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Ship pack & ini files...

...have been uploaded. I uploaded this one straight to the mods folder:

[URL]mods.firstones.com/buda5/iwar2/mods/Buda5_Ship_Pack.zip[/URL]

[URL]mods.firstones.com/buda5/iwar2/mods/Buda5_inifiles.zip[/URL]

I changed the filename since "Buda5 Ship Pack" had trouble staying selected - at least on my computer. This one is the public version (unless there is something horribly wrong with it), but I haven't announced it yet. Technically, its available through the links on the website.

Next I'll upload a mission pack with working director war and slightly improved escort mission. Another thread for that.

Comments

  • IndieIndie Moderator
    One more thing

    I think we may be running low on allocated disk space. When I tried to upload the pack it stopped at one point and announced that disk quota was exceeded. After I deleted the old pack, I could resume normally. I don't know how much space is available now. The old pack was 60Mb and it stopped around 150 perhaps... that would leave about 45Mb, I hope. Could be less too.
  • LogicSequenceLogicSequence Elite Ranger
    i'll let sanfam know, he'll clear up some space for us. :)
  • Warlord IIWarlord II Earthforce Officer
    Re: Ship pack & ini files...

    [QUOTE][i]Originally posted by Indie [/i]
    [B]I changed the filename since "Buda5 Ship Pack" had trouble staying selected - at least on my computer.[/B][/QUOTE]I have that same problem with old ship pack too. Everytime I close I-War2 and start again it's not selected. That doesn't happen with ini pack.
  • Roi DantonRoi Danton Moderator
    Re: Re: Ship pack & ini files...

    [QUOTE][i]Originally posted by Warlord II [/i]
    [B]I have that same problem with old ship pack too. Everytime I close I-War2 and start again it's not selected. That doesn't happen with ini pack. [/B][/QUOTE]
    The same for me but due to that the SkGen package activated the mod automatically that was no prob for me.
  • LogicSequenceLogicSequence Elite Ranger
    same problem here... as for disk space, i had sanfam clear that up for us. we have more now, but a few more 100Mb files and were gonna have problems again... but as of now everything is ok.
  • [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]as for disk space, i had sanfam clear that up for us. we have more now, but a few more 100Mb files and were gonna have problems again... but as of now everything is ok. [/B][/QUOTE]
    didn't JohnCS mentioned several times he have disk space for us?
  • LogicSequenceLogicSequence Elite Ranger
    i think we should keep it at firstones.com... it's always been our home
  • Warlord IIWarlord II Earthforce Officer
    When I posted new Buda package I also posted slightly edited setup2.lws which makes jumppoint work much faster. It's just matter of changing one number but it really makes difference in point opening/closing speed. Still in newest ship pack the old setup is used.

    Open with notepad avatars\jumpgate\setup2.lws
    There is line AddNullObject
    Change the number 1 to 3. Then jumppoint is much faster. You don't have to upload ship pack just because of this but in next release would be nice to have this changed. There is also little test scenarios where you can test how it affects. I posted these when I posted new Buda.pkg. [url=mods.firstones.com/buda5/temp/Buda5_ShipJumptest.zip]Buda5_ShipJumptest[/url] and [url=mods.firstones.com/buda5/temp/Buda5_GroupJumptest.zip]Buda5_GroupJumptest[/url]

    Also when I unzipped Ship pack then edited setup2.lws and then I packed it with WinRar 3 using zip extension Ship pack was "only" 155mb. Before it was 165mb. Small change but for dialups it's quite much.
  • Request for Ini Pack update

    Indie, could you add the Capsule Drive to the player fighters in the Ini pack?
    (template[X]=ini:/subsims/mountpoints/capsule_drive)
    I don't want to do this to avoid a mess with the INI Pack Versions.

    Aurora needs this for the Outpost mission and that won't be the only time we'll need it. Furthermore this shouldn't create a conflict with our Mission Collection scenarios when the map is disabled:
    [code]iHUD.SetMenuNodeEnabled( "hud_menu_map", false );[/code]
  • IndieIndie Moderator
    Ah, yes. I've been meaning to do this myself, but forgot.
  • just want to make completely sure that you'll remember this before releasing the next ship packet, Raider Battlewagon is missing from the latest one. I added battlewagon to my ship packet and now there is kind of interesting problem...That ship can't be destroyed and every time when I play a mission where that ship is and exit the game I'll get error message about loader.exe...
  • More things to change

    On the presentation journalists from the websites [url]www.spieleflut.de[/url] and [url]www.sprungtor.de[/url] mentioned following things by playing the Skirmish Generator:

    [list][*]Shadow and Vorlon fighter: agility and acceleration should be increased
    [*]capital ships: agility should be decreased[/list]

    Maybe one of the two INI File responsible members (Indie or Warlord) has the time to update it. =)
  • Acc of the Whitestar

    [quote]Posted @Buda5 General Discussion [url=http://forums.firstones.com/showthread.php?s=&threadid=4938&postid=92053]Link[/url]
    [b] Actually, even great cruisers spin around there axis(-es) quite good. But they take ages to FLY into a new direction, to come to a halt and then accelerate in a new direction. Even if I wan't do go into the 180°-direction and the main engines show in the direction the veloticy, that has to be nullified before I can accelerate in the new direction, It takes ages to stop. On the other hand the great bogeys don't go 300-500 m/s, no, they do 2000! , what is more than some fighters (if I remember correctly, the Narn bomber only goes around 1000...)
    This behaviour - though not handy - is at least acceptable for real great ships. But if I fly a small ship like the white star, it real annoying changing the direction takes so long. Maybe it should fly more like that bluestar scout.[/b][/quote]
    What do you think? I would increase the acc of the Whitestar.

    ... and like I wrote before, decrease the agility of the cap ships ...

    ... well, if someone has time ;) .
  • Re: Acc of the Whitestar

    i spent many hours perfectly balancing the ships in InGame, including the whitestar... it's perfectly balanced... if one person has a problem with it, oh well. i mean come on, just b/c it's not as fast as he wants it to be? the whitestar is the most agile ship in Buda5. it can out manouver anything, frankly i don't know where he's coming from saying it's slow. I think he's using an older version and doesn't know how to use ingame properly...

    In fact his facts are all wrong, i can tell u the speeds of every ship we have, and the narn gorith (bomber) goes well over 1000m/s. and the capitalships in ingame turn increadibly slow. as i said, he's doing something wrong, or is upset with physics. u can't stop a ship from -2500m/s to 0 and back to 2500m/s in another direction instantaneously. it's impossible. the whitestar, for example, takes barely even 4 seconds to completely reverse direction to full speed.. that's pretty damn fast. you can't turn 180degrees and start moving forward you've got to go past 0 first..

    things in real life (and in IWAR2) don't always happen like they did in the show. creating a dramatic space battle is one thing, but alot of times they didn't obey the laws of physics to get that dramatic flare. we have to, and so does IWAR2, it's built into the engine.

    in physics, and EOC, for a ship to say, pull a 180 and change direction (with equal speed) it has to apply it's set acceleration to bringing the ship from negative velocity (b/c u've changed direction 180 degrees) Be4 it can bring you forward. just b/c u've turned 180 doesn't mean yer suddenly at 0m/s... it's got to slow you to 0 be4 it can start you going forward again. it's simple physics... the origional poster in the general forums simply doesn't understand this..

    it seems to me, from this guys post, that the ships are doing EXACTLY what they are supposed to do. fighters going 2000m/s is CORRECT.. no fighter in EOC goes 300-500m/s, i don't even know where he got that figure... other than pulling it out his.. .behind. Some capital ships can top out at over 2000m/s as well, but all AI ships obey the same rules as player ships. they just react faster and better cause a computer is controling them. everthing is balanced. from armour to speed, to hit points, to acceleration. he's just not happy with it., or like i said, is using the wrong ship mods.

    P.S.
    didn't mean to sound harsh towards you Roi, it's directed at the original poster :). i just get tired of people not doing something correctly and then complaing about something not working, u know?
  • Re: Re: Acc of the Whitestar

    [QUOTE][i]Originally posted by LogicSequence [/i]
    [B]P.S.
    didn't mean to sound harsh towards you Roi, it's directed at the original poster :). i just get tired of people not doing something correctly and then complaing about something not working, u know? [/B][/QUOTE]No no, I don't "have problems" when you post your opinion ... even if you'd critized myself, I think, we "know" us long enough not to understand it in the wrong way. :)

    Back to topic: It was my fault - he has spoken from the InGame but I was talking about the Ship Pack. For me it seems that there the cap ships have a too high agility and the Vorlon and Shadow Fighter a too low acc.
  • well in regaurds to the ship pack that may be possible, tho indie has balanced it. I'll post my balancing scale and maybe indie will rebalance if he thinks it needs to be. when i balanced ingame i created a scale for weapons taking into account different technologys, energy types, etc... different armours, crystaline, metal, gravetetic. different propulsions, gravitic ion thrust, etc...
    i'll post it when i can
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