Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 [2] 3 4 ... 10

Author Topic: Battlestar Galactica Mod V1.21a  (Read 101311 times)

Unwoundpath

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: Battlestar Galactica Mod
« Reply #15 on: June 01, 2012, 02:57:10 PM »

Did you get my email? I want to beta/alpha test.
Logged

Spiketail118

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: Battlestar Galactica Mod
« Reply #16 on: June 01, 2012, 04:38:49 PM »

sounds good ill send email you when we got a running copy of the mod
Logged

Sunfire

  • Admiral
  • *****
  • Posts: 698
    • View Profile
Re: Battlestar Galactica Mod
« Reply #17 on: June 01, 2012, 06:09:58 PM »

I will as well
Logged

Spiketail118

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: Battlestar Galactica Mod
« Reply #18 on: June 02, 2012, 06:37:29 AM »

sounds good
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: Battlestar Galactica Mod
« Reply #19 on: June 02, 2012, 06:42:53 AM »

I WANT TOO! SIGN ME IN! :D
Logged

Spiketail118

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: Battlestar Galactica Mod
« Reply #20 on: June 02, 2012, 06:55:36 AM »

ok sounds good
Logged

Unwoundpath

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: Battlestar Galactica Mod
« Reply #21 on: June 02, 2012, 07:58:29 AM »

Seems like everything "sounds good" to you.
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: Battlestar Galactica Mod
« Reply #22 on: June 02, 2012, 07:59:38 AM »

Everything should "sound good". Unless you're in a real sticky situation. :)
Logged

Spiketail118

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: Battlestar Galactica Mod
« Reply #23 on: June 02, 2012, 08:02:22 AM »

no im good just about done with getting the galatica class working then working on the basestar
Logged

Spiketail118

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: Battlestar Galactica Mod
« Reply #24 on: June 02, 2012, 09:21:05 AM »

how do you make missles hidden
Logged

hadesian

  • Admiral
  • *****
  • Posts: 2058
  • It's been one of those days...
    • View Profile
Re: Battlestar Galactica Mod
« Reply #25 on: June 02, 2012, 11:16:24 AM »

Holy hell.


This is going to be awesome on 2560x1440!

EDIT: Can Starfarer actually handle this though? These ships look way bigger than everything else I've seen.
Logged
Changes as of May 24, 2013
  • Reinvented Starsector.
  • That is all.

K-64

  • Admiral
  • *****
  • Posts: 1117
    • View Profile
Re: Battlestar Galactica Mod
« Reply #26 on: June 02, 2012, 12:05:07 PM »

how do you make missles hidden

You can set the weapon type as hidden, as opposed to turret or hardpoint
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: Battlestar Galactica Mod
« Reply #27 on: June 02, 2012, 12:14:13 PM »

just saying, you can't actually hide the missiles they launch as hidden by changing the weapon to hidden, you'll have enter the weapon file and turn off the "    "renderHints":[RENDER_LOADED_MISSILES],       "

portion to hide missiles when they aren't launched
Logged

Spiketail118

  • Commander
  • ***
  • Posts: 139
    • View Profile
Re: Battlestar Galactica Mod
« Reply #28 on: June 02, 2012, 12:26:08 PM »

oh ok thanks

also check out the screens in the first post
Logged

mendonca

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: Battlestar Galactica Mod
« Reply #29 on: June 02, 2012, 12:46:28 PM »

224 mirvs ...

...

...

 :D
Logged


"I'm doing it, I'm making them purple! No one can stop me!"
Pages: 1 [2] 3 4 ... 10