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What Would You Want in a Star Wars Mod?

Jetfreak

Filipino Expat
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Seraphim Build Team
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Very cool, nice to see the pre-Imp and post-Imp versions. :thumbsup:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
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2,745
Some nice texture variants there, I would however at least for the old republic version recommend you go with a darker red, as the old republic used a more Maroon colour. Never the less nice to see some non-imperial versions of the class destroyer. :thumbsup:

Yes, and i think the yellow on the logo should be more tan and less green.

but those are awesome!! does this mean that almost every side in the game will have ISD's?
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
Very nice ships. However, AFAIK Star Destroyers never got painting (starting form the late Venators). The Emopire thought they don't need any distinguishing color, as they were recognizable about their shape. And they were **** big and noone wanted to paint them :D
 

Terra_Inc

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Very nice ships. However, AFAIK Star Destroyers never got painting (starting form the late Venators). The Emopire thought they don't need any distinguishing color, as they were recognizable about their shape. And they were **** big and noone wanted to paint them :D

Yeah, probably yes. But com'on, the thought of one of these gigantic things, painted in Republican colours, frying Seps with its awesome weaponry... It's just too much to resist. :lol:
 

Starfox1701

Master of the Arwing
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Thanks guys

I would however at least for the old republic version recommend you go with a darker red, as the old republic used a more Maroon colour.

I think you are right

Yes, and i think the yellow on the logo should be more tan and less green.

Maybe we will see.

does this mean that almost every side in the game will have ISD's?

Well between the Republic and the Empire they built 25,000 ISD mk1s. I find it very haed ti think all of them got destroyed; don't you.

AFAIK Star Destroyers never got painting (starting form the late Venators). The Emopire thought they don't need any distinguishing color, as they were recognizable about their shape.

Actually the first ISD went into sevice the 12 to 9 months before the end of the war. So at least some of them should have started out with republic colors.

But com'on, the thought of one of these gigantic things, painted in Republican colours, frying Seps with its awesome weaponry... It's just too much to resist.

Bingo
 

K_merse

Star Trek: Evolution
Joined
22 Feb 2008
Messages
438
Yeah, probably yes. But com'on, the thought of one of these gigantic things, painted in Republican colours, frying Seps with its awesome weaponry... It's just too much to resist. :lol:

I can see your point of course :D
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
"Bom Bom Bom Bom-ba-Bom Bom-ba-Bom", sums up quite nicely how I feel about these, rofl, so hurry up and turn them loose, please.
 

Starfox1701

Master of the Arwing
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Going as fast as I can man:p I got 21 fighters and several small craft to split between the 3 warships:cool:
 

Adm_Z

Gettin' down and GUI!
Joined
23 Nov 2009
Messages
2,745
As soon as they are ready man,(and you are ready) you can send them over and I should be able to bounce them back to you within a week working the system we discussed.:thumbsup: Shouldn't take long as most of the work is already made up in those examples I sent you a while back.
 

Starfox1701

Master of the Arwing
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Thats the plan. I figure the FO releases will stager 1 to 3 weeks behind stock ones :thumbsup:
 

Starfox1701

Master of the Arwing
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Update time. Progress is slow but good. All the fighter missels meshes are aup and runing and all 6 different Awings are functional. All I need to do is iron out a few physics problems with the fighter not turning as aggressivly *** I would like and Ill be off to the next fighter; the Bwing. Republic and Rebel ISDs are in there finall assembly stage. :thumbsup:
 

Jetfreak

Filipino Expat
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Good to hear bro, nice to see the ships fleshed out in such fine details. :clap:
 

Starfox1701

Master of the Arwing
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29 Jan 2008
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Hay Thunderfoot physics question does the size of the object being circled or cloverleafed effect the distance of th menuver?:confused:
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Hay Thunderfoot physics question does the size of the object being circled or cloverleafed effect the distance of the maneuver?:confused:
Yes, it does. Problems with the Star Destroyer movement?
 

Starfox1701

Master of the Arwing
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No the Awings take forever to run a circle or cloverleaf around the ISD. I'm tring to get them and by extention the rest of the fighters to run in alot closer. Any ideas?
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Hmmm, might try scaling down the Avoidance class for the ISD and the Fighters. I use an avoidanceClass rating of 2 for Galactica and a rating of 1 for the Vipers. Most of the stock A2 avoidanceClass ratings are way too high. Might want to consider giving the A Wings a much higher impulseSpeed as well. I suggest starting with doubling the speed they currently have and then scaling down by 10 percent increments until you find the one which looks and feels right.

Hope these ideas help.
 

Starfox1701

Master of the Arwing
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I'll look into the avoidance class. Awing already does 150 and Defenders will be 225. Won't Doubling these speeds be way to high?:confused:
 
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thunderfoot

Deleted Due to Inactivity
Former MSFC Member
Doubling the speeds of the A Wing and Defender is only a starting point. Try them out and then scale them down by 10% increments until you get a speed which looks correct. But if they are not getting close enough to actually fire on the ship then it is definitely the avoidanceClass value being set too high for the ISD. The game is set up so each ship exists within an oblong shaped bubble. This bubble is where the shield effects are displayed. I suspect the devs did things this way to cut down on the computations needed for objects occluding each other during combat . If you will look carefully, the ships almost never move one behind the other, relative to the player's viewpoint, during combat.

Try the following out in the ODFs and see what happens.

A Wing -
Code:
impulseSpeed = 180
Defender -
Code:
impulseSpeed = 265

ISD -
Code:
avoidanceClass = 2
 

Starfox1701

Master of the Arwing
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29 Jan 2008
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47
You know its based on what you said the problem might be in the RTS.CFG file. The avoidance pathing stuff works on percentages. 110% might not seam loke alot but when the ships is 1:1 and 1600m long 2000m turn radius:idea:
 
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