Author Topic: [Release] Apollo HTL and MK2, Prototype, Bomber variants  (Read 30107 times)

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Offline AdmiralRalwood

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Code: [Select]
#Start Colors
;Because of the way the colors.tbl parser is set up, this section MUST be present, even if it is empty
#End
This hasn't been true for a couple years now; in addition, modular color tables ("-clr.tbm") also exist. These changes were made long before the PBR renderer (they should be in as far back as 3.7.2), so there's no point in making the tables compatible with older versions of FSO when they can't read the PBR textures anyway. As such, I'd recommend (if/when you ever get around to another update of this archive) putting the team colors in an "apollos-clr.tbm" modular table and removing the pointless empty "#Start Colors" section.

In general (and this is addressed to everyone reading this, rather than anyone in particular), it's a good idea to check the wiki even for things you already know how they work, in case new features have been added or old limitations removed; I, personally, do my best to update the wiki every time I change something and that change gets incorporated into the master branch, and I'd hate to think that effort was going to waste because nobody was bothering to read it. ;)
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline Cobra

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Finally downloaded... and why exactly are you not using certain retail values? Why does the .tbm have "no pain flash"? Why do the allowed primary banks and secondary banks include weapons not present in FSPort, as well as omit weapons that have always been allowed on the fighter? This is the job for the mod using the fighter differently to change, not for an upgrade. Apparently I can't use MX-50s because it's outright not listed. Interceptors aren't even listed; instead I see "longbow" and "crossbow".

Hell, the some of the rest of the stats don't seem to match what they should be.

[EDIT] Fixed GTF Apollo-only .tbm with proper values.

[EDIT2] The Apollo's warpout seems to be ridiculously fast. Of course, that's fixed by removing the flight model .tbm which again seems to be based on personal preference.

[attachment deleted by admin]
« Last Edit: August 27, 2016, 04:22:20 am by Cobra »
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline fightermedic

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Code: [Select]
#Start Colors
;Because of the way the colors.tbl parser is set up, this section MUST be present, even if it is empty
#End
This hasn't been true for a couple years now; in addition, modular color tables ("-clr.tbm") also exist. These changes were made long before the PBR renderer (they should be in as far back as 3.7.2), so there's no point in making the tables compatible with older versions of FSO when they can't read the PBR textures anyway. As such, I'd recommend (if/when you ever get around to another update of this archive) putting the team colors in an "apollos-clr.tbm" modular table and removing the pointless empty "#Start Colors" section.

In general (and this is addressed to everyone reading this, rather than anyone in particular), it's a good idea to check the wiki even for things you already know how they work, in case new features have been added or old limitations removed; I, personally, do my best to update the wiki every time I change something and that change gets incorporated into the master branch, and I'd hate to think that effort was going to waste because nobody was bothering to read it. ;)

Hm, noted, it's just a copy of the years old color table sitting around in my test mod :P
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Other Campaigns I have participated in:
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All the stuff I release is free to use or change in any way for everybody who likes to do so; take whatever you need

 

Offline Bryan See

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
It looks like a redone version of Esarai's earlier HTL remake of the GTF Apollo fightercraft. Well done, fightermedic.
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Offline Rodo

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
DAMN YOU!

Now I'll have to replay fs1 and silent threat all over again.
el hombre vicio...

 

Offline CT27

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
To use this, what folders do I put it into?

Just want to be sure.

 

Offline Crashdown117

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
This is just sweeeeeeeeet! Awesome work, man  :yes:
"Flying is easy, landing is hard" - Delta-07

 

Offline CT27

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
I take it I should put this in the fsport-mediavps2014 and MediaVPs2014 folders?

 

Offline Cobra

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Just fsport-mediavps... unless you want the Apollo randomly showing up everywhere.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline CT27

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Do you mean just the folder called fsport-mediavps or the folder called fsportmediavps2014 (I usually play 2014 compatible campaigns)?

Or both?

 

Offline Oddgrim

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
I said this on mibbit and I'll say this again here, bloody well done! c:
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[Hades]: we have so much in common we should bang.
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Offline DefCynodont119

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Do you mean just the folder called fsport-mediavps or the folder called fsportmediavps2014 (I usually play 2014 compatible campaigns)?

Or both?




Well, What I did was just take the "Fighter 04.Pof" from the download and put It in a models folder, Then I took the texture/map files from the download and put them in their corresponding folder.

In the fsportmediavps2014 folder, go to the exposed "data" folder, (the one that's not In the VP file) and make a folder called: "models" then a folder called: "maps".
If you want the RCS effects, you should also add the "effects" folder and everything In it, then you will need to add this:

Code: [Select]
$Name: GTF Apollo
+nocreate
$Detail distance: (0, 70, 300, 1000)
$Thruster Normal Flame: thruster01
$Thruster Afterburner Flame: thruster01a
$Trail:
 +Offset: 7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: 4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
 
;; top front left
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (-0.5 2.3 5.7)
+Normal: (0.0 1.0 0.)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top front right
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (0.5 2.3 5.7)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back left
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (-2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back right
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front left
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (-0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front right
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back left
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (-2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back right
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; left front
$Thruster:
+Used for: ( "roll left" )
+Position: (-0.9 2.0 5.9)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; left back
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.2 1.7 -2.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.4 1.7 -3.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right front
$Thruster:
+Used for: ( "roll right")
+Position: (0.9 2.0 5.9)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right back
$Thruster:
+Used for: ( "roll left" )
+Position: (4.2 1.7 -2.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll left" )
+Position: (4.4 1.7 -3.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; front left
$Thruster:
+Used for: ( "reverse")
+Position: (-6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (-6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

;; front right
$Thruster:
+Used for: ( "reverse")
+Position: (6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0


to a ship.tbm


Hope this helps! The reason I'm posting that is because the provided .tbm does not reflect the default Apollo sats. I think that was done for modders but I'm not sure.
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Offline LoneFan

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Wow. I think my old computer is about to die.

 

Offline CT27

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
I ran into a small problem.

I did all this (I put fighter04.pof into the fsport-mediavps2014 correct subfolder along with other files from the download) and when I played FS1 (on FSPort 3.5 2014vps) there was a giant green triangle over my radar that would move sometimes (it was an oversized allied fighter icon).

 

Offline DefCynodont119

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
I ran into a small problem.

I did all this (I put fighter04.pof into the fsport-mediavps2014 correct subfolder along with other files from the download) and when I played FS1 (on FSPort 3.5 2014vps) there was a giant green triangle over my radar that would move sometimes (it was an oversized allied fighter icon).


Did you use the .tbm I posted? (or no .tbm at all?) That should fix It.

The .tbm that comes with the download has that problem, and you don't really need It anyway as "most" HTL's are still consistent with the tables already In the MVPs.

If you are using the thruster effects, just overwrite the stuff in the .tbm the download has with this.

Code: [Select]
$Name: GTF Apollo
+nocreate
$Detail distance: (0, 70, 300, 1000)
$Thruster Normal Flame: thruster01
$Thruster Afterburner Flame: thruster01a
$Trail:
 +Offset: 7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -7.46 -1.93 -7.58
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: 4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
$Trail:
 +Offset: -4.57 3.61 -8.3
 +Start Width: 0.25
 +End Width: 0.05
 +Start Alpha: 1.0
 +End Alpha: 0.0
 +Max Life: 1.0
 +Spew Time: 120
 +Bitmap: Contrail01
 
;; top front left
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (-0.5 2.3 5.7)
+Normal: (0.0 1.0 0.)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top front right
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (0.5 2.3 5.7)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back left
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (-2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; top back right
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (2.5 4.1 -6.6)
+Normal: (0.0 1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front left
$Thruster:
+Used for: ( "pitch up" "bank right")
+Position: (-0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom front right
$Thruster:
+Used for: ( "pitch up" "bank left")
+Position: (0.7 0.9 6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back left
$Thruster:
+Used for: ( "pitch down" "bank right")
+Position: (-2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; bottom back right
$Thruster:
+Used for: ( "pitch down" "bank left")
+Position: (2.5 0.7 -6.6)
+Normal: (0.0 -1.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.5
+Length: 3.0

;; left front
$Thruster:
+Used for: ( "roll left" )
+Position: (-0.9 2.0 5.9)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; left back
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.2 1.7 -2.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll right" )
+Position: (-4.4 1.7 -3.1)
+Normal: (-1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right front
$Thruster:
+Used for: ( "roll right")
+Position: (0.9 2.0 5.9)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; right back
$Thruster:
+Used for: ( "roll left" )
+Position: (4.2 1.7 -2.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0
$Thruster:
+Used for: ( "roll left" )
+Position: (4.4 1.7 -3.1)
+Normal: (1.0 0.0 0.0)
+Texture: Thruster_Jets
+Radius: 0.7
+Length: 4.0

;; front left
$Thruster:
+Used for: ( "reverse")
+Position: (-6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (-6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

;; front right
$Thruster:
+Used for: ( "reverse")
+Position: (6.5 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0
$Thruster:
+Used for: ( "reverse")
+Position: (6.3 -0.1 -0.6)
+Normal: (0.0 0.0 1.0)
+Texture: Thruster_Jets
+Radius: 0.9
+Length: 6.0

$Subsystem: communications, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0




EMERGENCY EDIT! Autocorrect why? why would you think I wanted to say. . . that. . .  :eek:
« Last Edit: August 31, 2016, 03:26:10 pm by DefCynodont119 »
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Offline Cobra

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
It's not like I made a table that has all the updated effects and FSO features but with the retail stats or anything. :wtf:
« Last Edit: August 31, 2016, 05:23:16 pm by Cobra »
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline CT27

  • 211
Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Cobra, in the apollo download package in this thread, there were four TBM files.  Which of those do I replace with your TBM file on this page?

 

Offline Cobra

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
Considering it's for FSPort only, you would replace the apollos-shp.tbm.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline CT27

  • 211
Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
I tried two things:

-I put Cobra's tbm file in the table subfolder of fsport-mediavps and fsport-mediavps_2014 (therefore there were five tbm files in each table subfolder)
-Since his tbm said apollo, I deleted the 'apollos' one and put his apollo tbm in (therefore each table subfolder had four tbm files)


Unfortunately with both methods I still got the giant green allied fighter icon that covered most of my radar.


EDIT:  Sorry Cobra, I just saw your reply.

 

Offline Cobra

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Re: [Release] Apollo HTL and MK2, Prototype, Bomber variants
For a "true" Apollo experience, you would want to remove the other tbms as well, since they seem to be based on personal preference, despite making everything a little wonky, like more hitpoints, faster warpouts, removal of pain flashes, overall stats and energy modifications...

How big exactly is the Apollo indicator for you?
« Last Edit: August 31, 2016, 08:05:19 pm by Cobra »
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta