Major problem for me is too many variants on the same mission. I can imagine a mission having upto three. You've got the standard variant, the fixed to get around unknown targetable as hostile bug variant, and often now a CQ (close quarters) variant. Personally I think it's too much and there should be one version of each mission.
There are only 2 variants of the dogfights. One targetable caps and one with the caps hidden. Since I didn't think there was a way around it I just flipped them around with the thinking that only the hidden. So right now as the missions sit anything with an a at the end isn't the release version it's just an alternative version. As far as the CQ missions are concerned They don't need to be included but I don't want to just toss them since some people found them fun.
With regards to the unknown targetable as hostile bug. Does setting the ships as Neutral solve this problem? If not I can easily create a new IFF class for "Non-com". In other words non-combatant. Which will never be considered hostile be anyone.
No neutral is what they are set to now. If you could make that class I could have them all changed to use it in about 10 minutes and do away with the a versions entirely.
Mission playability seems to have improved leaps and bounds since the last time. The gauntlet missions and nova encounter mission are especially fun. Spawn points still too close for my liking in many cases. Reappearing 200m from the nearest enemy and instantly being zapped is frustrating. But there seems little we can do about that.
I agree some are more fun then others. I don't know why the spawn points are doing what they are doing. For now the only thing I can do is make a note of it and hope there is a fix.
I would like to see a complete weapons and ships free dogfight mission where you can choose any ship you like. I think this is an essential in the mission pack. Sure there is scope for everyone choosing a Vorlon fighter but you can set the ground rules in gentlemen's agreements in the chat room before hand.
I actually have 4 levels already planned. One for light fighters only something like the lite EA, Centauri, Narn, Brikiri, and Drazi. Then a medium version with the heavier fighters, from the above classes and the light shadow ships and whatever else fits the hit point / weapon range. Heavy would be something like Minbari, Shadow, Vorlon. Then there is the Pilotable caps one with things like the SH scout, Whitestar, etc. I could just make each level allow the lighter ships as well so that if you pick the Pilotable caps you would get everything.
Unfortunately I'm not 100% convinced these missions are completely ready after last night. This is a shame because with a couple of tweaks I will make later I believe the core is now 100% ready. Certainly the nothing weapon behaved itself last night.
Nothing worked great. Only had one graphic glitch and that was during a major lag spike where I thought I was going to crash at game start. As for the missions they more testing is always better but as they sit right now they are probably lest buggy then what V released with FS2.

Most of the bugs are engine related not mission related.
The game engine is seems will never work flawlessly in multiplayer. That appears to be a feature of 3.6.9. Maybe it will improve in 3.6.10 but that's irrelevant for the purposes of TBP. It has improved substancially from where we were a few weeks ago thanks to the fine work done by Fubar, Vid, and Karajorma. But we're just going to have to bite the bullet at some point and admit that perfection is not on the cards.
Kind of figured that all along. After all TBP multi is in it's infancy. Hopefully it will grow up some day.
Fubar, Vid, we need to get together and have a chat and select some missions we are completely happy with to include in the core. You can then override those in updated vps later, but we should provide something out of the box.
I was wondering how they would be included. Is part of the core the best way or an add on VP in the root directory? I've got an appointment in a little while but should be available later on. Unfortunately me and Vid seem to work in 12 hour shifts. Good for development bad for communication.
Thanks to everyone who turned up and helped us test last night.
Ditto. And remember you can continue to do testing on your own. It's not like FS2NetD support goes away between sessions.