Author Topic: Velocity mod  (Read 5975 times)

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Offline Nico

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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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Offline Polpolion

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what'd it do? All it sounds like it does is make everything go faster.

 
It paints all the ships red. :lol:


 

Offline Nico

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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.

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« Last Edit: May 09, 2007, 09:12:38 am by Nico »
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Offline JGZinv

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Offline Nico

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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).

 

Offline Unknown Target

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Quote
primaries being actual beam lasers with off-axis targetting

Where the frak do you get that? :wtf:

 
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?

 

Offline Mobius

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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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Offline Nico

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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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Offline Unknown Target

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You really need to play BtRL Nico :) You and I have the same thought process :D

 

Offline Nico

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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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Offline Mobius

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There so many members interested on BtRLish physics. What are you planning to do, Nico?
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Offline karajorma

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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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Offline Nico

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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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Offline Mobius

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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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Offline Nico

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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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Offline Snail

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You have to get OpenAL for sound, IIRC.

 

Offline Nico

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