Going to focus on getting a star destroyer and some tie fighters going along with the guns and right sounds, once I have that I'll release it and then start on the rest of it. But mostly just rebels and imperials.so lets say u threw star wars factions on top of the campaign... (just because u can ^^) isnt the star destroyer bit on the smallish side? or is the cam just zoomed really far out?
I got the star destroyer done today, but not the weapons yet.
(http://i.imgur.com/U4zrT.png)
I would LOVE to help. I am basically a walking SW encyclopedia and would love to help with facts, ship ideas, and other miscellaneous SW things.
How big did you make the star destroyer so I'll have a frame of reference for the other ships?
How big did you make the star destroyer so I'll have a frame of reference for the other ships?
My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.
e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.How big did you make the star destroyer so I'll have a frame of reference for the other ships?
My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.
e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
If someone could point me in the right direction or a tutorial, i could make some turrets. But do not quote me. I might end up sucking at making them.There is not a tutorial for that yet. You just have to look in starfarer_core and start examining how everything interacts. It's not very easy.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.How big did you make the star destroyer so I'll have a frame of reference for the other ships?
My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.
e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
My ISD is 500 and it seems pretty good. But the sheer number of guns that are supposed to be on these things is just insane. I pack a lot on there but it's still not really representational of the 50 ion cannons and 50 turbolaser emplacements they actually have. I think once you send me your stuff and I integrate it with mine you'll be pretty happy with the scaling.How big did you make the star destroyer so I'll have a frame of reference for the other ships?
My ISD is 384x384 right now, I started with 256 but that was way too small. 384 seems too small as well, I've been thinking of stepping up to 512 or even 768. Though I'm not sure how well the game might like ships that gigantic.
e: For the life of me I can't get recoiling barrels to work. I have no idea why. Its rendering the barrel sprites correctly, all the code looks to be good, they just don't recoil when I fire.
As for packing lots of stuff on there I was cheating and using hidden turret mounts on my ISD. Sure, laser blasts bloom out of bare hull but normal turbolasers are so small compared to the mass of the hull that you wouldn't see them at this range anyway. But really, packing 'lore correct' (oh god did I just say that) numbers of guns on there would be incredibly overpowered unless we made them just tickle, and relied on the volume of fire to do damage.I think I still managed to fit around 40 guns on mine, good point to make the point defense turbolasers invisible though. I'll probably go back and do that to mine.
I think I found a bug :o I am not sure if it is in the base game or with this mod, but anyways. As I was playing, one of the engins on my big ship was desabeled, this cosed the ship to spin in a massive speed, it was awsome to look at a ship that big spinn in that speed, but it seems rather out of place :P the wierdest thing was that when I let go of my thrusters, the ship started to acceletate even more. it alos happened once later, so it seems to not be a one case scenario. But the second time it would not stopp at any cost till my engin was back online. even though I made the ship turn in the opposid direction of what it was spinning it allways seemed to start to spin again as soon as I let go :P so if it is more then me that have that "problem" I would recomend you look in to it :) The mod so far is still amazing though :D I would love to see this mod in full scale :)its in the main game and its not an bug its an feature... if u loose engines from on side of the ship u need to kill the throttle or face the consequenses ^^ (trying to hit the enemy when spinning like mad is allways fun... NOW! PEWPEW darn mist mmmmmNOW! PEWPEW... :D
Updated first post, new version 1.04The file is not found....
Id consider reducing or removing the shields on a lot of the fighters though, they are a little harder to take down then I would have thought.The way I've tried to set it up firstly is as close to real star wars spec as possible. Very few ships do not have full 360 shields in the star wars universe. Secondly I've tried to make it resemble star wars battles in terms of weight of fire, and the importance of fighters when attacking cap ships. typically a cap ship will drive off or discourage fighters from attacking, but will not be able to destroy the smaller ships without a fighter compliment. This is why all the cap ships have huge fighter compliments, in a typical engagement there should be a rough 100 to 1 ratio of fighters to capital ships for imperials and maybe half that for rebels. I've made that a bit less for sake of sanity, but it gives you an idea of the importance of fighters in star wars battles.
Me and Aarath were joking that we would make one that you would fight where only the tip of the nose would show at the edge of the map and then it would fire a thousand guns and just destroy everything.
Just curious if/when the ships will be added to the campaign? I would love to be flying around in a YT-1300! :-D
yeah broken againWhat did you have to do to fix it?
edit:it wasnt in one handy package like the last version but i managed to use my old version to manually sort it out
(http://i.imgur.com/WuPXC.png)
The latest one that I just posted is working afaik. You probably need to completely delete the current star wars directory and then extract this one.yeah broken againWhat did you have to do to fix it?
edit:it wasnt in one handy package like the last version but i managed to use my old version to manually sort it out
I'm really enjoying this mod, good work. :)Funny that you mention this, I just fixed it a little bit ago for the next release.
I know this is a really minor detail, but some (all?) of the ship names show up strangely*.
*Also, please ignore the fact that I made the exact same mistake with fleet titles when I ported it to the campaign ;)
Aarath is a big fan of the victory though so I'm sure the heavy concussions are on his menu.
I noticed that the most aft turret on home one is not hidden (though this may be due to my fooling around with the mod).Ok I'll check that out in particular. Unless you went in and directly edited the .ship file then it is a mistake from me for sure.
Can you be specific?
All of the right weapons on the Nebulon B need to be rotated 10 degrees, and the extra left laser should be 'left laser 10', but is instead a copy of 'left laser 9'
Nebulon B_class - Turbo lasers on right side need to be turned anti-clockwise 5-10 degrees, The back 4 fighter laser turrets dont have symmetrical firing arcs and there is an empty weapon point on the left side which looks like it should be another fighter laser turret.
Not fixing them wouldn't be the end of the world but they just look wrong when you can see the firing arcs in a battle.
{"bounds":[97,-7.5,60,-16.5,24,-16.5,6,-8.5,-58,-7.5,-60,-26.5,-102,-28.5,-102,24.5,-64,25.5,-57,8.5,8,6.5,20,15.5,60,15.5,97,5.5],"center":[26,100],"collisionRadius":"110","engineSlots":[{"angle":"180","contrailSize":"3","location":[-101,18],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,10],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,0],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,-10],"length":"3","width":"6","style":"HIGH_TECH"},{"angle":"180","contrailSize":"3","location":[-101,-18],"length":"3","width":"6","style":"HIGH_TECH"}],"height":200,"width":53,"hullId":"sw_nebulon_b","hullName":"sw_nebulon_b","hullSize":"DESTROYER","shieldCenter":[0,0],"shieldRadius":"108","spriteName":"graphics/rebel/ships/sw_nebulon_b.png","style":"HIGH_TECH","viewOffset":0,"weaponSlots":[{"angle":"270","arc":"180","id":"right_turbolaser0","locations":[58,-10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"270","arc":"180","id":"right_turbolaser1","locations":[36,-10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_turbolaser2","locations":[58,10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_turbolaser3","locations":[36,10],"mount":"TURRET","size":"MEDIUM","type":"ENERGY"},{"angle":"0","arc":"20","id":"fixed_nose_turbolaser4","locations":[76,0],"mount":"HIDDEN","size":"MEDIUM","type":"ENERGY"},{"angle":"300","arc":"180","id":"right_laser5","locations":[70,-7],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"270","arc":"180","id":"right_laser6","locations":[47,-10],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"290","arc":"180","id":"right_laser7","locations":[-70,-21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"250","arc":"200","id":"right_laser8","locations":[-92,-21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"60","arc":"180","id":"left_laser9","locations":[70,7],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"90","arc":"180","id":"left_laser10","locations":[47,10],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"70","arc":"180","id":"left_laser11","locations":[-70,21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},{"angle":"110","arc":"200","id":"left_laser12","locations":[-92,21],"mount":"HIDDEN","size":"SMALL","type":"ENERGY"},
{"angle":"0","arc":"360","id":"launch_bay","locations":[0,0],"mount":"HIDDEN","size":"LARGE","type":"LAUNCH_BAY"}]}
{"displayName":"Escort","hullId"
:"sw_nebulon_b","variantId":"sw_
nebulon_b","fluxVents":10,"fluxC
apacitors":10,"mods":
["integratedpointdefenseai"],"we
aponGroups":
[{"mode":"LINKED","weapons":
{"right_turbolaser0":"sw_laser_t
urbo","right_turbolaser1":"sw_la
ser_turbo","left_turbolaser2":"s
w_laser_turbo","left_turbolaser3
":"sw_laser_turbo","fixed_nose_t
urbolaser4":"sw_laser_turbo"}},
{"mode":"LINKED","weapons":
{"right_laser5":"sw_laser_xwing"
,"right_laser6":"sw_laser_xwing"
,"right_laser7":"sw_laser_xwing"
,"right_laser8":"sw_laser_xwing"
,"left_laser9":"sw_laser_xwing",
"left_laser10":"sw_laser_xwing",
"left_laser11":"sw_laser_xwing",
"left_laser12":"sw_laser_xwing"}
}]}
eagerly watching this mod. and will get it once a lot of the quick and often changes are done..It's a frigate, just a very small one. I'm probably going to resize everything sometime soon though. Get some kind of real standard instead of just arbitrarily picking sizes.
also is the millennium falcon a fighter or a frigate?
okay, I'm going to try and recolor (no guarantees on my skills) some but how how big do you want them? (what is the scale 1 pix = ?)Just leave them at native size and recolor them there, I'm still up in there air with scale, so I'd rather just get them at native size and then I can scale them however I need to. If you need more reference art I can provide it.
Hi, would you mind uploading to another site? I haven't been able to download from rapidshare since awhile back, some invalid download parameter or something.Added alternate download on main page.
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.Y-wing is hevy fighter/torpedo bomber... it has weabons for ANY situation ^^ wing of y- wings can take on frigate or fighter wing without any broblems... and if there is no fighters in the fleet y-wing should answer to intercept command :-\
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.
Is it intended that lasers splice right through my shields and into ship hulls?Ion cannons are supposed to do that yes.
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?If you are upgrading or reinstalling the mod you HAVE to delete the existing mod directory before unzipping this one.
according to my brother, the mod works with .51a still? Can anybody else confirm that 2.04 works with .51a?If you are upgrading or reinstalling the mod you HAVE to delete the existing mod directory before unzipping this one.
By all means, I just don't have the time these days
[...]
I was working on redoing all the ships via another mod and importing the models from it. It was some freelancer star wars mod or something. It has like 150 ships... But like I said I just plain don't have the time anymore.
All well and good, the problem came when I captured a Lambda Class Shuttle. I noticed I was always out of supplies. So I ran a little test. Fleet without the shuttle, supple use normal, add in a shuttle, and I am using like 20 supplies a second (with just a couple frigates and a couple of fighter wings.) Not sure what needs to be done to fix it, but there you have it.
already found a bug : the starting nebulon B frigate got some OP left ( 73 or so ) ... it´s value is not 1 like the other ships
working on it. Only so much I can do at a time. Sorry about that it is by no means intentional.Ahaa was only messing friend. Looking forward to such grand battles :D
can not download
rapidshare: sever not found
mediafire:starting page from mediafire
can you please fix this
this mod is mega might even be batter than the Archean Order
can not download
rapidshare: sever not found
mediafire:starting page from mediafire
can you please fix this
this mod is mega might even be batter than the Archean Order