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FreeSpace Releases => Mission & Campaign Releases => Topic started by: Dilmah G on December 26, 2020, 02:45:01 am

Title: RELEASE: The Battle of Neptune
Post by: Dilmah G on December 26, 2020, 02:45:01 am
The Battle of Neptune

(https://wiki.hard-light.net/images/e/e9/Neptune1.jpg)

Operation Fortune is beginning to unravel. Defections paralyse the GTVA 14th Battlegroup as the true nature of the reunion is laid bare. Scattered reports of inter-dimensional space travel cause panic throughout the GTVA Security Council, as it now finds itself at war with the United Earth Federation.

Fly as Ensign Callum Rahman, a rookie pilot aboard the GTD Meridian, as Admiral Cyrus Severanti leads the vanguard of the GTVA in an operation to seize Neptune.

Tags: Blue Planet, fan fiction, military fiction. Estimated completion time: 20-25 minutes. Single mission standalone campaign. Balanced for Medium and Hard Difficulties.

Experience the first major battle of the War in Heaven through GTVA eyes for the first time. The final version of the mission first glimpsed here. (https://youtu.be/rAUQkpmp6Vo)

Features:

- All new intelligence data developed by the GTD Meridian's Intelligence Cell. Understand the war as a young GTVA pilot would have.

- New HUD warning and missile lock tones taken from modern fighter aircraft.

- Ability to activate HUD Radar Icons thanks to the work of Svedalrain, Lafiel, and MitoPL.

- Advanced Field Artillery Tactical Data System (AFATADS). Call for Trebuchet fire from GTVA heavy assault wings on UEF gunships. Inspired by real-life targeting and infra-red guidance software.

- Realistic battle chatter and mission briefs based on actual military experience.

- Checkpoints! Courtesy of Admiral MS and Goober5000's script.

- Glossary of military terms. Available from Tech Room->Database->Intelligence.

Requirements:

- FSO Build 20.1.0-RC3 in order to properly utilise the checkpoint system.
- Blue Planet: Complete installed.

Once installed, select campaign "The Battle of Neptune" from the campaign room to play.

Known Bugs:

- Loadout not carrying over from briefing to loaded checkpoint. This is due to the way the checkpoint script saves ship data - the player's loadout, health, position, and orientation (as well as afterburner and energy reserves) are all saved at once. What this means is that when loading from a checkpoint, the mission will load the player's loadout as saved when the checkpoint was reached, and ignore whatever you have set in the mission briefing (if this is different to what you were bombed up with when that checkpoint data was saved). This unfortunately means the only way to change your loadout and have it reflected in-mission is to select it in the mission briefing screen, and then boot the mission from the very beginning if you'd like to play it with a different loadout. This isn't really a bug as much as it is just the way checkpoints ought to work, but it is something to keep in mind when trying to skin the cat differently mid-playthrough.

With thanks to Renegade Paladin, Erebus Alpha, Asteroth, and AdDur for their extensive testing of the mission through development to release; The E and Darius for their testing and creative guidance; and Ertanax for their creative input.

NB: Medium Difficulty includes a number of UEF handicaps in order to support gameplay. Play on Hard Difficulty to have the authentic GTVA experience.

(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/Tev)
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on December 26, 2020, 02:46:50 am
Quote from: GTVA Restricted Network
Login: 7045713 CAPT Partridge, Monika

E-Mail Client: 1 UNREAD
------------------------------------------------------------
TO: CAPT Partridge, Monika
FROM: RADM Lopez, Anita

SUBJ: FW: Doctrine Note – ACM 4-5-1

CAG,

Please see below for latest update to ACM 4-5-1. I note comments from SOC pilots on aspect and shield management with great interest. Please disseminate to all Squadron COs aboard.

All measures to enhance the survivability of our pilots are of the utmost importance to me.

"DOCTRINE NOTE – ACM 4-5-1: AIR COMBAT MANOEUVRING (SOL THEATRE)

Recent analysis by GTVA Fleet HQ elements into aircrew casualties has uncovered that a significant percentage (34%) of all casualties are a direct result of combat against the UEF’s Uriel Heavy Assault platform – GTVA reporting name: FOXHOUND. Armed with this information, GTVA Knowledge Centre has conducted a series of interviews with a number of Special Operations Command personnel, as well as select Squadron Commanding Officers from the active fleet in order to derive lessons regarding aircrew survivability.

“The Uriel has no doctrinal comparison to the Shivan ships that we train against. None. The key element of the Uriel’s threat profile that takes a lot of pilots by surprise is the dorsal turret. Some of the activities conducted by the Special Operations community have discovered that this turret is identical in cyclic rate of fire and effective range to the primary we know as the Vulcan. What does this mean for the average Alliance pilot? It means that saddling up on a Uriel inside of effective Vulcan range is a death sentence – we found that out as early as the first Battle of Neptune. The only measure that I’ve seen work - and I’ve had the misfortune of trying this myself – is to surge power to frontal shields using the ETS module as the turret begins to fire. This can give you some valuable seconds to engage with your own primaries or disengage.” CMDR X, SOC

“If you ask me about the Uriel, I’ve got two things to tell you: stay the f**k away, and if you can’t do that, never, ever, go head-on. I was a part of the Heavy Assault 2386 concept testing, and engaging with the Trebuchet weapons system was far and above the most effective way to engage the Uriel. One of the most instructive experiences I had in Sol was very early on in the war – back when the Erinyes was still our preferred platform. We were executing a deep strike on [REDACTED] and got bounced by a three-ship of Uriels. My wingman, let’s call him Rabbit, turned hot for the merge – the way we all learned in the ACM TSMs. I was below him, only because I was late in my turn…and just as we entered about 1.5 clicks, the lead Uriel engaged with six f******g guns and disintegrated his hull before I could blink. The lucky man he is, he managed to punch out, but his fighter was gone in seconds. That was the day I learned never, ever, to go head on with a gunship.” CMDR Z, SOC"


Regards,

Rear Admiral Anita Lopez
Commanding Officer, GTD Carthage
Combat Evaluation Unit

Quote from: GTVA Air Combat Manoeuvring 1-0-0: Introduction to ACM Fundamentals
CH 1: GTVA Brevity Code

The importance of brevity and a common operating picture of terminology cannot be overstated during ACM. All aircrew should ensure they are conversant with the below terms and can recall their meanings under significant cognitive duress.

AFATADS: Advanced Field Artillery Targeting and Direction System. Refers to the network and target acquisition architecture used by all GTVA vessels to produce firing solutions with both long-range missile and beam weapons systems. Forms spine of the TAG system. Also allows target acquisition by GTVA spacecraft for select ordnance types from platforms such as the GTF Ares.
As Fragged: Wing/Ship is performing action as per the Air Tasking Order. I.e. as ordered.
BLUFOR: Blue force. Refers to friendly forces.
BRAA: Bearing, Range, Altitude, Aspect. Taken from 21st Century ACM vernacular, BRAA is the format that all contact calls are relayed by AWACS and Mission Command controllers. E.g. “Contact, fighter wing, 120, 2 kilometres, low, hot.” Bearing and altitudes given relative to receiving callsign’s axis.
Bracket: Manoeuvre where friendly fighters will position on opposite sides of a target.
Commit/committed: Ship/Wing intends to engage specified target.
Contact: New sensor contact.
Cold: Given wing/ship is heading away from friendly ships. Opposite of Hot.
Cleared Hot: Ordnance release is authorised.
DAMCON: Damage Control teams aboard a given vessel.
Defensive: Ship is manoeuvring defensively with respect to an active threat. E.g. “Alpha 1’s defensive!”
FENCE In/Out: Refers to cockpit switches being set for in/out of combat. Mnemonic for Fire-control system/ECM/navigation/communications/emitters.
Fox: Missile launch. Fox 1 – Semi-radar guided missile. Used when target is being acquired by another ship, such as through the AFATADS interface. Fox 2 – IR guided missile, such as the MX-64 Rockeye. Fox 3 – Radar guided missile, such as the GTM-4a Tornado.
Grandslam: All hostile spacecraft of a given formation have been destroyed.
Guns: Laser fire from friendly spacecraft.
Heavy: Refers either to heavy assault/bomber variants, or a wing of more than four ships.
Hot: Given wing/ship is heading toward friendly ships. Opposite of Cold.
Merge: Friendly and hostile ships now in same visual arena.
Popup: Radar contact that has suddenly appeared inside of a specified range.
Press: Directive to continue attack, mutual support will be maintained.
Rifle: Torpedo launched from friendly bomber.
Ripple: Two or more munitions fired in close succession.
RTB: Return to base.
SATCOM: Satellite communications array. Primary radio communication means for all alliance vessels.
Separate/Separating: Given wing/ship is departing the field of engagement.
Spike: Enemy radar lock warning.
Splash: Enemy craft destroyed.
SPOTREP: Spot report. Used by reconnaissance units to transmit sightings of enemy high value targets.
Tally: Enemy ship sighted.
Visual: Friendly ship sighted.
Winchester: No ordnance remaining.

Quote from: Capital Ship Fire Control Orders
Capital Ship FCOs are the verbal format by which Battle and Assault Group commanders call for beam fire on designated targets. This is generally executed at the beginning and end of ship-to-ship engagements in order to synchronise beam fire from independent ships. They follow the format GROUP-TARGET-TYPE OF FIRE-NO. SALVOS.

An example may be “Battlegroup, reference the Ravana, beam-fire, cross-fire, three and three. Fire when ready!” In this instance, the battlegroup’s target is the SD Ravana. The commander directs for beam cannons to be employed in a cross-fire pattern, aiming to have all beams intersect a given point to maximise damage. This is as opposed to frontal-fire which gives freedom of fire pattern to each vessel’s commander. Three and three stipulates three bursts with three seconds in between. This is the standard opening salvo for most ship-to-ship engagements.

Aircrew should always monitor the FIRES NET during ship-to-ship engagements so that they can avoid beam fire where possible.
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on December 26, 2020, 03:11:45 am
Now I like the look of this.
Also....
Quote
- Realistic battle chatter and mission briefs based on actual military experience.



Keen to count expletives 😂⚔️👌
Title: Re: RELEASE: The Battle of Neptune
Post by: EatThePath on December 26, 2020, 11:21:27 am
Not a small amount of pressure here at all, hopefully I'll eventually see the whole mission. Impressive stuff so far.

Some issues I've had so far, on 20201226 if it matters:
- Loading from the first checkpoint doesn't seem to stop the introductory message chains from playing
- there don't seem to be radar icons for any UEF ships when the enhanced HUD is turned on
- After I hit the checkpoint and then tried to start the mission over entirely, starting from the beginning appears to be broken, it never moves from the initial shot of the cutscene.
- When instead skipping the cutscene but not loading the checkpoint, I get two sets of music layered over each other.
- My first run of the first stage it felt like Alpha and Beta were guardianed. If they were, they don't get it turned on when loading from the first checkpoint.
Title: Re: RELEASE: The Battle of Neptune
Post by: Ertanax on December 26, 2020, 12:18:57 pm
WELL DONE DILMAH FOR RELEASING THIS!

It's even better than it was during testing. Thank you!  :yes:
Title: Re: RELEASE: The Battle of Neptune
Post by: General Battuta on December 26, 2020, 12:36:58 pm
Giant hand descending from the void, burning bright red with reentry friction, slamming thunderously onto the "install" button
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on December 26, 2020, 01:38:07 pm
Now I like the look of this.
Also....
Keen to count expletives 😂⚔️👌
May need a calculator, my friend!  :lol:

Not a small amount of pressure here at all, hopefully I'll eventually see the whole mission. Impressive stuff so far.

Some issues I've had so far, on 20201226 if it matters:
- Loading from the first checkpoint doesn't seem to stop the introductory message chains from playing
- there don't seem to be radar icons for any UEF ships when the enhanced HUD is turned on
- After I hit the checkpoint and then tried to start the mission over entirely, starting from the beginning appears to be broken, it never moves from the initial shot of the cutscene.
- When instead skipping the cutscene but not loading the checkpoint, I get two sets of music layered over each other.
- My first run of the first stage it felt like Alpha and Beta were guardianed. If they were, they don't get it turned on when loading from the first checkpoint.
Yo, I'm really sorry this happened to you. None of my testers or I experienced this, but I believe I've tracked at least the checkpoint related issues back to some weird behaviour with my "stage variable" that now appears to cause issues when previously it didn't - I can't exactly explain why this occurred, only that at least on my end after changing some subtleties with it, it's fine now. Definitely let me know if it continues to screw up on you.

RE: Alpha and Beta
Spoiler:
Alpha and Beta definitely were guardianed. This is throwing me as the event to guardian-threshold them and their vital subsystems returns true as soon as Beta enter the mission. Therefore, as long as Beta are in the mission (they arrive when the Meridian arrives), Alpha and Beta should have their sweet, sweet plot-armour. Again, it's not an issue that ever occurred during testing.
Let me know after this latest update whether you or anyone else still have this issue. I have a fix in mind if it still doesn't want to play ball.

Giant hand descending from the void, burning bright red with reentry friction, slamming thunderously onto the "install" button
:heart:
Title: Re: RELEASE: The Battle of Neptune
Post by: EatThePath on December 26, 2020, 03:30:59 pm
Yo, I'm really sorry this happened to you. ...Let me know after this latest update whether you or anyone else still have this issue. I have a fix in mind if it still doesn't want to play ball.

No harm done in my case anyway, I know how squirrely these things can be. Things happen and I've got patience for bugs.

Will report when I play it again and see how these issues stand now.
Title: Re: RELEASE: The Battle of Neptune
Post by: perihelion on December 28, 2020, 12:15:09 am
Man that was intense.  What a bloodbath!  I was getting my ass handed to me from start to finish.  Thank goodness for checkpoints!

Very hard, but very well crafted.  Good immersion.  The Erinyes moves like a slug compared to the UEF fighters!  The Kents wipe out my bombers within a single pass, and there are too many for me to take out at range.  I was using twin balors so I could put more power into shields and speed, one bank of harpoons and one of trebs.  I think that was not a good plan.  I can't keep a bead on targets for long enough for the Balor to wear them down without taking a huge amount of damage myself.  Maybe with all Kaysers and two banks of trebs?  The harpoons hardly ever make their target even when doubled, so I don't think I'd miss them.  Maybe a bank of Furies?

I could appreciate that the UEF fighters were vastly superior over their GTVA counterparts in BP2 when I was flying them.  But this really rubs your face in it, doesn't it.  At least when flying Capella-era fighters.

TL;DR, thx, send moar!
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on December 28, 2020, 02:33:01 am
Yo, glad to hear you enjoyed it!

Spoiler:
I agree, the Erinyes doesn't have the manoeuvrability to go toe-to-toe with anything apart from an Uhlan. There is a Perseus available if you want it, and some of my testers preferred it - but personally I found the Perseus to be paper-thin compared to the effects of UEF weapons. Double Kaysers can be great fun, and even a single bank of Kaysers can help make every time you get shots on target really count. I'm also a big fan of rolling a bank of Tempests, though the advantage of the Harpoon is that if you can't match the Kent for turn-rate, you can keep it in front of you and just slow down long enough to get a lock with the Harpoon and go to town until it does - and also by that point, be behind the enemy fighter.

I'm glad the mission's given you a new perspective. Being a GTVA pilot during the opening months of the war would've been terrifying!


Title: Re: RELEASE: The Battle of Neptune
Post by: crizza on December 31, 2020, 06:49:35 am
I only beat the mission on easy, but I tinkered with it on medium a bit, furthest I got was the bomber assault on the Hecate.
Realizing the danger the Kent poses, I took Trebs with me, but even after highlighting them I maged to take down one, maybe two at range.
All Balors in the Erinyes does not do enough damage fast enough, so I took a Balors and Kaysers, even with weapons energy lowered, this gives you enough damage to take down the Uhlans and Kents with ease.
But having a Kent evade a Treb.... holy, what is the lofetime of that missile? :D
I realy like the odds the Tevs face. Two Karunas and a four Sanctus' and I havent even watched if the two Diomedes actually get to use their beams.
Fun thing it was to see Simms and Karen, although those two managed to jump out.


Spoiler:
Oh, and is the main beam of the Meridian forced to be destroyed?
What did force the Tevs off the field in the end? Another massed Durga strike or was the Toutatis coming?

Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on December 31, 2020, 09:20:39 pm
Ooft! Yeah, the GTVA fighter pilots definitely have their work cut out for them in this one!

The ol' Kayser/Balor combo works a treat for sure. Honestly, the Kent is just objectively a bad time no matter what you're flying. :lol:
Spoiler:
The best way I found to deal with them is to equip Tempests and go to manual throttle control once you're dogfighting with one. When they try and out-turn you, chop the throttle to nil and pull as hard into the Kent as you can - that should allow you to momentarily beat its rate of turn and hose it with Kayser/Balor fire and Tempest spam, which can make those valuable seconds you're able to hit it count. Generally with 2-3 passes (or one if you're really lucky!) you can blow it back to Mars!

This engagement is a great one to showcase where the strengths and weaknesses of each side are at the start of the war. The UEF warships largely get torn to smithereens by beam cannons once they close, but their gauss cannons and torpedo launchers have the capacity to just tear GTVA warships out from about twice their beam range. On the flip-side, as you no doubt found out, UEF fighters outclass GTVA fighters by several orders of magnitude. Glad you enjoyed the shout out to our favourite Martians!

In terms of the Meridian's main beam - if you decide to disarm CruRon Alpha's gauss cannons/help destroy them quickly, it can actually survive quite a while. If you let CruRon A live for any extended period of time, their gauss cannons will destroy that beam cannon very quickly. Again, one of the main advantages the UEF have is their ability to disarm GTVA ships from afar.

In terms of why they withdraw, in particular it's the loss of the Arabella to the last wave of gunships/bombers. But compounding that is the fact that by that point, the Meridian has generally taken heavy damage with staggering amounts of casualties, and the fighter screen has been whittled right back. My reading of the lore is that Calder was unwilling to commit the Toutatis at this point. In any case, Happy New Year!

Title: Re: RELEASE: The Battle of Neptune
Post by: 5thAce on January 01, 2021, 01:49:06 am
Just have to say that this is very well done, incredibly challenging but satisfyingly so. Also well done with the checkpoints, definitely placed in good intervals throughout the mission. I honestly thought it would be easy as a GTVA pilot, I mean no anti fighter beams or cap beams to worry about from the UEF. UEF fighters though absolutely outmatch their GTVA counterparts. This just makes me wish for a campaign as a GTVA pilot during the war, so as to contrast WiH.

Spoiler:
I was hoping that maybe a Narayana would have shown up at some point, kind of how it is in the original mission from all those years ago. Would have been interesting to see the Meridian's reaction to that ship, maybe even believing it to be the UEF's destroyer class, as I don't believe they know about the Solaris at this point.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 01, 2021, 07:02:51 am
Cheers, glad you enjoyed it! As far as a GTVA campaign in the WiH-verse goes, you might be getting your wish in the coming year...;)

Spoiler:
That's very true. If I ever do another version of the mission I may drop one of those in!
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on January 01, 2021, 07:26:15 am
#TEV4LIFE
#BuntuScum
Title: Re: RELEASE: The Battle of Neptune
Post by: pim on January 13, 2021, 12:48:54 pm
Ouch, that was intense. Tomorrow let's try again but first I have to check my diapers (that sirens, that sirens...) :-).
BTW those acronyms and phrases are realistic? Except "Holy ****" I don't understand a thing but it sounds cool in any case.
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on January 13, 2021, 02:32:06 pm
Hey Dilmah, I love your work.  One teeny suggestion, when the Theodecia calls EOD down to deck 6,  they should say "we've got UXO" or "we've got a UXB", not "we've got a UXO".  Its not the said thing but I love and forgive you x
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 13, 2021, 04:52:18 pm
Ouch, that was intense. Tomorrow let's try again but first I have to check my diapers (that sirens, that sirens...) :-).
BTW those acronyms and phrases are realistic? Except "Holy ****" I don't understand a thing but it sounds cool in any case.
:lol: It’s the authentic Tev experience for sure! So the acronyms are all taken from current Western doctrine and the dialogue is a mixture of watered-down NATO aircrew jargon and some phrases that are adapted from ground operations. I can put together a quick glossary if you like? I imagine you’re not the only person to think that!

Hey Dilmah, I love your work.  One teeny suggestion, when the Theodecia calls EOD down to deck 6,  they should say "we've got UXO" or "we've got a UXB", not "we've got a UXO".  Its not the said thing but I love and forgive you x
For sure, that makes perfect sense! Cheers dude, I’ll put it into the next update. I have definitely said that at work before and I assume the engineers must’ve let it slide because they knew I was a crayon-eater... :D
Title: Re: RELEASE: The Battle of Neptune
Post by: pim on January 14, 2021, 09:09:22 am
Quote
I can put together a quick glossary if you like? I imagine you’re not the only person to think that!

Yes, glossary in a Tech Room sounds like an interesting addition. Nice finishing touch:-).
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on January 14, 2021, 09:17:03 am
Hey Dilmah, I love your work.  One teeny suggestion, when the Theodecia calls EOD down to deck 6,  they should say "we've got UXO" or "we've got a UXB", not "we've got a UXO".  Its not the said thing but I love and forgive you x
For sure, that makes perfect sense! Cheers dude, I’ll put it into the next update. I have definitely said that at work before and I assume the engineers must’ve let it slide because they knew I was a crayon-eater... :D

Don't apologise,  its allowed to slip but I want you to be better than that 😜👍
Title: Re: RELEASE: The Battle of Neptune
Post by: General Battuta on January 17, 2021, 02:29:30 pm
This is such a ****ing war, what a good mission.

Break, break, new post:
Title: Re: RELEASE: The Battle of Neptune
Post by: General Battuta on January 17, 2021, 02:30:30 pm
You can give orders to Neptune HQ, Normandy and two supply platforms once they turn friendly. This allows you to tell Neptune HQ to warp out and it obediently jumps!

I would suggest maybe cutting one of the Dios? Dios were usually deployed independently b/c of doctrinal confusion ("it has a fighterbay so it's self-escorting, it's agile so we can afford to send it risky places") and two Dios is an INCREDIBLY heavy force for this early in the war. They could probably macerate a couple extra frigates.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 17, 2021, 11:58:12 pm
This is such a ****ing war, what a good mission.

Break, break, new post:
Hey dude, glad you enjoyed it! Means a significant amount to me.  :D

You can give orders to Neptune HQ, Normandy and two supply platforms once they turn friendly. This allows you to tell Neptune HQ to warp out and it obediently jumps!

I would suggest maybe cutting one of the Dios? Dios were usually deployed independently b/c of doctrinal confusion ("it has a fighterbay so it's self-escorting, it's agile so we can afford to send it risky places") and two Dios is an INCREDIBLY heavy force for this early in the war. They could probably macerate a couple extra frigates.
Ah, fascinating! Thanks for the pick-up. I'll get right on that!

Ref the Dios, that makes a lot of sense, cheers! I've got an idea for its replacement, and I have a few hours spare tonight so I'll see what I can whip together.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 18, 2021, 04:24:11 am
Update is now live!

Changelog:

- GTCv Lezard now changed to a Deimos class corvette. Doesn't appear to affect balance on my runthrough but please let me know if things appear broken now!

- Installations are now unable to be ordered by the player.

- Sved's updated HUD icon script now live. Enjoy bombs and wing icons now.

- Dialogue fix as per Dekker's EOD subject-matter expertise.

- Default build now changed to RC3 in line with latest FSO updates.

- Glossary now available under Tech Room->Intelligence. Reposted here and just after the release thread for your viewing pleasure.

Quote from: GTVA Air Combat Manoeuvring 1-0-0: Introduction to ACM Fundamentals
CH 1: GTVA Brevity Code

The importance of brevity and a common operating picture of terminology cannot be overstated during ACM. All aircrew should ensure they are conversant with the below terms and can recall their meanings under significant cognitive duress.

AFATADS: Advanced Field Artillery Targeting and Direction System. Refers to the network and target acquisition architecture used by all GTVA vessels to produce firing solutions with both long-range missile and beam weapons systems. Forms spine of the TAG system. Also allows target acquisition by GTVA spacecraft for select ordnance types from platforms such as the GTF Ares.
As Fragged: Wing/Ship is performing action as per the Air Tasking Order. I.e. as ordered.
BLUFOR: Blue force. Refers to friendly forces.
BRAA: Bearing, Range, Altitude, Aspect. Taken from 21st Century ACM vernacular, BRAA is the format that all contact calls are relayed by AWACS and Mission Command controllers. E.g. “Contact, fighter wing, 120, 2 kilometres, low, hot.” Bearing and altitudes given relative to receiving callsign’s axis.
Bracket: Manoeuvre where friendly fighters will position on opposite sides of a target.
Commit/committed: Ship/Wing intends to engage specified target.
Contact: New sensor contact.
Cold: Given wing/ship is heading away from friendly ships. Opposite of Hot.
Cleared Hot: Ordnance release is authorised.
DAMCON: Damage Control teams aboard a given vessel.
Defensive: Ship is manoeuvring defensively with respect to an active threat. E.g. “Alpha 1’s defensive!”
FENCE In/Out: Refers to cockpit switches being set for in/out of combat. Mnemonic for Fire-control system/ECM/navigation/communications/emitters.
Fox: Missile launch. Fox 1 – Semi-radar guided missile. Used when target is being acquired by another ship, such as through the AFATADS interface. Fox 2 – IR guided missile, such as the MX-64 Rockeye. Fox 3 – Radar guided missile, such as the GTM-4a Tornado.
Grandslam: All hostile spacecraft of a given formation have been destroyed.
Guns: Laser fire from friendly spacecraft.
Heavy: Refers either to heavy assault/bomber variants, or a wing of more than four ships.
Hot: Given wing/ship is heading toward friendly ships. Opposite of Cold.
Merge: Friendly and hostile ships now in same visual arena.
Popup: Radar contact that has suddenly appeared inside of a specified range.
Press: Directive to continue attack, mutual support will be maintained.
Rifle: Torpedo launched from friendly bomber.
Ripple: Two or more munitions fired in close succession.
RTB: Return to base.
SATCOM: Satellite communications array. Primary radio communication means for all alliance vessels.
Separate/Separating: Given wing/ship is departing the field of engagement.
Spike: Enemy radar lock warning.
Splash: Enemy craft destroyed.
SPOTREP: Spot report. Used by reconnaissance units to transmit sightings of enemy high value targets.
Tally: Enemy ship sighted.
Visual: Friendly ship sighted.
Winchester: No ordnance remaining.

Quote from: Capital Ship Fire Control Orders
Capital Ship FCOs are the verbal format by which Battle and Assault Group commanders call for beam fire on designated targets. This is generally executed at the beginning and end of ship-to-ship engagements in order to synchronise beam fire from independent ships. They follow the format GROUP-TARGET-TYPE OF FIRE-NO. SALVOS.

An example may be “Battlegroup, reference the Ravana, beam-fire, cross-fire, three and three. Fire when ready!” In this instance, the battlegroup’s target is the SD Ravana. The commander directs for beam cannons to be employed in a cross-fire pattern, aiming to have all beams intersect a given point to maximise damage. This is as opposed to frontal-fire which gives freedom of fire pattern to each vessel’s commander. Three and three stipulates three bursts with three seconds in between. This is the standard opening salvo for most ship-to-ship engagements.

Aircrew should always monitor the FIRES NET during ship-to-ship engagements so that they can avoid beam fire where possible.
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on January 18, 2021, 07:06:27 am
I love the battle chatter.

Title: Re: RELEASE: The Battle of Neptune
Post by: Darius on January 18, 2021, 10:37:19 am
That last paragraph  :lol:

This will make an excellent reference document for my own use, cheers.
Title: Re: RELEASE: The Battle of Neptune
Post by: QuakeIV on January 19, 2021, 02:50:02 am
I am curious if this is derived from the (iirc incomplete) mission featured in this video? https://www.youtube.com/watch?v=rAUQkpmp6Vo
Title: Re: RELEASE: The Battle of Neptune
Post by: The E on January 19, 2021, 03:10:08 am
That was the earliest iteration of the concept, yes. Dilmah wanted to do a Battle of Neptune mission for ages, but things kept happening that kept him from making it; now he's got the time and headspace to do it.
Title: Re: RELEASE: The Battle of Neptune
Post by: praseodym on January 19, 2021, 07:50:19 am
Huh, running under Ubuntu 20.04 crashes occur:

https://fsnebula.org/log/6006e38fd2517f95b5a8d5a2

Ideas?
Title: Re: RELEASE: The Battle of Neptune
Post by: SF-Junky on January 19, 2021, 10:49:56 am
Almost unbelievable how old Blue Planet already is. Man, it's been over a decade, can you believe it? :)

I'll give it a try at the weekend.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 23, 2021, 01:30:04 am
That last paragraph  :lol:

This will make an excellent reference document for my own use, cheers.
"Avoid the beam and you won't get hit, pilot!"  :lol:

I am curious if this is derived from the (iirc incomplete) mission featured in this video? https://www.youtube.com/watch?v=rAUQkpmp6Vo
Pretty much what The E said. Life got in the way with that old version, unfortunately.

Huh, running under Ubuntu 20.04 crashes occur:

https://fsnebula.org/log/6006e38fd2517f95b5a8d5a2

Ideas?
Unfortunately my knowledge of FSO and Ubuntu is pretty poor. :( If you haven't already, I strongly suggest asking on #freespace on the HLP discord!

Almost unbelievable how old Blue Planet already is. Man, it's been over a decade, can you believe it? :)

I'll give it a try at the weekend.
Freespace is going to be older than some of the people playing it soon!

Related: Thanks to the work of Colt, the GTVA ships now have nameplates! And Sved has kindly put together some UEF ship HUD icons. I've also been working on a hull repair mechanic that involves landing on the Meridian, thanks to a suggestion by Battuta. I'll look to be updating Knossos with them in the next few days, once the kinks are ironed out.

And as a longer term project, voice acting is on the horizon! If you've even half thought about voicing a Freespace character, now is a great time to put your hand up! (https://www.hard-light.net/forums/index.php?topic=97281.0)
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 23, 2021, 10:09:48 pm
Update is now live!

Changelog:

- UEF ships now have HUD icons thanks to Sved!

- All major vessels minus the UEF cruisers now have nameplates, thanks to Colt!

- TTS now supported for those of us who enjoy it. Thanks to Iain Baker for the suggestion!

Unfortunately landing in the Meridian's fighterbay to repair hull and rearm is still off the table. Potentially in future...
Title: Re: RELEASE: The Battle of Neptune
Post by: Iain Baker on January 28, 2021, 01:50:02 pm
Liking what I have seen thus far. Unfortunately I haven't been able to finish it yet due to numerous CTDs. In particular, it crashes if i try to bring up the message history. And when I tried to play it again it refused to load. I'll try again later.

Also found a funny glitch when using the checkpoints. First time around I was using an Erinyes with the second bank of primaries being Maxims. The next time I tried a Perseus - which can't carry maxims. When loading up the checkpoint the hud 'had a moment' and ended up looking like this  :lol:

https://drive.google.com/file/d/10_X3l_tDw_GlQhm2XEAWadnVk-wuHyK7/view?usp=sharing

Starting the mission from scratch without using the checkpoints solved it  :yes:


NB - I noticed a few spelling errors here and there. Since I'm basically HLP's resident proof-reader if you send me the text files I can tidy up any errors I find :-)
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on January 28, 2021, 03:28:57 pm
Glad to hear it! What kind of machine are you playing on? CTDs were semi-frequent on some machines and I wasn’t really able to work out why.

So that’s a limitation of the way checkpoints work in FS - because the script takes a snapshot of EXACTLY how things were at that point in time, changing fighter will definitely bork it when trying to reboot it. Making the cutscene a “shoot to skip” in future may alleviate this slightly, but it’s in the OP for reference.

I’m curious about these spelling errors! Mind PM-ing me what you’ve found? I did discover one or two while I was slicing and dicing lines for voice acting.
Title: Re: RELEASE: The Battle of Neptune
Post by: Iain Baker on January 28, 2021, 05:22:14 pm
Re my PXC specs:

AMD A8-6600K
Nvidia GTX 970
16GB of memory at 1600MHz
Standard HDD

I will PM what I found tomorrow :-)
Title: Re: RELEASE: The Battle of Neptune
Post by: Iain Baker on January 30, 2021, 01:04:16 pm
Hi all!

If anyone is wondering why NATO brevity codes are what they are, these videos do a good job of explaining it all



 :cool:
Title: Re: RELEASE: The Battle of Neptune
Post by: Renegade Paladin on February 09, 2021, 11:43:11 pm
I recorded the mission.  Spoilers, obviously. 


And re: brevity codes and Fox-X, Trebuchets should not be Fox-1, since they're fire and forget.  ;)  But on the other hand, Fox-1 is meaningless in Freespace since there are no semi-active missiles. 
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on February 10, 2021, 05:55:03 am
You're absolutely right, but yes, since there are no truly semi-radar guided missiles like the AIM-7 Sparrow, I decided to make it relevant by using it as the term for all missiles launched through the AFATADS interface. I figured acquiring the target for another ship is more or less in the spirit of launching a Sparrow (which involves an aircraft maintaining radar lock on the target for the entire flight time of the missile, for those who don't recreationally read up on A2A missiles). At the end of the day I was satisfied it passed the ultimate litmus test for all military fiction - does it sound cool?  :D

EDIT: Goes without saying, but big fan of the video!
Title: Re: RELEASE: The Battle of Neptune
Post by: Renegade Paladin on February 11, 2021, 09:39:07 pm
So speaking of Fox codes, would a Trebuchet launched at a fighter be Fox-1 if guided at a fighter by AFADwhatever (the advantage of which is apparently acquisition range though fighters not being able to do this for themselves seems arbitrary), Fox-3 if launched at a fighter on its own homing, and Bruiser if launched at a warship?   :p  I'm pretty sure modern weapons platforms don't have use cases that broad.   :lol:
Title: Re: RELEASE: The Battle of Neptune
Post by: Iain Baker on February 12, 2021, 05:44:18 pm
So speaking of Fox codes, would a Trebuchet launched at a fighter be Fox-1 if guided at a fighter by AFADwhatever (the advantage of which is apparently acquisition range though fighters not being able to do this for themselves seems arbitrary), Fox-3 if launched at a fighter on its own homing, and Bruiser if launched at a warship?   :p  I'm pretty sure modern weapons platforms don't have use cases that broad.   :lol:

The enhanced targeting range thingy would make more sense if the targeting fighter was an Aurora due to its advanced sensors. :-)

 
Title: Re: RELEASE: The Battle of Neptune
Post by: manwiththemachinegun on February 12, 2021, 08:33:38 pm
 Need for new computer intensifies...
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on February 13, 2021, 07:40:30 am
So speaking of Fox codes, would a Trebuchet launched at a fighter be Fox-1 if guided at a fighter by AFADwhatever (the advantage of which is apparently acquisition range though fighters not being able to do this for themselves seems arbitrary), Fox-3 if launched at a fighter on its own homing, and Bruiser if launched at a warship?   :p  I'm pretty sure modern weapons platforms don't have use cases that broad.   :lol:
The enhanced targeting range thingy would make more sense if the targeting fighter was an Aurora due to its advanced sensors. :-)
So I see AFATADS used for calling Trebuchet fire much the same way as I think most people see TAG missiles and capship beam cannons. Warships are clearly capable of self-targeting fairly effectively, but in the heat of the melee, having the ability to fairly specifically direct the most powerful weapons on the battlefield is a huge advantage. Does that mean still mean Auroras would probably be able to eek every last ounce of capability out of a networked targeting system that allowed Trebuchets to be lobbed at max effective range? Absolutely they would! But the key advantage is in giving front-line pilots direct control over where key weapons are going in order to best control the fight - in a way that the existing wing communications interface doesn't allow for.

As for Fox codes, my response is well, yes! But even if it's the same kind of missile, knowing the context and the target (which these calls give you) is helpful for everyone listening in and trying to work out what's going on. Whether it's in a hectic furball or coming through the helmet of someone about to launch out of a fighterbay directly into the fight, knowing that Trebuchets are being fired for someone else calling them in while potentially another wing is in Rockeye range of another is useful information.
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on February 13, 2021, 09:04:33 am
Air combat equivalent of frag out/fire in the hole 👍
Any warning is better than none.  I've seen someone yelling fire in the hole before firing off a main charge  before to blow up something nastier. I raised an eyebrow as we say "firing, firing now" but it got their point across.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on June 05, 2021, 10:20:05 am
Hey guys, we're about 95% of the way there as far as voice-acting goes. Enjoy this snippet of the first five minutes, (almost) fully voice-acted thanks to much of our own HLP talent!

Title: Re: RELEASE: The Battle of Neptune
Post by: Iain Baker on June 05, 2021, 11:10:39 am
We will be back buntu Scum!

Bloody fantastic, and I'm not just saying that because I'm in it  :lol: Seriously, this mission is an easy contender for the best FS mission to date - and that is including retail ones. (Most of which were surpassed in the mission design quality stakes some time ago of course.)
Title: Re: RELEASE: The Battle of Neptune
Post by: General Battuta on June 05, 2021, 03:07:50 pm
Severanti sounds very evil!
Title: Re: RELEASE: The Battle of Neptune
Post by: The E on June 05, 2021, 03:27:07 pm
Man, that is some great battle chatter
Title: Re: RELEASE: The Battle of Neptune
Post by: EatThePath on June 05, 2021, 05:01:04 pm
Okay your camera is doing some wild things. Is that head tracking, or maybe padlock view? I always forget the latter exists when playing...
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on June 05, 2021, 07:04:20 pm
Ah yes, it’s head tracking. Great from the player perspective, but potentially vomit inducing for everyone else watching!
Title: Re: RELEASE: The Battle of Neptune
Post by: EatThePath on June 05, 2021, 07:57:12 pm
Oh, I don't think it was at all disorienting, seeing your HUD catch up was actually quite cool. I never really thought head tracking would be that handy in freespace, but I'm reconsidering that now.

And the mission and voicing is awesome too, of course  ;)
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on June 08, 2021, 07:10:50 am
Looks good, sounds good.  Skull sounds better than my attempt did 💀☠️😂

Edit - dammit, I keep getting into it, I want the whole thing 😂

Also I might be slightly in love with my boss/cag..
Title: Re: RELEASE: The Battle of Neptune
Post by: perihelion on June 08, 2021, 07:33:03 am
Damn we sound like badasses!

I’m so pumped up! [/Emmet Brickowski]
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on June 08, 2021, 08:11:43 am
Damn we sound like badasses!

I’m so pumped up! [/Emmet Brickowski]

Umm, we ARE badasses :nervous:
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on June 08, 2021, 08:27:51 am
Looks good, sounds good.  Skull sounds better than my attempt did 💀☠️😂
Mate, the entire community can recognise your voice in a crowded marketplace. There's no way I could have you voice more than one character!  :lol:
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on June 08, 2021, 08:34:21 am
Yeah, Orestes Tactical is pretty much the best role so far 😜

Imagine what HLP Londons were like, Karajorma having to put up with my screeching at every female in earshot 😂

Zero worries.
Title: Re: RELEASE: The Battle of Neptune
Post by: manwiththemachinegun on August 24, 2021, 08:34:42 pm
Man, that is some great battle chatter

The Spirit of Ace Combat is with you all!
Title: Re: RELEASE: The Battle of Neptune
Post by: 5thAce on October 07, 2021, 08:24:56 am
Hey! Any new updates with this project? Am looking forward to playing it with the voice acting!
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on October 07, 2021, 08:58:33 am
Yo! Currently on track for a release by the end of this month with voice acting. Plus some super tasty bonus content (also voice acted)!
Title: Re: RELEASE: The Battle of Neptune
Post by: Canadair on July 25, 2022, 03:08:24 pm
Dears
Maybe I am doing something wrong
Using mod default in knossos
Blueplanet installed and updated
Other mods seems to work fine
I get CTD after 1/2 minutes, either cutscene or game
Title: Re: RELEASE: The Battle of Neptune
Post by: Mito [PL] on July 25, 2022, 03:42:30 pm
Please go into the mod's Details page, find "Run Fast Debug" under Options, play until you experience the crash, then use the "Upload Debug Log" in the same menu and share the link with us. Let's see what's crashing there.
Title: Re: RELEASE: The Battle of Neptune
Post by: Canadair on July 25, 2022, 04:36:20 pm
Warning: Duplicate sound name "25" found!
File: gamesnd.cpp
Line: 953

Warning: Duplicate sound name "42" found!
File: gamesnd.cpp
Line: 953

Warning: Duplicate sound name "54" found!
File: gamesnd.cpp
Line: 953

Warning: species.tbl(line 91):
Warning: Malformed XSTR detected:

XSTR("Fire Control Orders",-2)

File: parselo.cpp
Line: 316


Warning: species.tbl(line 103):
Warning: Malformed XSTR detected:

XSTR(
"Capital Ship FCOs are the verbal format by which Battle and Assault Group commanders call for beam fire on designated targets. This is generally executed at the beginning and end of ship-to-ship engagements in order to synchronise beam fire from independent ships. They follow the format GROUP-TARGET-TYPE OF FIRE-NO. SALVOS.

An example may be: Battlegroup, reference the Ravana, beam-fire, cross-fire, three and three. Fire when ready!

In this instance, the battlegroup target is the SD Ravana. The commander directs for beam cannons to be employed in a cross-fire pattern, aiming to have all beams intersect a given point to maximise damage. This is as opposed to frontal-fire which gives freedom of fire pattern to each vessel commander. Three and three stipulates three bursts with three seconds in between. This is the standard opening salvo for most ship-to-ship engagements.

Aircrew should always monitor the FIRES NET during ship-to-ship engagements so that they can avoid beam fire where possible.", -2)

File: parselo.cpp
Line: 316



there you go, thanks for support

and by the way Blue Planet war in heaven  has the same issue
Title: Re: RELEASE: The Battle of Neptune
Post by: Canadair on July 25, 2022, 04:39:42 pm
=========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log 'C:\Users\pinto\AppData\Roaming\HardLightProductions\FreeSpaceOpen\data\fs2_open.log', Mon Jul 25 23:38:00 2022 ...
Legacy config mode is DISABLED.
Reason: Legacy mode disabled since the new config location was used more recently than the old location.
  Initializing SDL 2.0.10 (compiled with 2.0.10)...
FreeSpace 2 Open version: 22.1.0.20220725_d5546f95e
Passed cmdline options:
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -3dshockwave
  -soft_particles
  -aa
  -fb_explosions
  -fb_thrusters
  -enable_shadows
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod Tev-2.1.0,blueplanetcomplete-3.0.7,MVPS-4.5.1
  -parse_cmdline_only
  -no_emissive_light
Deprecated flag '-no_emissive_light' found. Please remove from your cmdline.
Building file index...
Found root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals1.vp' with a checksum of 0xdfe19032
Found root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals2.vp' with a checksum of 0xf761b2fd
Found root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals3.vp' with a checksum of 0x76242c91
Found root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals4.vp' with a checksum of 0x67cb0c23
Found root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals5.vp' with a checksum of 0xf69eb3a6
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_advanced2.vp' with a checksum of 0x5af58e7c
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_advanced3.vp' with a checksum of 0xfa3d42a9
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_animglows.vp' with a checksum of 0xa80f5d0f
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets.vp' with a checksum of 0x02047851
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s.vp' with a checksum of 0x65aebb33
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s_maps1.vp' with a checksum of 0xe8422b1d
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s_maps2.vp' with a checksum of 0x7cd2270e
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s_maps3.vp' with a checksum of 0xd0e68a74
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t.vp' with a checksum of 0xfb90725e
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps1.vp' with a checksum of 0x96818ef5
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps2.vp' with a checksum of 0x254b686b
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps3.vp' with a checksum of 0xb77e8fc9
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps4.vp' with a checksum of 0x3c38f8d1
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps5.vp' with a checksum of 0x7f4ec655
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_v.vp' with a checksum of 0x150b063a
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_v_maps1.vp' with a checksum of 0x456b1b61
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_cb_ani_1.vp' with a checksum of 0xe0fed2c6
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_cb_ani_2.vp' with a checksum of 0x2ea22150
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_cb_ani_3.vp' with a checksum of 0x297bb6de
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_compatibility.vp' with a checksum of 0x10336e17
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_effects.vp' with a checksum of 0x0d0aa73b
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_mainhalls.vp' with a checksum of 0x2b7abfae
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_music.vp' with a checksum of 0x574f4fba
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_radaricons.vp' with a checksum of 0xde185673
Found root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_root.vp' with a checksum of 0xf2dcdeed
Found root pack 'M:\FS2Knossos\MODS\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'M:\FS2Knossos\MODS\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'M:\FS2Knossos\MODS\FS2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'M:\FS2Knossos\MODS\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'M:\FS2Knossos\MODS\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'M:\FS2Knossos\MODS\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'M:\FS2Knossos\MODS\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'M:\FS2Knossos\MODS\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'M:\FS2Knossos\MODS\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'M:\FS2Knossos\MODS\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'M:\FS2Knossos\MODS\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Users\pinto\AppData\Roaming\HardLightProductions\FreeSpaceOpen\Tev-2.1.0\' ... 0 files
Searching root 'C:\Users\pinto\AppData\Roaming\HardLightProductions\FreeSpaceOpen\blueplanetcomplete-3.0.7\' ... 0 files
Searching root 'C:\Users\pinto\AppData\Roaming\HardLightProductions\FreeSpaceOpen\MVPS-4.5.1\' ... 0 files
Searching root 'C:\Users\pinto\AppData\Roaming\HardLightProductions\FreeSpaceOpen\' ... 4 files
Searching root 'M:\FS2Knossos\MODS\FS2\Tev-2.1.0\' ... 941 files
Searching root 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\' ... 3495 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals1.vp' ... 1789 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals2.vp' ... 435 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals3.vp' ... 2420 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals4.vp' ... 388 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\blueplanetcomplete-3.0.7\bpc-visuals5.vp' ... 1289 files
Searching root 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\' ... 9 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_advanced2.vp' ... 128 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_advanced3.vp' ... 19 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_animglows.vp' ... 1735 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets.vp' ... 951 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s.vp' ... 34 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s_maps1.vp' ... 61 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s_maps2.vp' ... 157 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_s_maps3.vp' ... 15 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t.vp' ... 61 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps1.vp' ... 126 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps2.vp' ... 98 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps3.vp' ... 99 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps4.vp' ... 136 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_t_maps5.vp' ... 31 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_v.vp' ... 32 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_assets_v_maps1.vp' ... 161 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_cb_ani_1.vp' ... 26 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_cb_ani_2.vp' ... 31 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_cb_ani_3.vp' ... 32 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_compatibility.vp' ... 1285 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_effects.vp' ... 3267 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_mainhalls.vp' ... 2 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_music.vp' ... 32 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_radaricons.vp' ... 24 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\MVPS-4.5.1\mv_root.vp' ... 688 files
Searching root 'M:\FS2Knossos\MODS\FS2\' ... 15 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\Root_fs2.vp' ... 157 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'M:\FS2Knossos\MODS\FS2\warble_fs2.vp' ... 52 files
Searching memory root ... 70 files
Found 50 roots and 27498 files.
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Game Settings Table: Parsed target version of 3.7.3.20151121
Game Settings Table: Removed extension on default campaign file name bp
Game Settings Table: Using Reversed Loops For SEXP Arguments
Game Settings Table: Setting briefing window FOV from 0.293750 to 0.500000
Game Settings Table: Setting shield pain flash factor to -1.00
Game Settings Table: Beams will use Damage Factors
TBM  =>  Starting parse of 'mv_root-mod.tbm' ...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to RETAIL HYBRID
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.18.2

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".
Enhanced sound is enabled.
  ALC reported 255 available sources, setting max to use at 223
  Sample rate: 48000 (44100)
  EFX enabled: NO
  Playback device: OpenAL Soft on Altoparlanti (Realtek High Definition Audio)
  Capture device: OpenAL Soft on Microfono (Realtek High Definition Audio)
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : NVIDIA Corporation
  OpenGL Renderer  : NVIDIA GeForce GTX 970M/PCIe/SSE2
  OpenGL Version   : 4.5.0 NVIDIA 511.79

Trying to create 1024x1024 32-bit shadow framebuffer
Shadow framebuffer created successfully.
Compiling new shader:
   Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
   Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-f.sdr
   Loading built-in default shader for: gamma.sdr
   Loading built-in default shader for: effect-g.sdr
Shader Variant Features:
   Geometry shader point-based particles
Compiling new shader:
   Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
   Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
Compiling new shader:
   Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: deferred-f.sdr
   Loading built-in default shader for: lighting.sdr
   Loading built-in default shader for: shadows.sdr
Shader Variant Features:
Compiling new shader:
   Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
   Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
   Loading built-in default shader for: gamma.sdr
Shader Variant Features:
WARNING: Failed to find uniform 'clipEnabled'.

Compiling new shader:
   Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
Shader Variant Features:
Compiling new shader:
   Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
   Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
   Horizontal blur pass
Compiling new shader:
   Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
Shader Variant Features:
   Vertical blur pass
Compiling new shader:
   Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
   SMAA Edge detection
   Loading built-in default shader for: smaa-edge-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-edge-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
Compiling new shader:
   SMAA Blending weight calculation
   Loading built-in default shader for: smaa-blend-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-blend-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
Compiling new shader:
   SMAA Neighborhood Blending
   Loading built-in default shader for: smaa-neighbour-v.sdr
   Loading built-in default shader for: SMAA.sdr
   Loading built-in default shader for: smaa-neighbour-f.sdr
   Loading built-in default shader for: SMAA.sdr
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using bilinear texture filter.
  OpenGL Shader Version: 4.50 NVIDIA
  Max uniform block size: 65536
  Max uniform buffer bindings: 84
  Uniform buffer byte offset alignment: 256
... OpenGL init is complete!
Initializing path renderer...
Checking graphics capabilities:
  Persistent buffer mapping: Enabled
Checking mod required rendering features...
  All required features are supported.
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Splash screen overrides checked
Compiling new shader:
   Default material
   Loading built-in default shader for: default-material.vert.spv.glsl
   Loading built-in default shader for: default-material.frag.spv.glsl
Shader Variant Features:
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error message = Failed to open file.
TBM  =>  Starting parse of 'mv_effects-part.tbm' ...
BMPMAN: Found EFF (subachpact.eff) with 8 frames at 40 fps.
BMPMAN: Found EFF (subachzap.eff) with 4 frames at 40 fps.
BMPMAN: Found EFF (purpleplussmall.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (mekhupact.eff) with 8 frames at 40 fps.
BMPMAN: Found EFF (mekhuzap.eff) with 4 frames at 40 fps.
BMPMAN: Found EFF (blueplussmall.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (AkhetonFlash.eff) with 3 frames at 60 fps.
BMPMAN: Found EFF (akhetonspark.eff) with 8 frames at 10 fps.
BMPMAN: Found EFF (PromRImpact.eff) with 15 frames at 45 fps.
BMPMAN: Found EFF (promrflash.eff) with 3 frames at 45 fps.
BMPMAN: Found EFF (MorningstarFlash.eff) with 8 frames at 60 fps.
BMPMAN: Found EFF (MorningstarWave.eff) with 5 frames at 60 fps.
BMPMAN: Found EFF (emptybitmap.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (shivring.eff) with 7 frames at 20 fps.
BMPMAN: Found EFF (shivringexplo.eff) with 8 frames at 20 fps.
BMPMAN: Found EFF (shivsmoke.eff) with 12 frames at 15 fps.
BMPMAN: Found EFF (shivspray.eff) with 7 frames at 10 fps.
BMPMAN: Found EFF (redplus.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (megafunkbolt.eff) with 15 frames at 20 fps.
BMPMAN: Found EFF (shivwave.eff) with 25 frames at 60 fps.
BMPMAN: Found EFF (redplussmall.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (blobparticlegreen.eff) with 10 frames at 20 fps.
BMPMAN: Found EFF (blobparticleyellow.eff) with 10 frames at 20 fps.
BMPMAN: Found EFF (YarFlak.eff) with 99 frames at 45 fps.
BMPMAN: Found EFF (shivmuzzle.eff) with 4 frames at 20 fps.
BMPMAN: Found EFF (flakbright.eff) with 6 frames at 30 fps.
BMPMAN: Found EFF (flaksplode.eff) with 17 frames at 30 fps.
BMPMAN: Found EFF (avengerspark.eff) with 6 frames at 45 fps.
BMPMAN: Found EFF (avengerpact.eff) with 7 frames at 40 fps.
BMPMAN: Found EFF (avengerricochet.eff) with 7 frames at 10 fps.
BMPMAN: Found EFF (vasudanring.eff) with 6 frames at 40 fps.
BMPMAN: Found EFF (vllpact.eff) with 6 frames at 30 fps.
BMPMAN: Found EFF (blobparticlered.eff) with 10 frames at 40 fps.
BMPMAN: Found EFF (DisruptorPact.eff) with 8 frames at 35 fps.
BMPMAN: Found EFF (DisruptorPact2.eff) with 8 frames at 35 fps.
BMPMAN: Found EFF (Flailwave.eff) with 25 frames at 60 fps.
BMPMAN: Found EFF (bansheex.eff) with 8 frames at 45 fps.
BMPMAN: Found EFF (bansheefield.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (sbreakerpact.eff) with 12 frames at 45 fps.
BMPMAN: Found EFF (bansheecross.eff) with 8 frames at 60 fps.
BMPMAN: Found EFF (leechflame.eff) with 14 frames at 60 fps.
BMPMAN: Found EFF (RailMuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (railparticle.eff) with 10 frames at 10 fps.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Control item defined without a valid tab. Disabling: Show Objectives
Control item defined without a valid tab. Disabling: Show Nav Map
[controlconfigdefaults.tbl] Overrode default preset.
[controlconfigdefaults.tbl] Ignoring duplicate Preset 'default'
[controlconfigdefaults.tbl] found 1 sections
PST => Loading `Gabriele` with version 0
PST => Loading `test` with version 0
No XSTR entry in strings.tbl for index 1647
No XSTR entry in strings.tbl for index 1648
No XSTR entry in strings.tbl for index 1649
No XSTR entry in strings.tbl for index 1650
No XSTR entry in strings.tbl for index 1651
No XSTR entry in strings.tbl for index 1652
No XSTR entry in strings.tbl for index 1653
No XSTR entry in strings.tbl for index 1654
No XSTR entry in strings.tbl for index 1655
No XSTR entry in strings.tbl for index 1656
No XSTR entry in strings.tbl for index 1657
No XSTR entry in strings.tbl for index 1658
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
TBM  =>  Starting parse of 'mv_effects-snd.tbm' ...
TBM  =>  Starting parse of 'env-snd.tbm' ...
TBM  =>  Starting parse of 'bp-snd.tbm' ...
TBM  =>  Starting parse of 'bon-snd.tbm' ...
WARNING: "Duplicate sound name "25" found!" at gamesnd.cpp:953
Title: Re: RELEASE: The Battle of Neptune
Post by: Canadair on July 25, 2022, 04:46:24 pm
and this the final one when I crash

Warning: sexp-script-eval failed to evaluate string "proBoxValue()"; check your syntax
File: sexp.cpp
Line: 24031
Title: Re: RELEASE: The Battle of Neptune
Post by: jg18 on July 25, 2022, 06:30:56 pm
This sounds like Issue #4504. The SCP coders are working on it.

For future reference, please provide debug logs either as an attachment to your post or as a link ("https://..."). Having to scroll past long forum posts of log text makes forum threads hard to navigate.

If you must copy/paste the log text for some reason, please paste the log text between [code][/code] tags.
Code: [Select]
The result should look like this.

EDIT: Clarification.
Title: Re: RELEASE: The Battle of Neptune
Post by: jg18 on July 28, 2022, 12:02:00 am
The above crash should be fixed in the next nightly build.
Title: Re: RELEASE: The Battle of Neptune
Post by: manwiththemachinegun on November 02, 2022, 12:21:02 am
So I uninstalled and reinstalled both BP complete and Battle For Neptune 2.1.0 and I'm still getting : "Requires Freespace Upgrade Media VPs which is missing!"

Is it looking for a specific pack? I have the core files installed. BP Complete works just fine. I'm using FS Open 21.4.0.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on November 02, 2022, 12:32:20 am
So I suspect this may be because BPC and the MVPs have been updated since. I would have a wild guess that BoN is probably looking for an old version of the MVPs that an older version of BPC was dependent on. I've just looked at Knossos and it doesn't appear to be looking for a specific version, but I also haven't tried to run it yet. I'm in the middle of uni exams but once I've finished those early next week I'll set a reminder to take a look at this in some more detail. My apologies!
Title: Re: RELEASE: The Battle of Neptune
Post by: manwiththemachinegun on November 02, 2022, 12:47:58 am
So I suspect this may be because BPC and the MVPs have been updated since. I would have a wild guess that BoN is probably looking for an old version of the MVPs that an older version of BPC was dependent on. I've just looked at Knossos and it doesn't appear to be looking for a specific version, but I also haven't tried to run it yet. I'm in the middle of uni exams but once I've finished those early next week I'll set a reminder to take a look at this in some more detail. My apologies!

All good man, school is important. For reference I tried installing all the optional files in 4.5.1 as well, and no dice. It still doesn't detect it.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on November 02, 2022, 06:39:17 am
I see, that's a pain!

The advice I got on discord is to try installing the latest version of Knossos if you haven't already, available here: https://www.hard-light.net/forums/index.php?topic=98391.0

At the very least it may give us a more specific error message to work with.
Title: Re: RELEASE: The Battle of Neptune
Post by: manwiththemachinegun on November 02, 2022, 09:15:14 pm
So with Knossos 1.5 the message reads, "The Battle of Neptune (2.1.0_ launch error with Freespace Upgrade MediaVPs Package MV_Music of mod MVPS (*) couldn't be found!"

So I downloaded that packet for MVPS 4.6.7 and hey, the mod works! But it's really weird such an vital component is left unchecked by default. Thanks for the bughunt though!

As a spoiler review for the second mission: outstanding stuff. The voice acting was top notch and so was the story.

I honestly would play a whole mod set with a similar "hard sci-fi realism" approach to the original FS2 campaign. There's plenty of fertile ground and a good war drama is always appreciated.
Title: Re: RELEASE: The Battle of Neptune
Post by: Dilmah G on November 02, 2022, 09:34:27 pm
Huh, how weird! Okay, well that’s good to know at least for future releases.

Glad to hear you enjoyed it! My current project is a short story anthology set around the early NTF days with a similar vibe. If you like the second mission, I think you’ll enjoy that as well. Progress has been slow during the semester but the end of year break coming up should give me the time to get some good work done on it.
Title: Re: RELEASE: The Battle of Neptune
Post by: Colonol Dekker on November 03, 2022, 12:53:49 pm
Zod hating VA Services on offer 😆