The Praedian Records

J.G. Phoenix

We’re Riding

It’s a bit barren at the ground floor, but the Admiral Hipper‘s hangar is more or less finished.

Upper hangar
Mid hangar
Lower hangar

The new fighters are slightly modified Cosmo Messer Es. Official designation is BfC 109Er Rider. These are just variants configured for use on a capital ship that’s not a carrier. There are only a couple of visual differences besides the color scheme. Also, since fighters assigned to capital ships are all unique (due to relatively small numbers), these eight fighters are numbered both externally (on the tailfins) and internally (cockpit/antenna).

That was a little tedious, but I might do this with the remote blocks and any other blocks that could use a unique ID.

As for the carousel hangar, since it’s finished I’ll be trying to improve the design on future ships that use it, aiming to get as close to the Yamato’s hangar as I can. As for Admiral Hipper‘s version, this is the version she and all her sister ships–with the possible exception of Seydlitz/Weser–will be using. I can’t think of a reason to do any big or drastic changes between them.

And before I forget …

The exterior needs some finishing touches, as well as some final color scheme commitments, but she’s nearly finished. The major things left to do are mostly ‘programming’: Script options, Admiral Hipper‘s experimental response cues, filling out the consoles and button panels, things like that.

JavaScript: Let’s Go

I was too out of it yesterday to do anything, so I just took the L and went to bed. Today I’m diving into JavaScript, among other things, so that should be interesting. Interesting and completely out of my comfort zone.

I don’t know what I’ll post about it on here, exactly. I still haven’t gotten used to documenting the little things. Major progress is easy. “Hey look how far I’ve come! Isn’t this great?!” It’s hard to know what merits a post and what belongs inside a larger topic, though.

Anyway, P.R. is a good place to keep some of my notes, so I’ll wait and see how much material piles up.

Not so Easy

While I don’t use a laptop and would never wear a suit jacket or a pen at my desk, this definitely sums up my Sunday.

I have no earthly idea why the simpler my objective is, the harder it gets. Meanwhile, designing and implementing a ‘rotisserie hangar’ as one person on Steam called it, was not only easy, but I’ve been practically iterating on the design in my sleep.

I need a break from scripts. I’ve never wanted to set off a warhead inside my own ship’s data center so badly before.

I’ll be back with something interesting tomorrow.

M.A.S.S. Builder: Multiplayer Lobby Sneak Peek

This is a much needed preview. The multiplayer lobby may not have reached its final form just yet, but this portion’s well past my expectations.

I was expecting something more barebones, or at the very least completely unsaturated like the normal menus. I’m glad to see they’re planning to use colored panels to denote teams and whatnot.

Now to wait and see who and what shows up in these lobbies after 0.9.0 releases.

GBO2: Steam Network Test

This was a pleasant surprise when I first heard about it. I have mixed feelings about it coming to Steam after so long. I’m almost positive there’s no cross-play and therefore no data transferring between platforms. It’s the same mess I had to deal with having two versions of FGO all over again.

Maybe it’ll be worth it, though. I know way more people I could actually play with through Steam and Discord than I ever have on Playstation. We’ll see how this network test goes first, though.

Heh. Never underestimate your playerbase.

Well in general this was some good news I wanted to share since this is one of the few pvp games that can even hold my attention. It’s basically just this and World of Warships. They’re vaguely similar now that I think about it, both the good and the bad.