Would I be right in thinking that the engine flame colour can't be personalised for each type of ship? BUFFET doesn't offer the option but some of the Imperial ships have their own blue flames rather than the generic cyan.
Hi Steve. No, not easily. The cyan flames are all individual shapes defined within FFE's vector model data for each ship.
The Imperial ships display differently because if you recall I added an optional feature to reinstate their unique style from Frontier: Elite 2 in one of the early builds. (frontierImperialEngines=1). I'm drawing the engine flare and longer blue flame myself, based upon an unused model in FFE that probably should have been referenced by the Imperial engine pod instead of just having a standard cyan flame shape. (It was more straight forward to replace the drawing of that shape than try to fix the model data).
I
could add an enhancement to the code that draws the engine flames and then change the color per-ship, but can foresee it starting to get complicated...
If the vector FFE ship models were to be changed, perhaps their engine flame colors would be held the shipsdata.txt files. But then the Courier/Trader would also need a separate color for the imperial style flame, plus 3 lighter shades that are used to draw the flare effect at the engine.
And would the player want to be able to define their own ship's engine color separately - the idea behind the question, I suspect?
And what about the replacement .X model ships... should they have separate color values in the tris.ini file so that the model creator can define them, which then inevitably leads to the issue that not all ships have all the directional thrusters implemented... allowing them to be re-positioned, stopping the 'wiggle' etc etc.
So I don't think I want to open this particular can of worms right now, I haven't got the time currently do it justice.
I have got an updated beta build however: v1.15 beta7.
(As with previous betas, it needs to be added over a setup that's using the last full release of FFED3DAJ v1.11 or has already had a later beta build applied to it.)
This fixes the crash that polaris reported, which happens when allowing the ship to bounce repeatedly on the spaceport landing pad after launching. Also a few tweaks to the scripts to allow them to be interrupted & a restructuring of the rendition routine to allow the console to repaint itself and any output during a long-running script (as this happens between game-generated screen updates).
There was also an old bug lurking from a very early build before v1.0 that added the 'set speed to 0' feature, mapping it to the backspace key.
Unfortunately it wasn't reliably aware when the game might be inside a game menu - as I found by editing a save-game name... then wondering why my ship plunged to the ground not long after returning to the game, oops!
I've also added various patch options to allow the atmospheric heating behavior to be played about with. (see
post #384 etc)
JJFFE and Anisotropic/Hellmod had differing calculation methods and shielding/hull strength values. JJ seems to have favored having little heating effect, Aniso is more aggressive but probably still less than the original game had. The calculation methods can be selected & controlling values set in the patches section if players want to experiment with this area.
There are also 3 fixes to FFE's planet data to fix the inconsistency between the bodies descriptions and the application of atmospheric heating/wind noises. Model 119 "Small barren sphere of rock" (e.g. pluto, charon, ceres) had atmospheric behavior applied in FFE, whilst model 121 "Rocky planet with thin atmosphere" and model 124 "World with methane weather system and corrosive atmosphere" (e.g. titan) did not. These fixes are enabled by default, but can be switched off in the .cfg file.
Time for coding/testing has been very short this past month, and although I don't expect any problems, the atmosphere values probably should come with a particular reminder that "
it's a beta build", and I'll also have to leave it to interested parties to find some good/bad sets of values for the 2 heating & damage calculation methods!
** UPDATE ** new beta7 build uploaded with a quick bug-fix for script/console, the selected & created object index variables (s, c) were being cleared each frame.