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AFAIK, it shouldn't matter whether you use mod.inis or Knossos as in the end, FSO loads the stuff, not the launcher. In case of the FSPort MVPs, it was the last version they were tested with, simply switching to a new version could break stuff.
AFAIK, it shouldn't matter whether you use mod.inis or Knossos as in the end, FSO loads the stuff, not the launcher. In case of the FSPort MVPs, it was the last version they were tested with, simply switching to a new version could break stuff.
To the extent that the FSPort MVPs actually change anything in the standard MVPs, to my knowledge this only covers the extra model dockpoints required by ST:R. This is something that would be great to specify with a modular model file just like we have modular tables, but alas, such a thing doesn't exist.
Dockpoints in the sense of modeled subobjects or just a couple docking points (and their paths) to select in FRED? The Arcadia has dozens of docking points the retail version didn't had, and I just tried to smuggle 2 more in for the sake of INFs GTExtensions.
I am not proposing FSU including anything but canon FS1 assets. I hadn't considered weapons, but I should. The rest of what Goober listed would remain separate.
I assumed a few (Lucifer, Typhon, Hades) did receive some change between FS1 and FS2, guess I was mistaken.
I assumed a few (Lucifer, Typhon, Hades) did receive some change between FS1 and FS2, guess I was mistaken.
Apollo is broken. PBR Maps produce very strange results. I actually tried to fix it, but failed to find the cause so I produced pimped non-PBR variant. I may publish it one day.
I think the version fightermedic released had some issues with the maps, but that has been fixed in the MVPs, possible that this was the problem?
Mods may want to activate certain ships and not weapons. Mods may want ships with fs2 weapons or fs1 weapons. There's no way way too account for all that with +nocreate without, by design, potentially overriding a possible mod setting in a different table.
$Allowed PBanks: ( "ML-16 Laser" "VLL-9 Laser" "Disruptor" "D-Advanced" "Akheton SDG" "Avenger" "Flail" "Prometheus" "Prometheus A" "Prometheus R" "Railgun" "S-Breaker" "Leech Cannon" "UD-1 Volz" "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Lamprey" "Circe" "Maxim" "Targeting Laser" )
$Allowed Dogfight PBanks: ( "ML-16 Laser" "VLL-9 Laser" "Disruptor" "D-Advanced" "Akheton SDG" "Avenger" "Flail" "Prometheus" "Prometheus A" "Prometheus R" "Railgun" "S-Breaker" "Leech Cannon" "UD-1 Volz" "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "Avenger" "Prometheus R" )
$Allowed SBanks: ( "MX-50" "Fury" "Fang" "Interceptor" "Interceptor#Weak" "Hornet" "Hornet#Weak" "D-Missile" "EM Pulse" "Rockeye" "Tempest" "Tornado" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks: ( "MX-50" "Fury" "Fang" "Interceptor" "Interceptor#Weak" "Hornet" "Hornet#Weak" "D-Missile" "EM Pulse" "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "MX-50" )
$SBank Capacity: ( 40 )
I think the version fightermedic released had some issues with the maps, but that has been fixed in the MVPs, possible that this was the problem?
Apollo has, to date, never been released in a MediaVPs
In case for weapons, you'd have to include the entire FS1 arsenal or you'll have tons of debug warnings. Not that changes in loadout happened (the entire #Shivan weapons) but I don't see any actual benefits there, unless you're aiming for a major redesign of how MVP and FSPort work.
Mods may want to activate certain ships and not weapons. Mods may want ships with fs2 weapons or fs1 weapons. There's no way way too account for all that with +nocreate without, by design, potentially overriding a possible mod setting in a different table.
Well... why not? I think you make it much too complicated?
I mean, you could still add additional ships with something like GTD Orion#FS1 into the ships.tbl... as a seperate ship class. Is there a problem with this?
For fighters i do not see the problem either. Even if they have the same tech description, you could simply could add the FS2 weaponary to the allowed banks for all ships that were present in FS1 aswell.
Example for the Ulysses:Quote$Allowed PBanks: ( "ML-16 Laser" "VLL-9 Laser" "Disruptor" "D-Advanced" "Akheton SDG" "Avenger" "Flail" "Prometheus" "Prometheus A" "Prometheus R" "Railgun" "S-Breaker" "Leech Cannon" "UD-1 Volz" "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Lamprey" "Circe" "Maxim" "Targeting Laser" )
$Allowed Dogfight PBanks: ( "ML-16 Laser" "VLL-9 Laser" "Disruptor" "D-Advanced" "Akheton SDG" "Avenger" "Flail" "Prometheus" "Prometheus A" "Prometheus R" "Railgun" "S-Breaker" "Leech Cannon" "UD-1 Volz" "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "Avenger" "Prometheus R" )
$Allowed SBanks: ( "MX-50" "Fury" "Fang" "Interceptor" "Interceptor#Weak" "Hornet" "Hornet#Weak" "D-Missile" "EM Pulse" "Rockeye" "Tempest" "Tornado" "Harpoon" "Harpoon#Weak" "EMP Adv." "TAG-A" )
$Allowed Dogfight SBanks: ( "MX-50" "Fury" "Fang" "Interceptor" "Interceptor#Weak" "Hornet" "Hornet#Weak" "D-Missile" "EM Pulse" "Tempest D" "Hornet D" "Harpoon D" )
$Default SBanks: ( "MX-50" )
$SBank Capacity: ( 40 )
Would that break anything? I mean the actually usable weapons are set by the campaign and mission files... and the FS1 variant would not be used, as they would be an own ship class. I mean GTD Orion#2 (Bastion) from FS2 Retail is already exactly like this.. the Orion with FS1 weaponary.
You clearly don't know what you're talking about, though.
I was never, ever going to actually activate these assets in FSU. I am simply finding the best compromise to make it easy for mods to activate them.