Hi and sorry to keep everyone waiting so long... I had some PC problems and also other stuff to do :-/ .
Now, I'm still planning to keep on working on this and also have made at least a little bit of progress
.
Sadly, there are still a bit too many problems for me to release an update yet...
Though I'm pretty happy that I got unlock-primaries to work for the first time, though I still don't understand what was wrong - I just removed a variable that should have done next to nothing...
I'll also see to put an updated and tidied SCP-request-list at the first post...
So, to conclude - please don't give up on this mod, I'm still working at it
.
@ShadowGorrath:
Hi and thanks for the praise
.
About your problems...
I really don't think I changed the turnrate - you'll just have to get used to command such a huge lump of whatevere-it-is-that-Shivans-make-their-capships-of
.
About the weapons - control of turret fire (as in on/off or "fire at target" - aiming them manually like in X2 would certainly be the ideal case, but that's a
long way down the road I'd fear) is one thing I'm currently trying to do (and have made a small progress with) , mounting them would require SCP-changes though (or a very big lot of scripting, dunno...) .
And your final question I have to answer in three parts - first, it has a shield
at all because I wanted to demonstrate that capship shieldmeshes DO work, although somewhat imperfectly (which is why I also use the "surface shield"-flag to catch the few shots that get through). And this particular shieldmesh isn't from me, it belongs to a pack the Inferno-team released a long time ago (thanks & credits
- as already mentioned in the readme) .
Secondly, this is in no way a final version yet, and I didn't yet care about balancing at all - it's just thought to demonstrate the principle of commanding capships in FS.
Thirdly and finally - I made Shivan capship-shields so strong for myself a long time ago, because I wanted to replicate the "Lucifer-effect" (i.e. that the shields are nearly invulnerable) just through high shield recharging (the stronger the shields, the more hp they recharge per timestep because they recharge a fixed
percentage) and thereby oriented myself vaguely at the hull-to-shield-ratio of the SF Dragon (100 hull vs. 700 shields).
You can just reduce the Ravana's "$shields"-value in the appropriate ...-shp.tbm (I
think I was using modular tables here, but as most of my concerns lately were with Fred, I'm not too sure - sorry) if the high shield value irritates you.
But I have to agree - once I release an update, I really should include reduced shield values and also certainly weaker "primary beams", if any at all - they are just thought to give the player something to fire with while I'm trying to get the turret-control working
.
*over and out*
sorry, but I just had to use this smiley... ;-).