This code appears in the following versions (click to see it in the source code):
Code variations between these versions are shown below.
.SHIP_TRANSPORTER EQUB 0 \ Max. canisters on demise = 0 EQUW 50 * 50 \ Targetable area = 50 * 50 EQUB LO(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) \ Edges data offset (low) EQUB LO(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) \ Faces data offset (low)Name: SHIP_TRANSPORTER Type: Variable Category: Drawing ships Summary: Ship blueprint for a Transporter Deep dive: Ship blueprints
The advanced versions of Elite have an extra edge count for the ship colour; Transporters are shown in cyan.
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EQUB 48 \ Gun vertex = 48 / 4 = 12 EQUB 26 \ Explosion count = 5, as (4 * n) + 6 = 26 EQUB 222 \ Number of vertices = 222 / 6 = 37 EQUB 46 \ Number of edges = 46 EQUW 0 \ Bounty = 0 EQUB 56 \ Number of faces = 56 / 4 = 14 EQUB 16 \ Visibility distance = 16 EQUB 32 \ Max. energy = 32 EQUB 10 \ Max. speed = 10 EQUB HI(SHIP_TRANSPORTER_EDGES - SHIP_TRANSPORTER) \ Edges data offset (high) EQUB HI(SHIP_TRANSPORTER_FACES - SHIP_TRANSPORTER) \ Faces data offset (high)
The ship hangar in the disc version displays the Transporter with normals scaled with a factor of 4, rather than the scale factor of 2 used in the other versions, but the face normals themselves are unchanged. I'm not entirely sure why.
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EQUB %00000000 \ Laser power = 0 \ Missiles = 0 .SHIP_TRANSPORTER_VERTICES
The ship hangar in the disc version displays the Transporter with slightly different visibility settings to the other enhanced versions (the visibility settings are lower). I'm not entirely sure why.
See below for more variations related to this code.
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.SHIP_TRANSPORTER_EDGES \ vertex1, vertex2, face1, face2, visibility EDGE 0, 1, 7, 0, 31 \ Edge 0 EDGE 1, 2, 1, 0, 31 \ Edge 1 EDGE 2, 3, 2, 0, 31 \ Edge 2 EDGE 3, 4, 3, 0, 31 \ Edge 3 EDGE 4, 5, 4, 0, 31 \ Edge 4 EDGE 5, 6, 5, 0, 31 \ Edge 5 EDGE 0, 6, 6, 0, 31 \ Edge 6
Code variation 4 of 10
See variation 3 above for details.
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EDGE 1, 8, 7, 1, 31 \ Edge 8
Code variation 5 of 10
See variation 3 above for details.
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EDGE 3, 9, 3, 2, 31 \ Edge 10 EDGE 4, 10, 4, 3, 31 \ Edge 11
Code variation 6 of 10
See variation 3 above for details.
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EDGE 6, 11, 6, 5, 31 \ Edge 13
Code variation 7 of 10
See variation 3 above for details.
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EDGE 8, 12, 9, 8, 16 \ Edge 20 EDGE 9, 13, 9, 3, 31 \ Edge 21 EDGE 10, 14, 10, 3, 31 \ Edge 22 EDGE 11, 15, 11, 10, 16 \ Edge 23 EDGE 12, 13, 13, 9, 31 \ Edge 24 EDGE 13, 14, 13, 3, 31 \ Edge 25 EDGE 14, 15, 13, 10, 31 \ Edge 26 EDGE 12, 15, 13, 12, 31 \ Edge 27
Code variation 8 of 10
See variation 3 above for details.
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.SHIP_TRANSPORTER_FACES \ normal_x, normal_y, normal_z, visibility FACE 0, 0, -103, 31 \ Face 0 FACE -111, 48, -7, 31 \ Face 1 FACE -105, -63, -21, 31 \ Face 2 FACE 0, -34, 0, 31 \ Face 3 FACE 105, -63, -21, 31 \ Face 4 FACE 111, 48, -7, 31 \ Face 5 FACE 8, 32, 3, 31 \ Face 6 FACE -8, 32, 3, 31 \ Face 7
Code variation 9 of 10
See variation 3 above for details.
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FACE -75, 32, 79, 31 \ Face 9 FACE 75, 32, 79, 31 \ Face 10
Code variation 10 of 10
See variation 3 above for details.
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FACE 0, 38, 17, 31 \ Face 12 FACE 0, 0, 121, 31 \ Face 13