Play House of the Dying SunSeconded.
I know that mission designers don't want their players to just be sitting there doing nothing or ensure very long missions, but the rate at which a boarding party captures a ship in the Freespace universe really breaks my immersion. We're talking about huge ships, but one or two tiny transport ships are able to board marines that can not only traverse through the ship in record speeds, but also often shoot through all the crews and onboard marines of another ship. And while I try to image some kind of ridiculously efficient hyper loop transport systems inside of ships to make up for this kind of ludicrous speed, it very much does not match what we actually see on the flight deck in the menu (I'm looking at you exit animation button).
It was for this very reason that I FREDed the Repulse capture operation the way I did in ST:R.I consider the short capture time to just be a concession for the sake of gameplay, like the absurdly low ranges of weapons and speeds of ships.
About 15 years a go I played a Star Trek themed space sim on my old PS1. The beam weapon range of the cap ships was immense - they could hit you when they were so far away they were just a few pixels. Your ship had a mini warp engine thingy which worked like afterburners on 'roids. You could close that sort of distance in a second. I guess it was supposed to be more realistic, encouraging hit and run attacks, but in truth it just sucked from a gameplay perspective.
That said I do often feel the ships in FS2 are too slow. Anything less than a Perseus feels like you are flying through treacle. I would love to see a mod that increases the speed of the ships slightly. Perhaps have retail Perseus speed as a base speed for the slow ships, like bombers, and increase form there, so that the modded Perseus really is nippy AF
As an aside - does anyone else feel FS1 games / FSPort etc feel quicker than FS2 games? Flying the length of an Orion feels like it takes less time in FS1 than it did in FS2, even in fighters with comparable speeds. Or is it just me?
Can you try and go to Knossos' settings, select Nightly as the preferred stability in the Knossos section, save, update FSO and launch the mod again? It will most likely crash with the same error but I'm hoping the conversion to JSON will work regardless. If it worked, you'll find a file under %AppData%\HardLightProductions\FreeSpaceOpen\data\players\<PILOTNAME>.json. Please attach that file to your post (if it exists).
If that didn't work and you still can't launch FSO, you could try cloning your pilot but aside from that IIRC the only solution is deleting your pilot.
I continue to be upset that people are going to be suckered into buying this crap instead.
Zombie x Drunk'n'Drugs x Mentally disturbed. How many games have such a complex characterdesign. Awesome.
-The SSG Rahu has turret03 and backb as LOD1 and LOD2; debris-backa00 and debris-backa01 would AFAIK have to be part of the debris LOD to work as live debris. Also I'm not sure whether all paths properly link to subsystem - in particular turret01 and 02 are named differently.
-I noticed that mv_assets_s-shp.tbm tries to add several missile turrets as primary turrets ($Default PBanks: ( "Piranha#Shivan" )). Viewing the tbl entry, it appears that this bug was already carried over from retail. The turrets instead all contain various primary weapons.