complaints from Apogee with the specific airlocks I've used. Unless I get complaints from her, I'll keep them as is. Well, save for the cryo one I'll change that one to a public since it does feel out of place.
Why is this a secure closet what??
Whoops, could've sworn I changed that to an emergency locker
Anyhow, I'll get to doing some of the changes.
Nevermind, I'm mistaken on which Hardliner role has a GEC outfit alternative, it's the miner outfit for whatever odd reason
Disregard, I must be seeing things
@Sadhorizon The effort is appreciated, but please leave comprehensive reviews to maptainers. Providing conflicting information and styling your review as if the changes are required really isn't helpful. Feedback via discord or short comments is fine, but please refrain from doing this in the future.
Review addressed in in the last push to the PR
About The Pull Request
Adds the Banshee-class Salvage Clipper to the game for the Hardliner faction in-game as pictured below:
StrongDMM screenshots
Screenshot with areas ![2024-11-28 14 09 05](https://github.com/user-attachments/assets/37f2b4eb-cc52-48d1-ae34-d140e335ce13) Screenshot without areas ![2024-11-28 14 09 03](https://github.com/user-attachments/assets/5a02c7f4-11a4-48bc-bb46-f7da2b026fa5)A drastic refit of an ICW-era Cybersun yacht into a salvage vessel. While the Banshee retains most of the original exterior, its interior houses an exosuit-based Hardliner salvage team and all the facilities they could need. Though somewhat dated, it functions well as a sleeper ship that could easily be mistaken for any other civilian vessel.
Description revised by @Apogee-dev
Why It's Good For The Game
This adds a new vessel for a faction lacking in not only player spawnable vessels, but also small ships. The only currently available Hardliner vessel (Komodo) was too large for the average Komodo crew of 4, with either semi-important roles missing crew (Engineer, medic, or in some cases 2IC's), or the majority of the crew being one role (Deckhand, trooper).
Changelog
:cl: add: Adds the Banshee-class Salvage Clipper as a playable Hardliner vessel /:cl: