Greetings! Love your mod. I would really appreciate a version without shield recharge delay. To my mind recharge delay is not realistic and I much prefer no delay.
Hey, I truly love this and it seems to work fine with 7.0 mostly. But I noticed that models of one S gun and all S turrets are missing, could you check it?
They are:
S Impulse Plasma TER - Mk1
S Autogun turret TER
S Machinegun Turret TER
S Photongun Turret TER
Haven't checked if they are functioning in-game and there could be other guns or turrets missing models too.
Any chance someone can walk me through where and what to add to the lines so the Striker 3 is missile capable? I know it has the nuke but I want torps willing to do it my self just need help getting going
Unfortunately, no. Developers again changed collision models and half of the textures disappeared in 7.1. Until I have new collisions mod does not work properly.
If you wish to stop AI from using the guns for any reasons:
in AE -> libraries -> Wares.xml
each gun has a <use threshold="XXX" />
XXX being between 0 or 1 in the mod's original file. Change that number to 10 (using notepad++ to mass replace to save time if all wep)
not 100% sure this is how it's supposed to work but I found no issue so far AI wise. Loadout's gonna take a bit though, since the game doesn't auto choose the guns when using low-med-high presets when buying a ship. (can very much still choose the gun)
Honestly, I'm lazy. =))) BUT!!! I'm almost finished and will probably post a mod for the Experimental Shuttle today or tomorrow. It is made on the same principle. There will be 2 variants, with a tactical missile and without. P.S. With the tactical missile a little later - on the update.
It kind of works in 7.0 Beta, but it's missing a lot of visual props. Large weapons seem to load in fine, but small and medium have a lot of their graphics missing.
132 comments
The deadline is May this year.
I have a lot of work to do right now.
Great work!
Cheers
They are:
S Impulse Plasma TER - Mk1
S Autogun turret TER
S Machinegun Turret TER
S Photongun Turret TER
Haven't checked if they are functioning in-game and there could be other guns or turrets missing models too.
Until I have new collisions mod does not work properly.
change <connection name="con_s_weapon_01" tags="weapon small standard platformcollision combat ">
to connection name="con_s_weapon_01" tags="weapon small missile standard platformcollision combat ">
Has anyone tested it?
Developers again changed collision models and half of the textures disappeared in 7.1.
Until I have new collisions mod does not work properly.
in AE -> libraries -> Wares.xml
each gun has a <use threshold="XXX" />
XXX being between 0 or 1 in the mod's original file.
Change that number to 10 (using notepad++ to mass replace to save time if all wep)
not 100% sure this is how it's supposed to work but I found no issue so far AI wise.
Loadout's gonna take a bit though, since the game doesn't auto choose the guns when using low-med-high presets when buying a ship. (can very much still choose the gun)
BUT!!! I'm almost finished and will probably post a mod for the Experimental Shuttle today or tomorrow. It is made on the same principle.
There will be 2 variants, with a tactical missile and without.
P.S. With the tactical missile a little later - on the update.
Large weapons seem to load in fine, but small and medium have a lot of their graphics missing.
S turrets does not show up at all.
<sound id="bsg_viper_dradis_amb" description="ambience" repeat="-1" is3d="1" preload="0"> <sample start="extensions\AE\sfx\ambient\bsg_dradis_ambient" /> <volume start="0.7" distance="0.5"/> </sound>
(distance change to = "0.1")