• Hello and welcome to MSFC. We are a small and close knitted community who specialises in modding the game Star Trek Armada 2 and the Fleet Operations modification, however we have an open field for discussing a number of topics including movies, real life events and everything in-between.

    Being such a close community, we do have some restrictions, including all users required to be registered before being able to post as well as all members requiring to have participated in the community for sometime before being able to download our modding files to name the main ones. This is done for both the protection of our members and to encourage new members to get involved with the community. We also require all new registrations to first be authorised by an Administrator and to also have an active and confirmed email account.

    We have a policy of fairness and a non harassment environment, with the staff quick to act on the rare occasion of when this policy is breached. Feel free to register and join our community.

Fleet Ops BSG Addon Mod Preview V0.9

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,361
Age
39
I am not worried if you use my music or not, your welcome to include it in the final release if you wish, however if you decide against it, you won't hear any complaints from me. :lol:

I uploaded it so everyone here can enjoy it. The music is actually a combination of several BSG tracks mixed together by myself. I tired to get it so you didn't really notice when it loops, however it was rather hard with BSG music unlike Star Wars or Babylon 5 music. I don't think I succeeded all that well, however when in a fight you don't really notice it too much anyway. :)
 

Elrond

Crusher of Capitalism
Joined
24 Apr 2006
Messages
310
Whoa! That's great music for any occasion! (involving battle)
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Vids! Schweet! As to the music, I've been looking for some better(or at least different) music for my BSG Colonials. What I use currently is Bear McCreary's remake of the TOS title track which he calls 'Colonial Anthem'. It's nice and it loops well, but after the seventh or eighth time, it gets on my nerves a little, ya know?
 
S

Starlight

Deleted Due to Inactivity
Former MSFC Member
Fleet Ops is the one modification I have played for the game, twice. Played the original game once. And a Battlestar addon just sounds awesome! I've only seen a few of the episodes of that show, along with one episode of the old classic series. But I'm still pretty interested in seeing how this turns out!
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thanks guys! Yeah, the one I have is called "Prelude to War" I"m not sure what it is, cus I haven't had a chance to listen to it. I've also got another big pack of music from one of my testers who said some music from the shows would be better, so I can only assume that that it what it is.:thumbsup:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I don't suppose y'all ever saw my mk7 did ya'? I did it a while ago, but I don't think I ever posted it here.

FOScreenShot_100207_142917.png

FOScreenShot_100207_143009.png

FOScreenShot_100205_222220.png

...ugh, finally
 
Last edited:

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,361
Age
39
Beautiful shots, beautiful.
 

Terra_Inc

MSFC's Cheshire Cat
Staff member
Site Manager
Necromancer/Troll hunter
Kitten Commander
Joined
16 Dec 2009
Messages
3,142
Age
34
I don't suppose y'all ever saw my mk7 did ya'? I did it a while ago, but I don't think I ever posted it here.

FOScreenShot_100207_142917.png

FOScreenShot_100207_143009.png

FOScreenShot_100205_222220.png

...ugh, finally

Not bad. Me likes very much. :)
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thanks mates!(though to be honest, I didn't take those pics.:sweat: one of my testers did, I just thought they displayed the ship well, so i used them.)
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
I like the Mk7 a lot Adm_Z. This one looks a little faded though. Are you using a model with the alpha channels enabled? If you are, I have a set of textures for the Mk2 and the Mk7 which I've given the "Akira Treatment" to. They are 512 x 512 MB. I'm going to use them in my mod. If you'd like to use them as well, I be glad to send them to you. People say a picture is worth a thousand words, so here's two thousand, lol.
Vipers.jpg
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
I like the mk2 alot. the textures are much better than the one I have.

Though I worked alot on the re-tex of the mk7, I think I will keep it:sweat:

Heh, really, I don't know what you mean by faded either. I'm actually using the ones that mike made over at ff, so I don't know if the alpha channels are active. Are there better fighter models on this site? I couldn't find any.

I was kinda going for this kind of, new mk7 look.

cr_viper7_101.jpg

cr_v7_db2.jpg

verses this'un
cr_v7eb04.jpg
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Okay, I understand. Just thought I'd offer. I have the same ones Mike McKeon released earlier. All I did was tweak the models to make them alpha channel compatible and then adjusted the textures a little. I find most textures released for A2 to be far too bright. Shadows and details are what give a ship or station mass and depth. Yours is a good match for the model in the pictures you've just posted.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
yeah noticed some flaws with his model too.(though they are so small in my game its hard to tell) Don't supose you would be willin' to share would ya'?:angel:

I certainly like your mk2 way better:clap:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
yeah noticed some flaws with his model too.(though they are so small in my game its hard to tell) Don't supose you would be willin' to share would ya'?:angel:

I certainly like your mk2 way better:clap:

I suppose I can share it with you, lol. It is Mike's model and he has given me carte blanche to do what I wish with his BSG stuff. I can pack it up and send it to you tomorrow night my time. I am currently deep into finishing the Map Editor portion of my BSG mod. This is giving me a little more trouble than I like.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
cool. I had kinda figured that he didn't really care if anyone re-released his stuff, or messed with it, sense he released it with the ms3d. model on Filefront:lol2:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Here are some new updates for my weapons:D

I have updated my KEW's, missiles and I was finally successful at creating a fighter based small missile, and a working flak cannon

picture.php
picture.php
picture.php
picture.php
picture.php
 

Majestic

Administrator
Staff member
Administrator
Seraphim Build Team
Joined
17 Apr 2006
Messages
18,361
Age
39
Nicely done Adm_Z. I love the new missiles, look a lot more like the series. Oh and nice PRP Pegasus too. :lol2:
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
DAYUM! I say again, DAAAYUMMMM! Me likey! Me likey lots! Me wants!
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thanks guys! I'm getting closer to release, it is just taking forever to balance these ships. I have to get the balance perfect because FO is mainly a multiplayer game, and I don't want people complain' about how the cylons win every time or whatever:sweat:

anyway, thanks for the compliments. You have no idea how much work it took to make mini missile contrails for the raptors(well maybe some of you do;))
 

Chiletrek

Warriors from Fluidic Space
Staff member
Forum Moderator
Toaster
Joined
22 Oct 2006
Messages
3,514
Age
42
Hello:
Balancing can be harder than modelling and texture making, I can say that because I have tried:lol2:.
I hope the missiles' contrails don't cause any lags during ingame, specially in big fleet combats, but they look very good I also liked Pegasus' guns too.
Well done!
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Thanks. And I'm glad you finally got to see what they looked like too:lol2:


Yeah, well they don't cause lag(for me atleast) but when there are alot of them on scren some of them stop emitting, but it is hard to tell so it doesn't make a big difference
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Ok, here is a Video that I asked one of my Testers to make. It turned out really great too. It wonderfully displays the flak cannons, missiles, dogfights, and most of the other features of the game. Though the mod is still not complete, this video displays most of the aesthetics that will be in the final version. :cool:

http://www.youtube.com/watch?v=tx3xxDG5mzM
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Like the weapon effects. Are those regular Fleet Ops ships movement physics? Looked a little odd seeing a battlestar pivot so quickly. Maybe I've just spent too much time looking at my own physics. If there is anything in my odfs you can use, please go right ahead and do so. Might want to consider opening out the firing arcs on those battlestar weapons a little as well.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Yeah I've been working on the physics. They aren't stock, thats for sure:sweat:

I had it turning slower, but me and my testers found that it was highly maneuverable, even more so that the baseships. It was mainly caused by the station tho, you know how a2 is.

Oh and the arcs...well, they would be perfect, if the hardpoints were turned, but I don't think they are. if they were, they would have canon firing arcs, putting more fire out overall along the sides, but more damage from the forward cannons.
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
One of the things I discovered about physics is this. Nearly everything is based upon and scaled to the speed of a ship. One of the reasons everything moves so slowly with the Physics Project is to get everything to be a little more graceful looking. A speed range of about 45 to 95 for ships with fighters having speeds between 100 to 150 worked out pretty nicely. Combat speeds of about 70-80% of Impulse worked nicely as well. These speeds may not work with Fleet Ops. Another thing to consider is the mass of the vessel. the frontBackInertia value is used to simulate mass. Ships with more mass take longer to get up to speed, longer to stop and longer to turn.

I recommend you avoid trying to find "offical" stats. They all contradict each other wildly and are usually compiled by some FanBoy anyways. The compliers of these always seem eager to put their own spin on the values and then justify the deviation with some obscure reference which only they know about or can find or understand. What I did was take one ship and tinker with it until it looked "right" when it moved. Looking right means the motion it has in game is as similar as possible to something I've seen in the series or in a film.

It does not need to be an exact match. I model and mod for effect, not accuracy. After all, whom among us has ever piloted a 1,000 metre plus space going aircraft carrier with FTL drive? Somone like this, I might be willing to listen to if they say, "Hey, Rich? About how that Mercury class turns? You did it all wrong." If I can get the effect I want, the ship moves something like it does in the series. Now I have a baseline to adjust all the others off of. Far easier to ring in variations on a theme than it is to write new ones from scratch.

As to firing arcs. By default, a weapon hardPoint fires in all directions. Does not matter which way it is oriented, it will fire at anything inside a sphere defined by the maximum range of the weapon. So let it. Sometimes it will fire through your model at something on the opposite side. This does not happen as much as some think it does. In my Pegasus ODF, the only weapons which have firingArcs are the Main Guns in the bow. I gave them a firing arc of 160 degrees. This is expressed in the ODF as the value 1.61 My ships will blaze away at nearly everything in range, provided their weapons are not already engaging another target. Again, I have no idea how Fleet Ops does this, so my advice here may be little more than hogwash.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Hmmmm, well I looked into it, and you are right. One source says that the battlestars are more manuverable, but the other says that the baseships can easily chase them down. I am more inclined to believe the latter's information as it is the literal Memory Alpha of BSG.


I will yet again attempt to get it right, but you are right, its not that big a deal.:confused:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
A small update: I'm going to try to include the Cygnus class ship in my mod as a support ship with two modes, an assault mode; four forward cannons(artillery range), several regular cannons, launches an assault raptor every so often and a repair mode; Repair team, (bees that repair a ship, most likely regular raptors) and a boarding party,(either an assault raptor, or a shuttle). it retains its flak cannons, and FTL through out each mode, however may have some restrictions when switching, like shorter range or something.

If everything works out alright, it should be pretty cool :)
 
T

thunderfoot

Deleted Due to Inactivity
Former MSFC Member
One of the things I like about Fleet Ops is this ability to change the task of a ship without changing the ship. Always thought this was a neat idea.
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
Heh, very nice, however it will require 12 odfs just for the ship, not counting the weapons:sweat: It takes quite alot of work to mod, but the end result is pretty cool.
 
Top