match wits with enemies that sneak up behind you, hide behind ships, and work in teams
match wits with enemies that sneak up behind you, hide behind ships, and work in teams
Hmmm... I mean, it's technically true...
This may be hard to believe, but in my 25 years of playing FS2 I have never played any Inferno mods. Is this the place to start? Or should I play Nostos or an earlier version first?
This may be hard to believe, but in my 25 years of playing FS2 I have never played any Inferno mods. Is this the place to start? Or should I play Nostos or an earlier version first?Play Inferno Classic first, THEN play current INF. You'll appreciate the latter a hell of a lot more if you do.
100 percent voice acted, though Command and some minor roles are still AI.Were it not for the lack of a British accent, that AI command voice could almost pass for the Aquitaine's captain, (and I'm not talking about Petrarch).
the one thing I kept wondering though -- surely, the GTVA must have more wings than this, and what the hell are they all doing? Also, like always the entire alliance would collapse in an instant if it wasn't for me destroying every major beam cannon for the entire war. 10/10
Hmm, installation and setup was swift and easy overall.
However, I noticed one single issue - Seem like in my game and in FRED, GTI Ishtar is missing most of textures - no other ship or installation seems to have this issue, only Ishtar.
Any idea how to fix it?
Download the MVP compatibility package.
Going through it now. Very fun so far. Did encounter one issue that affected gameplay to me.
Mission: Clash of the Titans III
For some reason my targeting window is blank for the 2nd and 3rd checkpoint. I had to exit and restart the mission and jump to checkpoint so I had it back.
Guessing it has to do with the interference from the first part of the mission but it doesn't seem to clear up unless exiting and restarting the mission.
Going through it now. Very fun so far. Did encounter one issue that affected gameplay to me.
Mission: Clash of the Titans III
For some reason my targeting window is blank for the 2nd and 3rd checkpoint. I had to exit and restart the mission and jump to checkpoint so I had it back.
Guessing it has to do with the interference from the first part of the mission but it doesn't seem to clear up unless exiting and restarting the mission.
Can you give me a screenshot?
Going through it now. Very fun so far. Did encounter one issue that affected gameplay to me.
Mission: Clash of the Titans III
For some reason my targeting window is blank for the 2nd and 3rd checkpoint. I had to exit and restart the mission and jump to checkpoint so I had it back.
Guessing it has to do with the interference from the first part of the mission but it doesn't seem to clear up unless exiting and restarting the mission.
Can you give me a screenshot?
I went back to try through the tech menu with the mission individually and started from the beginning. Then every time I would jump out from part 1 to part 2 (or if I started part 2 to part 3 of the mission) it would give me these errors. I dunno if this is something on me or not, didn't get this when going through the campaign earlier though.
Could not find index 'Name' in type 'object'
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "imjump-sct.tbm - On Game Init"]:162: in function 'DoStage2'
[string "imjump-sct.tbm - On Game Init"]:107: in function 'Monitor'
[string "imjump-sct.tbm - On Frame"]:303: in main chunk
------------------------------------------------------------------
1: Userdata [object]
2: String [Name]
------------------------------------------------------------------
LUA ERROR: [string "imjump-sct.tbm - On Game Init"]:167: attempt to index field 'Class' (a nil value)
------------------------------------------------------------------
stack traceback:
[C]: ?
[string "imjump-sct.tbm - On Game Init"]:167: in function 'DoStage2'
[string "imjump-sct.tbm - On Game Init"]:107: in function 'Monitor'
[string "imjump-sct.tbm - On Frame"]:303: in main chunk
------------------------------------------------------------------
------------------------------------------------------------------
Went back and verified all files as well, still same messages when going individually from tech room. Haven't replayed the campaign to see if this happens when going straight through.
Been loving the campaign so far! I have been receiving multiple crashes on Tobruk. Usually just seems to happen randomly during dogfights, not sure what's going on there.
Having crashes during mass fighter/bomber fights during Tobruk as well.
Looking forward to patch.
Edit: The crash seems to happen after you arrive at the station (post destroying EA transport and 6 fighters) and around less than a minute after Falon launch first fighter/bomber wave (in the middle of dogfight).
I imagine that Inferno team wants to explore that in both the last act and the new version of Alliance.
What bothers me more is that we learn next to nothing about the world these people live in. This is a very long campaign and throughout it we learn almost nothing about the Earth Alliance, it's internal structure, it's goals, or motives, except that it seems to be some kind of space-commie dictatorship that starts a war because... why not? I mean, yes it was mentioned that the EA wants immediate reunification with the colonies, but why? What's so important about that that you start a war? What is all this about? We know just as much about this after 32 missions than we already knew after three.
In fact, the final mission is a good representation of all that. This mission is a whopping 35 minutes long and of those the first twelve feel completely redundant. This first part is simply a generic vanilla-style escort mission which has nothing extraordinary to offer. You could completely skip this part and start in the debris field right away without missing anything. Searching the debris was more interesting, but ultimately presents little progress either. We already knew that Ross 128c was devastated and we already suspect that it probably has something to do with a new weapon developed by the EA. The only point where it really gets interesting is the final 5 minutes, but again we don't really learn anything but stop at getting teased.
I imagine that Inferno team wants to explore that in both the last act and the new version of Alliance.
As for the last mission... maybe because I already cleared the Series Resurrecta, but it immediately clicked for me why the Earthers are obsessed with reunification, and what they were trying to do in Ross 128. I don't know if SR is canon to Nostos, though.
Can you upload the debug log?
The amount of "plot armor" invulnerability is too abudant, irritating and random - sometimes it's whole ship, sometimes it's an engine component and sometimes ship beams (one Shivan destroyer) - seriously it's really lame to stuck upon this in every second mission or so - i could understand it for plot critical/hero ships, but it's often applied to what I'd describe as grunt/NPC ships.
And as for beams being invulnerable, I don't really know any example of that off the top of my head, but if we have guardianed them, then that's usually to prevent a softlock and set up in a way that you don't really have the means to destroy them in the first place.
To me this isn't infuriating because it's done for storytellyng reasons and whatnot, but because It makes me waste missiles.Regarding this, it might be a good idea to set subsystems which are supposed to survive in order to not break a mission untargetable. :)
I'm up to 'Ad Portas' and I'm having trouble surviving that mission. That said, I've encountered another one of my mission work-around/cheats. First using Corinthos, I can disarm the 3 RBC platforms quite easily and quickly, but that's hardly a cheat. Then, after taking out all of the ships attacking the cruisers, you get the order to nano-jump to protect the Sebek, which triggers the next part of the mission, but I decided, 'why do I need to jump over there? Nothing's gonna happen until I do, so what if I use my time wisely, and try to do as much damage as I can before then?' So, I tell all of my wingmen to disarm the EA corvette, then fly over and destroy all of the gungir and RBC platforms, just for the kills, then fly through the gate and go for the corvette. BTW, I swap out the railguns for disruptors, to more easily take out turrets without running out of ammo. Once the corvette's beams are taken out, I just go for fighters until the Sebek's escort cruisers take out the corvette. Then, I make a break over to the Arathusa and its escort cruiser, disarm, disable and destroy the cruiser, then disable and disarm the Arathusa. After that's all done, I trigger the jump. Having the corvette gone already, prevents all of the bomber and beam fire damage that normally happen, and despite the fact that the messages warning of them still fire, the objectives go complete as soon as they drop. Then, I high-tail it back to the Arathusa and start going after the bombers as soon as they launch. There's more than I can handle, but there's enough of my guys that we can nail them all eventually. Once the Arathusa escort is destroyed, Tau wing will finish it off on their own, so I group all fighters that I can back at the Sebek. My plan is to disable all of the artillery cruisers before taking out their missile batters (haven't confirmed if you've protected their engines), so they'll be destroyed in stead of escape, but its during the swarm part of that mission, that I get killed, whether I go for the proper way to play the mission, or the cheat. I'll try again another day.
As a way to prevent my work-around/cheat from being used, I recommend you rig the 'you have jumped' trigger to become valid if you cross over the way I did. Maybe key it off proximity with the Sebek-side warships.
A page or two ago I complained about artificially invulnerable beams on Shivan destroyer.
It was Kalanemi/Ravana in The Walls of Jericho:
https://youtu.be/7wEVKU2gnts?si=ncMCxRVktEuiukiY&t=308
However, now I'm confused - in above Paladin video (timestamp 5:08) he has no problem destroying the beams - while I launched like 10 corinthos and put hundrerd rounds of Hastor/Vulcan only to find out the beam was still 100%.
This must have been some kind of bug, coz there is no chance in hell so many rounds and missile simply failed to connect.
I was under false impression that this was intentional/scripted, coz allied delta wing bombers had no problems taking down those beams.
-snip-
So is there a trick to getting this mod to recognize a joystick, or do I likely have some weird "me" problem in getting that to happen? Other mods and regular old Freespace still detect it fine.I also had this issue. When you are in the options menu, press F3 and then you see the right settings.
snip
Error: Failed to wait until uniform range is available! Get a coder.
File: UniformBufferManager.cpp
Line: 116
ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 142 bytes
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
fs2_open_24_2_0_x64_AVX.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
Can you run it in debug mode and upload the crash log?
Bonus points for catching the TTA shoutouts. The TTA books were a huge influence on me as a kid.