Author Topic: Velocity mod  (Read 5983 times)

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Offline Mobius

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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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Offline Polpolion

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Doesn't Velocity Mod make fighters even more unbalanced with cap-ships?

 

Offline Nico

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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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Offline Mobius

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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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Offline MetalDestroyer

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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.

 

Offline Mobius

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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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Offline Nico

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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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Offline Mobius

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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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Offline Polpolion

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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]

 

Offline Snail

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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:

 

Offline Nico

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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.
SCREW CANON!

 

Offline Turey

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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 ><

Speed Junkie Mod!
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Dysko

What about merging Velocity with this? :)
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Offline Nico

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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?
« Last Edit: May 13, 2007, 11:03:59 am by Nico »
SCREW CANON!

 

Offline Turey

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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.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Nico

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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.
SCREW CANON!

 

Offline Polpolion

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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!
« Last Edit: July 14, 2007, 11:18:41 am by thesizzler »

 
What about merging Velocity with this? :)

Ehm.. that one already uses that...