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

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Author Topic: Diable Avionics (v.1.05)[0.65.1a]  (Read 94449 times)

Scuttlebutt

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #60 on: February 02, 2015, 03:19:21 PM »

So, I was talking with FlashFrozen about how it would be so awesome if his mechs would transform into jets to move more quickly around the battlefield, Macross style... Next thing you know:
http://www.youtube.com/watch?v=QfwsHQgEC1g

Yep, now you have tough slow shielded mechs that transform into fast unarmed fighters to catch their next target!

Inb4 this whole thing snowballs into pic related lol:
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Nanao-kun

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #61 on: February 02, 2015, 04:00:41 PM »

That is amazing. :o
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Cyan Leader

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #62 on: February 02, 2015, 04:25:47 PM »

and noted, yeah some of the ships just have a lot of slots for you to customize, that may change later on, but I do wish there was a direct fire (ballistic + energy) weapon mount just to stop missiles :p

How about a onboard hullmod that modifies the missile count negatively? If positive modifiers are a thing maybe it is possible to code a negative modifier that will always zero your missile count no matter what? Not for every ship of course, probably just for the Vapor and Haze. That way the player will be forced to equip them with ballistic and energy weapons.
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SpaceRiceBowl

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #63 on: February 02, 2015, 04:43:36 PM »

I need this

now
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I really don't know what I'm doing...

Histidine

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #64 on: February 02, 2015, 06:42:11 PM »

SORCERY!
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Lcu

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #65 on: February 04, 2015, 01:20:07 AM »

I've just realized the reason why this mod has mechs. *facepalm*

EDIT : Can't restrain myself.... must... make... something similar......
« Last Edit: February 04, 2015, 05:34:41 AM by Lcu »
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66766766
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Ctrl+F, type 6
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WKOB

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #66 on: February 04, 2015, 01:37:34 AM »

Well, those are now, without a doubt, the coolest fighters in Starsectorfarer ever.
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Tartiflette

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #67 on: February 04, 2015, 01:49:57 AM »

"Ever"? Try yet...  ;)
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Don't underestimate the modder's POWAAAAA!!!!
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Creepin

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #68 on: February 04, 2015, 04:49:23 AM »

Inb4 this whole thing snowballs into pic related lol:
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I'm sure it's just a coincidence but Gust, Storm and Maelstrom always struck me as having a Zentraedi design :)
« Last Edit: February 04, 2015, 04:53:29 AM by Creepin »
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Agalyon

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #69 on: February 14, 2015, 10:31:39 PM »

Wow, I just looked at this mod, and I must say it looks very nice. Any idea of an ETA for 65.2a?
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OOZ662

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #70 on: February 14, 2015, 11:18:55 PM »

As to the faction reputation, I'm working on it, I've tried throwing in bounties, but it hasn't seemed to work at all so I'll just have to set that for later.

I may just be stating the obvious here and since I haven't used this mod yet I don't know how this hyperspace station works, but normal systems update their reputation based on the distance from the system's comm relay. If there isn't a comm relay associated with the station I assume it has nothing with which to notice the player killing opponents.

I didn't realize stations could even exist in hyperspace; hopefully comm relays can too. ;D
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NightfallGemini

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #71 on: February 17, 2015, 09:13:45 PM »

I'd assume that a comm relay in hyperspace would make it so you could gain Diable Avionics reputation anywhere in hyperspace rather than just near Eclipse, as it'd be intended.

The transforming wanzers look incredible, by the way. Looks like things have vastly improved for wanzer technology since Front Mission 3. :v
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MesoTroniK

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #72 on: February 17, 2015, 09:18:43 PM »

Making a hyperstation work 100% as intended is a significant amount of work.

Histidine

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #73 on: February 21, 2015, 06:23:34 AM »

Hmm, at least some of the ships seem to have too much rotational inertia. With a Vigilance or Hammerhead, if I hold down D to make the ship spin then let go, it comes to a stop in about 45°. Vapor and Hayle take over 270°.

Does this bother anyone else when flying (particularly given the front shields and front-facing weapons)?
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Sproginator

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Re: Diable Avionics (v.1.05)[0.65.1a]
« Reply #74 on: February 21, 2015, 06:33:45 AM »

Transforming jets? HURMMMERGEWD YUS
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A person who's never made a mistake, never tried anything new
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