Author Topic: Velocity Mod feedback...  (Read 3616 times)

0 Members and 1 Guest are viewing this topic.

Offline Sushi

  • Art Critic
  • 211
Velocity Mod feedback...
Well, the Beta is up for grabs, so download it and tell me what you think!


------------------
Sushi- the OTHER white meat!

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Velocity Mod feedback...
I loved it! Of course there are some control issues, but I set my joystick sensitivity down and it ran like a dream. I can't wait for the final version.

Excellent work, Sushi!
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Sushi

  • Art Critic
  • 211
Velocity Mod feedback...
What kind of control issues?  



------------------
Sushi- the OTHER white meat!

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Velocity Mod feedback...
I had no issu controls  
Anyway, it's so great I can't believe it  
But you should reduce the anti capships missile lock. When the shivan attack a ships, they're twice closer from the ship they attack than usually when they launch their warheads... Damn hard to stop them :-l
Try the walkyri, woo 330 top speed  



------------------
venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
SCREW CANON!

 

Offline Sushi

  • Art Critic
  • 211
Velocity Mod feedback...
Hehe...and the bombs go twice as fast too.  

I hadn't thought of adjusting that- will take into consideration.




------------------
Sushi- the OTHER white meat!

  

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Velocity Mod feedback...
Have you increased the capship's speed? In the mission were you have to protect the Hope (vasudian destroyer), the first cain that jumps out come so fast that if I had destroyd it, it would have bumped against the hope one minute later   I don't think the capships need to got faster, this way the original campaign could be fully playable, and the speed felling of the fighters should be greater   ( maybe they could go faster? what? I'm crazy?)
Anyway I love this and I hope there will be one for fs2 ( imagine the perseus hehe )



------------------
venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
SCREW CANON!

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
Velocity Mod feedback...
 
Quote
Originally posted by Sushi:
What kind of control issues?  

Dealing with the increased speed and maneuvrability, mostly. I love it now, excellent job - please do it for FS2  
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Jake Logan

  • Guest
Velocity Mod feedback...
you know, this is almost 300 years in the future. you'd think the fighters would bbe at least as fast as todays (~650 m/s) don't say "it wouldn't be playable" cause it would be if they made the lasers auto-targeting I.E starlancers nova cannon and the PBC's from I-war.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Velocity Mod feedback...
newbies thing  



------------------
venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
SCREW CANON!

 

Offline Sushi

  • Art Critic
  • 211
Velocity Mod feedback...
It turns out that 90m/s is about 200 miles per hour. With the Vmod, that makes the faster ships go about 400 mph, and about 550 on afterburner. That makes the combat style more like the Korean War era- but with missiles.   It turns out that if you go much faster, gun kills become almost impossible. Modern jet combat, for example, is mostly missiles launched from beyond visual range. Not nearly as fun.  

Yes, I sped up the capital ships as well. I considered slowing them to original speed, but decided to try being completely consistent at first-I wanted EVERYTHING to go twice as fast, just to be even across the board.
I think it makes capship battles more interesting and fun, but you are correct that it messes up some missions- the one mission where the Aten jumps in and tries to ram the Galatea is particularly nasty. In defense of my decision though,(which is still flexible) some escort missions would also have been messed up if I HADN'T made them faster. If the enemy is trying to intercept at twice the speed the transports are expected to escape at, you have problems.  

Besides, increased speed for capships makes for some interesting ramming effects. I was playing one mission based(very loosely) on Tombough station, involving a Typhon and several Fenris, Leviathan, and Aten class cruisers trying hopelessely to destroy the lucifer. They were milling all around each other, and at one point a weak Fenris moved in front of the Lucifer's path-and the force of the collision destroyed it.  

The short version: I hear your cry, but I'm not about to change anything just yet.  

And yes, of course there will be an FS2 version. As soon as Chips&Bits sends me my new copy(old one got destroyed by a friend's psycho cat, he's buying.  ) If you don't want to wait, everything I changed for the FS1 version was documented in both the TBL file and the Readme. If you're willing to spend the time, you could just go through the file yourself and do it...




------------------
Sushi- the OTHER white meat!

 

Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
But you already have the expertise required to do it for FS2...


So, you do it.    
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Sushi

  • Art Critic
  • 211
Expertise?  
FS2 version tentatively ETA 10 days.
Quick question to those who've tried it- do the missiles seem less effective to you? All I did to them was increase speed and decrease mass(to keep the momentum the same.) I'm starting to think I should make it turn sharper too- faster moving targets cover angle distances more quickly.

Any thoughts on this? The hardest part was changing values to a new number after I'd changed them once, so I'd like to get it as perfect as possible(within reasonable time constraints!) before I go for the FS2 version.




------------------
Sushi- the OTHER white meat!

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
missiles? When it's my missiles, looks the same. But enemy missile are much more easy to avoid.Afteburners are enough most of the time.

------------------
venom2506
Member of the Robotech mod for FS2
http://robotechlan.com/freespace2/
SCREW CANON!

 

Offline Sushi

  • Art Critic
  • 211
All right, two quick updates...

1. I decreased missile turn time by 25%, and the missiles seem a bit more satisfyingly dangerous now. I will include the changes in the next release.

2. To any availible HLP staff: Could you please change the description for the Velocity Mod download? It doesn't say that this is only for FS1 as of now, and I think it should. Another week or so, I hope...converting FS2 should be a fairly quick job.



------------------
Sushi- the OTHER white meat!

 

Offline Sushi

  • Art Critic
  • 211
Well, I should get my copy of FS2 any day now, and hopefully it will work this time-even if it doesn't, I'll do the mod anyways.   Any last-minute suggestions? So far, the things I've heard suggested are:

1. Decrease missile lock time
2. Leave capship speed at previous level
3. Missiles too easy(fixed, I think- still easy to dodge sometimes, but also difficult to hit with.)

And that's it. Cmon, there's got to be SOMETHING I'm forgetting...  

One other thing I'm considering is increasing blast radius by a factor of two. I've only managed to die from a blast a few times, and only by getting ridiculously close to exploding bombs. Yea or nay?



------------------
Sushi- the OTHER white meat!