Originally posted by Quarto
As far as we know, it's impossible to change object properties, which is a damned pity (it would be awesome if a dead capship could be replaced with a 'wreck' version).
. As long as they matched up scale-wise, probably the only problem would be a slight slow-down for the few milliseconds when both ships are present at the same time.Hehe, the irony - so if the capship actually *hit* the other capship's components, that would cause problemsOriginally posted by HCl
The leech function solution you mentioned would work, since Leech functions work on capship hulls. On the other hand, if you wanted to use it on components, it might not work without modification (the new Leech functions were created for fighters originally).
. But then again, if the leech solution requires the capships to use guns not used by anything else, then it would be easy enough to also make those particular gun types deal damage to components.
.Hmm... actually, placing another ship in the same spot as a capship would be fairly easy to do even without special functions, now that I think about it![]()

Originally posted by Quarto
And Eder, I don't think any ship in the original WCP even approached the 1200 limit.
Almost all of my capships are over that limit - the CVE has about 1400 faces, the Waterloo has 1600, etc. so it'd be a hell of a lot of trouble to re-do them to try these techniques out. A lot more trouble than fixing a certain space station for the nth time 

Which, incidentally, didn't work againOriginally posted by Eder
A lot more trouble than fixing a certain space station for the nth time![]()
. KW says that the problems might be caused by the mesh not being completely closed.
.
No ground missions. They're not really supported by SO, and though there are ways of simulating ground missions, they were only developed when we were about half-way through UE.
I noticed the Vindicator was absent from that ships list. Don't tell me the Vindicator Cult has to start breaking out the shotguns....


