Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Nico on May 08, 2007, 11:04:05 am
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Mmmmmhgh. One of my favourite mods ever is Sushi's Velocity mod, problem is, it is nowhere to be found anymore :shaking: Would anybody would have it handy somewhere? I waaaaaaant.
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what'd it do? All it sounds like it does is make everything go faster.
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It paints all the ships red. :lol:
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what'd it do? All it sounds like it does is make everything go faster.
basically it's that, yeah (iirc all the speeds where doubled -fighters, weapons- save for capships and the likes; he also changed the damping factor, the turning rate, tho I remember he spend more time tweaking that). Simple, but a blast to play.
RangerKarl: Ork?
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Googled in 5 seconds....
http://sushicw.homestead.com/files/freespace/velocity.htm
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but I did google it and I only got silly stuff ><
ah well anyway thanks :)
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Ork and Gundam.
Speaking of speedmods, I wonder how gameplay would be like if the game followed the fluff (Orion having 3 dozen turrets, primaries being actual beam lasers with off-axis targetting, nuclear FX for everything [because apparently we're throwing around nuclear payloads at each other).
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primaries being actual beam lasers with off-axis targetting
Where the frak do you get that? :wtf:
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Eh, mostly from descriptions in FS1. IIRC there's something in the Avenger entry about radar guidance. As to lasers, well, real lasers don't come in blob form do they?
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Interesting, that's what someone was planning to do. I'm glad to know that there already is a "Velocity MOD"!
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Well, I suppose this can be "redone", for now my SCP version of FS2 refuses to work so I can't try it, but I suppose the FS1 port and SCP FS2 have modified weapons and ships tbl compared to the old vanilla ones... Maybe I should do that when I have some free time (hopefully soon). But trust me when I say this, the FS1 campaign (I only played the FS1 velocity mod) was MUCH more fun this way. I would actually have pushed the things even farther, and reduced the HP of the fighters to add to the intensity of the dogfights, but I suppose that's just my old self speaking (I prefer the kills to be difficult because they're hard to shoot at rather than because they have to be pummeled for 1 minute vbefore their hull drop to zero).
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You really need to play BtRL Nico :) You and I have the same thought process :D
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I knoooooooow but I'm not up to the Scar episode yet and they say if I'm not up to that episode, BtRL will be full of spoilers :p (I'm up to episode 02 of the second season) :shaking:
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There so many members interested on BtRLish physics. What are you planning to do, Nico?
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Yeah you should wait till you've seen Scar.
Although to be honest you can actually play after seeing episode 12 without any major spoilers as we foreshadow Scar more than actually spoiling it.
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There so many members interested on BtRLish physics. What are you planning to do, Nico?
For now, getting FSO to work...
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I played The Sixth Wonder and their Finest Hour using this mod. It was beautiful! I noticed, however, that missiles are somewhat easy to evade.
One time, however, I launched some Hornets against a Mara and they followed their target, incredible!
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Ok, if I ever get my build to work with sound (I just can't bother otherwise), there's the plan (number 1) is the basic "to be done" thing, the others would be decided after trial):
1) mostly, adapting what sushi did to the current tables: speed x2, rotating speed x1.5, shorter lock times for bombs (not to make bomb runs easier for the player, but rather to help him stop AI bomb runs: try to shoot down salvos of bombs shot at 1/2 click of their target...)
2) fighter HP cut by half
3) trying alternative options, especially for bombers: vanilla speed for heavy, x1.5 for "light" such as athena style bombers, x2 power output, vanilla HP (maybe even HP x2 for heavy bombers, coz they'd have to cope with interceptors twice as fast as them, and laser shots much harder to avoid, but this really need to be tested, it could end up being totally crap), improving th turrets on heavy bombers, things like that.
Then other ideas that come to me and I may consider good, since I'd do it mainly for myself anyway.
Note that I'm playing FS2 mainly as I would a... FPS. Yup, I mapped my keys (well, back then) as I map them when I play a FPS (so I maped the strafe left/right keys, and the up/down ones as I map my jump/crounch keys in a FPS). Not all ships have lateral speeds iirc, but it makes high speed dogfights really fun, especially against the likes of Mara and Scorpion fighterps, whicht do exactly the same (thanks Pete for the AI to at least recognize the possibility of doing that). And I "steer" with my mouse. Well, it's like playing Descent in space, which is amusing since, in Europe, the first Freespace was sold under the Descent franchise anyway (was called "Descent: Freespace", probably one of the reasons I tried the game in the first pltrainwagon and it's been done already?), coz 360° furball makes for quite some mouse position jumps, sometimes...
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You have to get OpenAL for sound, IIRC.
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http://www.hard-light.net/forums/index.php/topic,47028.msg958489/topicseen.html#msg958489
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There's something you forget, and it's about the sounds.
With this MOD, listening to flyby sounds becomes rare(you rarely get close to a target). We should work a bit on a sounds tbl.
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Doesn't Velocity Mod make fighters even more unbalanced with cap-ships?
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Nah, the lasers rounds go twice as fast too, and it's not as easy to pinpoint subsystems when you're zipping by at twice the speed you were used to. At least I don't remember a big difference. Besides I don't care, making two dozen hit and run attacks or hidding in a blind spot of a capship to sink it has hardly ever been the most exciting point while playing freespace for me. At least, the doubled rate of fire of turrets and everything certainly makes the capship battles more violent, and that's fine with me.
LGM: that's a valid point, but don't get me started on sounds for now, that's a sensitive topic with me right now :hopping:
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Warship turret lasers should be improved as well... something between the ones we currently see and PI turrets.
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I agree with Nico, more the speed is high and more it would be fun/impressive/immersive to play Freespace 2. And I think most of the recent Space Sim must do in that way. X3 reunion is horrible. Okay, it's eyecandy but dogfight means nothing and when you're facing against some cruiser, the speed of fighter is pretty low that is boring and I can't find any satisfaction.
DarkStar One is better than X3 but not enough than the Velocity Mod or the BSG:BtRL demo.
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I have already talked with someone who doesn't agree with us "increasing speeds will kill the original physics of FS2". I think the game would be better...we also want to experience something different after all these years...
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I have already talked with someone who doesn't agree with us "increasing speeds will kill the original physics of FS2".
Well this someone is right, and that's exactly what I'd want :p the original physics of FS2 are boring :p
Anyway I'm not doing anything right now since I can't get FSopen to work properly, so there you go.
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I played some missions(Feint! Parry! Riposte! and The Sicilian Defense) using both high speeds and inertia. They' fantastic! Just one thing should be changed: locking triangles should be faster(only a bit).
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haha! :drevil:
I made my own version! Of course, I have no idea how similar or different this one is, because I never even downloaded Velocity mod.
I included a mission because the balancing is probably horrible with all of the other ones.
EDIT: what does the flag "esuck" do? I looked in the wiki, but there was no entry...
[attachment deleted by admin]
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"esuck" is the leech effect used by the Lamprey. If you get hit by it, then your afterburners and weapons energy go down. Doesn't have any effect whatsoever on AI though. :doubt:
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Hop, got FS2 to work (finally), and I've made my own version for the FS1 port. For now what I've done is:
*****
Fighters, bombers:
Max Speed factor: x2
Afterbruner max speed: x2
Max Overclock SPeed factor: x2
Accel Factor: x1.25 Slide Accel not changed
Decel Factor: x1.25
AB Accel factor: x1.25
XYRotation Factor: x1.5
primary Weapons:
speed: x2
mass: x0.5
missile:
speed: x2
mass: x0.5
rotation time: x0.75
bombs:
speed: x2
lock: x0.5
countermeasures:
speed: x2
******
My next change will be to add speeds on the other axes (something like 1/4 current speed for the ships that did not have such speeds before - unless that makes values higher than the ones that did have, will have to look into that -, and speed x2 for the ones that did.
Mmmh... I need to find a name for that mod. Can't call it Velocity mod obviously, I thought of Adrenaline Rush mod, but it's soooo corny ><
Tell me if you want the current version uploaded anyway.
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Mmmh... I need to find a name for that mod. Can't call it Velocity mod obviously, I thought of Adrenaline Rush mod, but it's soooo corny ><
(http://www.fsoinstaller.com/images/404.png)
Speed Junkie Mod!
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What about merging Velocity with this (http://www.hard-light.net/forums/index.php/topic,47069.0.html)? :)
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How about why not? :) That said, you don't really need me for this I suppose, we're doing about the same thing but you're ahead, so I'll just step back and see what you're coming with I suppose.
What is that glide flag exactly?
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How about why not? :) That said, you don't really need me for this I suppose, we're doing about the same thing but you're ahead, so I'll just step back and see what you're coming with I suppose.
What is that glide flag exactly?
It allows you to lock your velocity vector, and spin without affecting it. Basically, shutting your engines off and drifting.
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Ah, like in wing co? Never liked that, it never felt right imho. I prefer to give strafing (X, Y speeds) to ships, achieves the same and feels more... natural.
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I fiddled around with the campaign files to make it work better with these fast mods. Pretty much all I did was make the ships farther apart. In some escort missions, I adjusted some hull integrity and some spec. hitpoints, but with my mod in mind.
EDIT: Also, I forgot the SOC missions.
Oh, and some of the missions suck.
Ah... I didn't test it either.
[attachment deleted by admin]
EDIT: It appears the attachment has been deleted. Oh well. It probably got even less downloads then the real release!
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What about merging Velocity with this (http://www.hard-light.net/forums/index.php/topic,47069.0.html)? :)
Ehm.. that one already uses that...