Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: Akalabeth Angel on September 04, 2009, 02:36:39 am
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I downloaded the TBP DVD.
Is it necessary to create new pilots for each campaign??? Or can the same one be used for all????
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Best to create on for each campaign.
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that's the SUPER save route. Never had a corrupted pilot on TBP however.
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Well with FS2 people are always saying "make new pilots, make new pilots".
But all the campaigns on the DVDs effectively use the same information and tables (I assume), I don't think there'd be any of the usual problems. Whatever those problems are . . .
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exactly, the FS2 mods all have radically different tables and stuff.
What those problems are? Missing ships, weapons, missions not loading => crashycrashy
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Even something as simple as switching campaigns at a red alert mission can cause corruption. I'm bad at using only one pilot myself but I do tend to corrupt them from time to time.
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The only notable effect from keeping one pilot file active I've identified is switching from normal FSO to FSP. That erased about all the data on my pilot. The pilot was still very playable, however. As long as I don't have to sit down for a few minutes reprogramming keystrokes, I'll be happy. Between mods on normal FSO you usually encounter miscouted/erased ship-type kills. The total number of kills usually stays accurate, though.
-Thaeris
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You can go by this rule of thumb:
If you use the mod switcher, make a new pilot.
If you don't use the mod switcher it's safe to use the same pilot.
A possible exception is playing campaigns that use the inferno build instead of standard FSO build. I don't really know if that might cause any problems.
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You're not refering to the Launcher when you say, "mod switcher," are you?
-Thaeris
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You're not refering to the Launcher when you say, "mod switcher," are you?
I think what's he's referring to is that if the mod in question requires it's own directory and requires you to in the launcher, specify a new mod to be played then you should use a new pilot.
However in the case of the TBP, or at least the DVD specifically, all you need to do is launch the game and select a campaign from the campaign room.
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In truth, I often run a new mod on the same pilot. RARELY do I get a problem; when I do, it usually just erases previous data. Since I just play single player for my own entertainment, I've never really had a problem.
-Thaeris
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Regarding Inferno vs Standard builds. From the campaign pack readme:
The Pilot files saved by one build are not compatible with the other build.
So pilots will have to be different at least for inferno campaigns vs standard build campaigns.
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Actually you can just use inferno builds for everything. 3.6.10 & Zathras are Inferno only .
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Actually you can just use inferno builds for everything. 3.6.10 & Zathras are Inferno only .
Oh I haven't downloaded that Zathras thing yet since I haven't played multi.
Though, I realised last week that your play time on thursday's multi is 1pm time here so maybe one week I'll join in (though not this week as I'm crazy busy). See how bad I can get my ass kicked.
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Zathras while meant for multi was kept compatible with single as well.
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I got another question and don't want to make a new thread.
Is it possible to change the glide controls to something else? More specifically the vertical thrusters? I don't know why it's default that the Accel, Decel, Afterburner, Lateral thrusters, and Glide are on one side of the keyboard, and the vertical thrusters are on the complete opposite side (Shift-+ and Shift-Enter). I'd rather they were Shift 2 and 4 or something.
Not that Gliding has helped me survive getting my butt kicked in the current FH mission anyway. Though at least I can wildly fire at the Sentris before I get slaughtered.
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Try to use keys 4, 6, 8, 2 and 5 on the right side of the keyboard because TBP ships don't have shields.
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You can change the keys as you like them, just like any other key in FS2.
They are in the options under the "ship" tab.
Oh and a big thanks to whoever (and whenever - Zathras would be my guess) added the "glide while pushed" there too. It really is a lot better to have both the toggle and the pushed version for glide than just the toggle like it was before.
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nah, it's 3.6.10 not Zathras. But I prefer it too, it makes this a whole lot quicker.
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Are you sure?
Because I just tried to load the very same exe I used for TBP+Zathras (fred2_open_3_6_10_INF.exe) file for normal FS2 and there was only the toggle glide option available in it.
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The 3.6.10 Inferno exes included in Zathras are the 3.6.10 final Inferno exes from the release thread. There is no difference in them.
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Exactly my point.
If FS2 doesn't have the option for "hold for gliding" while TBP has it with the same .exe file, than that option must come from somewhere else.
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unless it's enabled by the -TBP command switch I don't know where. I checked the ai_profiles and nothing in there turns it on.
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I tried activating the TBP options tab in the laucher when I tested it before.
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I just checked FS2 and it has the option. Did you try creating a new pilot?
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It didn't have anything to do with the pilot file.
I just didn't look through all the options, but assumed that in FS2 it would be in the same position as in TBP.
But for some reason (probably because I have the german version of FS2) the push to glide option in FS2 is much further up in the menu than it is in TBP.... even when it's the "normal" 3.6.10 file and not the INF.
Thanks for the help.