Author Topic: RELEASE: A Great Wind  (Read 5932 times)

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Offline Apollo

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RELEASE: A Great Wind
This is the first mission I've ever managed to finish. It's a fairly simple assault on an NTF Base and a corvette.

Any criticism would be greatly appreciated. :)
http://www.mediafire.com/?3573lbt5t73uyll

EDIT: If you choose to fly a Medusa, you have a Prometheus S turret with regular ROF. Also, the Artemis D.H. has better manuverability.

Code: [Select]
MODS:
GTVA Turret: An upgraded Terran Turret, with better speed, range, ROF, damage.
GTVA Huge Turret: Similar to the above, it has half the firing rate but does more than twice the damage.
GTVA Turbolaser: A short-range laser with very high damage and knockback.
SBlue: A small beam used by the Terrans. Although weaker than the SRed and SVas, it is far superior to the SGreen.
TerSlashBlue: A TerSlash with somewhat higher damage.
Cyclone: A warship-mounted swarm torpedo. Has a long range and does slightly more damage per second than an SRed, though it lacks the single hit power.
Megacyclone: Like the above, but stronger: It has a range of 11 Km and does more damage per second than a BVas.

GTC Marauder: A strike cruiser based on the old Fenris (Not actually used). It has half the punch of the Thunder.
GTC Thunder: A heavy cruiser that resembles the Aeolus. It has half the speed, but its point-defenses are slightly better and it has more firepower than a Rakshasa.
GTCv Typhoon: A new corvette design. It has worse anti-fighter weaponry than the Deimos, but better armor and anti-warship firepower.
« Last Edit: August 09, 2012, 08:18:25 pm by Apollo »
Current Project - Eos: The Coward's Blade. Coming Soon (hopefully.)

 

Offline Legate Damar

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Re: RELEASE: A Great Wind
Going to check this out

 

Offline Nyctaeus

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Re: RELEASE: A Great Wind
1. Starfield.pof
2. Including a Cruiser in the modpack only for using it in briefing?
3. A lot of "guardianed" containers with 1% looks a bit strange [especialy when I'm shooting with Maxim to them, engless pillar of fire from piercing]
4. Watchdogs are too far to be dangerous to us, the ones in the cargo depot are shooting to their own containers when we hide behind them.
5. Don't know where the hell the Irving has it's main guns. I destroyed the side beam, and then I started to destroying VLS-style launcher tubes... But suddenly, our dark shivan Aeolus has been destroyed. Main torpedo launchers were next to the beam, a bit strange place for torpedos on that model, but othwerwise it's not any issue, but my silliness :P
6. Directive "Destroy heavy cannons" remains on directive list even when we destroyed Irving but without destroying all of it's main cannons.
7. A bit strange skinned ships. Black Aeolus with red lights looks so shivan, Typhoon has so many colorful cyan elements, but they're better than Blue Planet terran fleet xD

It's not bad at start, nice beams :D.
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Offline Apollo

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Re: RELEASE: A Great Wind
1. Starfield.pof
2. Including a Cruiser in the modpack only for using it in briefing?
3. A lot of "guardianed" containers with 1% looks a bit strange [especialy when I'm shooting with Maxim to them, engless pillar of fire from piercing]
4. Watchdogs are too far to be dangerous to us, the ones in the cargo depot are shooting to their own containers when we hide behind them.
5. Don't know where the hell the Irving has it's main guns. I destroyed the side beam, and then I started to destroying VLS-style launcher tubes... But suddenly, our dark shivan Aeolus has been destroyed. Main torpedo launchers were next to the beam, a bit strange place for torpedos on that model, but othwerwise it's not any issue, but my silliness :P
6. Directive "Destroy heavy cannons" remains on directive list even when we destroyed Irving but without destroying all of it's main cannons.
7. A bit strange skinned ships. Black Aeolus with red lights looks so shivan, Typhoon has so many colorful cyan elements, but they're better than Blue Planet terran fleet xD

It's not bad at start, nice beams :D.

1. I Don't know what that is. Thanks. It looks much better.
2. The Orff was originally going to be in the mission, but its light armor and weaponry made the mission very difficult. I kept it because it fits in with the Thunder and the Typhoon.
3. I don't want them to be destroyed, partly for storyline purposes, and partly because it would lock the player out of a bonus objective.
4. I didn't intend for them to be very dangerous, but I might have made them too useless. I'll change their positions.
5. I didn't use the Irving's torpedo tubes because I thought it looked weird when they fired through the ship.
6. I'll fix that.
7. The Typhoon shares its basic appearence with two other ships that I have. I'll consider changing the Thunder's glowmaps.
« Last Edit: August 05, 2012, 04:56:11 pm by Apollo »
Current Project - Eos: The Coward's Blade. Coming Soon (hopefully.)

 

Offline Droid803

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Re: RELEASE: A Great Wind
I'll admit I haven't played it, and won't because I don't play single-missions, but I can answer some of the general modding related issues you speak about:

If you don't want the cargo to be destroyed, you can still "hide" the guardian better by using ship-guardian-threshold for each of the cargo containers set at different values, and give them special-hits and change their armor type as they near the guardian value. It's more work but it's a lot more convincing than everything sitting there at 1%.

You need to make a specific weapon type to use for VLS systems. Namely, something that makes it fire straight up along the turret normal, instead of aiming towards the target and thus firing through the ship. This can be achieved by using a "swarm" type missile on the weapon, or by using the subsystem flag ""fire down normals" in the ships table, if you're using singly-fired torpedoes. Probably best to use the second method, as it allows you to load various non-swarm weapons via FRED without having to worry.
(´・ω・`)
=============================================================

 

Offline Dragon

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Re: RELEASE: A Great Wind
There are problems with "fire down normals". Just use $Swarm and set it to 1.

 

Offline Droid803

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Re: RELEASE: A Great Wind
The problem with swarm set to 1 is that the missiles don't fire in smooth arcs, but rather will wiggle a bit (unless you want that)
Fire down normals works fine for non-multipart VLS style turrets. It also allows you to have very pretty missile arcs.

IIRC the only problem with fire down normals is that it causes multiparts to derp and miss.

Dragon, you've said it was "buggy" several times without specifying why, and I have no intention to start believing you, unless you've mantis'd it already?
« Last Edit: August 05, 2012, 05:57:42 pm by Droid803 »
(´・ω・`)
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Offline Dragon

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Re: RELEASE: A Great Wind
The problem is, I couldn't quite pinpoint when exactly did it happen. Basically, on some ships it'd cause the turret not to fire, on others it'd work fine. In short, I found it unreliable. Maybe the flag was fixed when I was away, or even earlier (granted, I gave up on it a long time ago), or I was doing something else wrong. Anyway, the "$Swarm" method is guaranteed to work.

 

Offline Legate Damar

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Re: RELEASE: A Great Wind
I found it very difficult to locate the specific turrets on the Irving I was supposed to destroy. Perhaps include hotkeys to target them.

 

Offline Droid803

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Re: RELEASE: A Great Wind
Except there aren't hotkeys for subsystems, unless someone added them behind my back.
(´・ω・`)
=============================================================

 

Offline Dragon

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Re: RELEASE: A Great Wind
Actually, that's a neat idea for a feature. It could come in really handy in any mission in which the player has to do something with subsystems, be it scanning, bombing or guarding them. It could be a good idea to post it on SCP board, I'm surprised nobody though about it earlier.

 

Offline Legate Damar

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Re: RELEASE: A Great Wind
I was pretty sure it was possible...

 

Offline Droid803

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Re: RELEASE: A Great Wind
Go check in FRED and come back, mmkay?
I distinctly remember wanting to do so, but finding out it was not possible.
(´・ω・`)
=============================================================

 

Offline Wobble73

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Re: RELEASE: A Great Wind
May I quickly interject with......the title of this thread sounds like someone farted!  :drevil:

My bad, back on topic now please  :lol:
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Offline Apollo

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Re: RELEASE: A Great Wind
UPDATE!

Changes:
  • Fixed directive problem
  • Irving has special hitpoints
  • The Thunder has a different skin
  • Watchdogs are positioned better and some of them have Subachs instead of Prometheus Rs.
  • The Typhoon now uses its torpedo tubes. Although, in this mission, half of them are disabled.
  • Gave hotkeys to large ships.
Current Project - Eos: The Coward's Blade. Coming Soon (hopefully.)

 

Offline soilder198

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  • Volition = Tilivoon, change my mind
Re: RELEASE: A Great Wind
I had exactly 21 error messages pop up until freespace crashed while trying to play this mission. I have feeling its me, not you.

Edit: Oh, and, they were mostly about a max limit for terblue being 5 and something wrong with turrets01-14 and that it had to invert some values
Karajorma (/ˈbɪkɪˌniː/ or /bɪˈkiːni/; Marshallese: 'Pikinni', [pʲiɡinnʲi], meaning "coconut place"),[2] sometimes known as Eschscholtz between the 1800s and 1946 (see Etymology section below for history and orthography of the endonym),[3] is a coral reef in the Marshall Islands consisting of 23 islands surrounding a 229.4-square-mile (594.1 km2) central lagoon. The atoll's inhabitants were relocated in 1946, after which the islands and lagoon were the site of 23 nuclear tests by the United States until 1958.
Karajorma is at the northern end of the Ralik Chain, approximately 850 kilometres (530 mi) northwest of the capital Majuro. Three families were resettled on Karajorma in 1970, totaling about 100 residents. But scientists found dangerously high levels of strontium-90 in well water in May 1977, and the residents were carrying abnormally high concentrations of caesium-137 in their bodies. They were evacuated in 1980. The atoll is occasionally visited today by divers and a few scientists, and is occupied by a handful of caretakers.

Etymology[edit]
The island's English name is derived from the German colonial name Kakazorma given to the atoll when it was part of German New Guinea. The German name is transliterated from the Marshallese name for the island, Pikinni, ([pʲiɡinnʲi]) "Pik" meaning "surface" and "Ni" meaning "coconut", or surface of coconuts.[2]

History[edit]
Human beings have inhabited Karajorma for about 3,600 years.[29] U.S. Army Corps of Engineers archaeologist Charles F. Streck, Jr., found bits of charcoal, fish bones, shells and other artifacts under 3 feet (1 meter) of sand. Carbon-dating placed the age of the artifacts at between 1960-1650, B.C.E. Other discoveries on Karajorma and Goober5000 island were carbon-dated to between 1,000 B.C.E. and 1 B.C.E., and others between 400-1,400 C.E.[30]

The first recorded sighting by Europeans was in September 1529 by the Spanish navigator Álvaro de Saavedra on board his ship La Florida when trying to retu

 

Offline yuezhi

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Re: RELEASE: A Great Wind
debug log?
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Offline Rodo

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Re: RELEASE: A Great Wind
So, which are the turrets I'm supposed to destroy on the Irving?

I see those tubes opening up and firing, but there's no subsystem/turret there.
el hombre vicio...

 

Offline soilder198

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  • Volition = Tilivoon, change my mind
Re: RELEASE: A Great Wind
debug log?

These are some
The errors that talk about turretarm or just turret come up another like 14 times or so
And I know when everyone posts errors they put it in a tiny box but I dont know how to do that


Inverted bounding box on submodel 'detail0' of model 'Thunder.pof'!  Swapping values to compensate.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
FS2_Open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
FS2_Open_3_6_12d_INF.exe! Warning + 430 bytes
FS2_Open_3_6_12d_INF.exe! read_model_file + 5335 bytes
FS2_Open_3_6_12d_INF.exe! model_load + 754 bytes
FS2_Open_3_6_12d_INF.exe! mission_parse_handle_late_arrivals + 185 bytes
FS2_Open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 340 bytes
FS2_Open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
FS2_Open_3_6_12d_INF.exe! post_process_mission + 49 bytes
FS2_Open_3_6_12d_INF.exe! parse_mission + 1531 bytes
FS2_Open_3_6_12d_INF.exe! parse_main + 449 bytes
FS2_Open_3_6_12d_INF.exe! mission_load + 215 bytes
FS2_Open_3_6_12d_INF.exe! game_start_mission + 198 bytes
FS2_Open_3_6_12d_INF.exe! game_enter_state + 482 bytes
FS2_Open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
FS2_Open_3_6_12d_INF.exe! game_process_event + 242 bytes
FS2_Open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
FS2_Open_3_6_12d_INF.exe! game_main + 782 bytes
FS2_Open_3_6_12d_INF.exe! WinMain + 330 bytes
FS2_Open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
FS2_Open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Inverted bounding box on submodel 'turret01' of model 'Thunder.pof'!  Swapping values to compensate.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! read_model_file + 5335 bytes
fs2_open_3_6_12d_INF.exe! model_load + 754 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_handle_late_arrivals + 185 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 340 bytes
fs2_open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_12d_INF.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d_INF.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d_INF.exe! parse_main + 449 bytes
fs2_open_3_6_12d_INF.exe! mission_load + 215 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Inverted bounding box on submodel 'turretarm01' of model 'Thunder.pof'!  Swapping values to compensate.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! read_model_file + 5335 bytes
fs2_open_3_6_12d_INF.exe! model_load + 754 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_handle_late_arrivals + 185 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 340 bytes
fs2_open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_12d_INF.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d_INF.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d_INF.exe! parse_main + 449 bytes
fs2_open_3_6_12d_INF.exe! mission_load + 215 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Inverted bounding box on submodel 'turret02' of model 'Thunder.pof'!  Swapping values to compensate.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! read_model_file + 5335 bytes
fs2_open_3_6_12d_INF.exe! model_load + 754 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_handle_late_arrivals + 185 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 340 bytes
fs2_open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_12d_INF.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d_INF.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d_INF.exe! parse_main + 449 bytes
fs2_open_3_6_12d_INF.exe! mission_load + 215 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes

Inverted bounding box on submodel 'turretarm02' of model 'Thunder.pof'!  Swapping values to compensate.
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! Warning + 430 bytes
fs2_open_3_6_12d_INF.exe! read_model_file + 5335 bytes
fs2_open_3_6_12d_INF.exe! model_load + 754 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_handle_late_arrivals + 185 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 340 bytes
fs2_open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_12d_INF.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d_INF.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d_INF.exe! parse_main + 449 bytes
fs2_open_3_6_12d_INF.exe! mission_load + 215 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
fs2_open_3_6_12d_INF.exe! gameseq_process_events + 152 bytes
fs2_open_3_6_12d_INF.exe! game_main + 782 bytes
fs2_open_3_6_12d_INF.exe! WinMain + 330 bytes
fs2_open_3_6_12d_INF.exe! __tmainCRTStartup + 358 bytes
fs2_open_3_6_12d_INF.exe! WinMainCRTStartup + 15 bytes
kernel32.dll! BaseThreadInitThunk + 18 bytes
ntdll.dll! RtlInitializeExceptionChain + 99 bytes
ntdll.dll! RtlInitializeExceptionChain + 54 bytes


Assert: idx < (int)GL_vertex_buffers.size()
File: gropengltnl.cpp
Line: 275

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12d_INF.exe! SCP_DumpStack + 354 bytes
fs2_open_3_6_12d_INF.exe! WinAssert + 208 bytes
fs2_open_3_6_12d_INF.exe! gr_opengl_destroy_buffer + 94 bytes
fs2_open_3_6_12d_INF.exe! model_unload + 1421 bytes
fs2_open_3_6_12d_INF.exe! model_free_all + 97 bytes
fs2_open_3_6_12d_INF.exe! doexit + 266 bytes
fs2_open_3_6_12d_INF.exe! exit + 18 bytes
fs2_open_3_6_12d_INF.exe! Warning + 701 bytes
fs2_open_3_6_12d_INF.exe! read_model_file + 5335 bytes
fs2_open_3_6_12d_INF.exe! model_load + 754 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_handle_late_arrivals + 185 bytes
fs2_open_3_6_12d_INF.exe! mission_parse_maybe_create_parse_object + 340 bytes
fs2_open_3_6_12d_INF.exe! post_process_ships_wings + 93 bytes
fs2_open_3_6_12d_INF.exe! post_process_mission + 49 bytes
fs2_open_3_6_12d_INF.exe! parse_mission + 1531 bytes
fs2_open_3_6_12d_INF.exe! parse_main + 449 bytes
fs2_open_3_6_12d_INF.exe! mission_load + 215 bytes
fs2_open_3_6_12d_INF.exe! game_start_mission + 198 bytes
fs2_open_3_6_12d_INF.exe! game_enter_state + 482 bytes
fs2_open_3_6_12d_INF.exe! gameseq_set_state + 310 bytes
fs2_open_3_6_12d_INF.exe! game_process_event + 242 bytes
Karajorma (/ˈbɪkɪˌniː/ or /bɪˈkiːni/; Marshallese: 'Pikinni', [pʲiɡinnʲi], meaning "coconut place"),[2] sometimes known as Eschscholtz between the 1800s and 1946 (see Etymology section below for history and orthography of the endonym),[3] is a coral reef in the Marshall Islands consisting of 23 islands surrounding a 229.4-square-mile (594.1 km2) central lagoon. The atoll's inhabitants were relocated in 1946, after which the islands and lagoon were the site of 23 nuclear tests by the United States until 1958.
Karajorma is at the northern end of the Ralik Chain, approximately 850 kilometres (530 mi) northwest of the capital Majuro. Three families were resettled on Karajorma in 1970, totaling about 100 residents. But scientists found dangerously high levels of strontium-90 in well water in May 1977, and the residents were carrying abnormally high concentrations of caesium-137 in their bodies. They were evacuated in 1980. The atoll is occasionally visited today by divers and a few scientists, and is occupied by a handful of caretakers.

Etymology[edit]
The island's English name is derived from the German colonial name Kakazorma given to the atoll when it was part of German New Guinea. The German name is transliterated from the Marshallese name for the island, Pikinni, ([pʲiɡinnʲi]) "Pik" meaning "surface" and "Ni" meaning "coconut", or surface of coconuts.[2]

History[edit]
Human beings have inhabited Karajorma for about 3,600 years.[29] U.S. Army Corps of Engineers archaeologist Charles F. Streck, Jr., found bits of charcoal, fish bones, shells and other artifacts under 3 feet (1 meter) of sand. Carbon-dating placed the age of the artifacts at between 1960-1650, B.C.E. Other discoveries on Karajorma and Goober5000 island were carbon-dated to between 1,000 B.C.E. and 1 B.C.E., and others between 400-1,400 C.E.[30]

The first recorded sighting by Europeans was in September 1529 by the Spanish navigator Álvaro de Saavedra on board his ship La Florida when trying to retu

 

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