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- The Babylon Project (http://volitionwatch.papageorgefamily/vwbb/forumdisplay.php?forumid=16)
-- ships (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=8725)
ships
I was just wondering if the consept of releasing ships and weapons in indevidual races has ever crossed your mind?? Like all the EA alone and so forth??
Not enough variety of ships doing it that way.
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There is also the qusetion of balance in a mod.
The seperate races ships are tried and tested against each other, but would not fare so well against say... stock ships.
You could look at them, fly them around a bit, but not really do that much else.
Releasing a whole mod in one hit means we have to wait a bit longer, but when it arrives, you will be able to use it to the full.
You can always download and play the initial releases to keep you in the mood ( assuming you haven't already
)
The waiting is always the worst part 
TBP already emphasises "race at a time" releases. R2 emphasises EA & Minbari like R1. In reality though ships from other races get finished early. The team policy is to release these ships early rather than hold them back.
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bsc Ian Andrews
"I have a lot of projects in the fire." - my mate Jules
I like it more, as they do it now.
Imagine EA would have been the only race in R1.
No "green shooting boneheads" to fight against.
no no.
Its better how they do it now.
I can understand why u do things the way u do. I just have this little problem with mixing mods into one convertion. At the moment i am trying to mix the EA with the robotech mod and the normal FS2. I'm weard like that. I try to mix mods and form entire camps around interdimentional protal theiroys. I would just extract the files needed but I always find that some are missing or mess up another aspect of the other mods.

stop being anal
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quote:
Originally posted by boewolf
I can understand why u do things the way u do. I just have this little problem with mixing mods into one convertion.
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bsc Ian Andrews
"I have a lot of projects in the fire." - my mate Jules
Yes i know it is my problem. When i get over it i will let u know.
I'm extremely impressed with this mod. When I first downloaded and tried it out, I was in utter awe. Wonderfully done. I just have one question, thou.
Nothing would make me happier then being able to use an Oly...How do you make the capital ships flyable in Freespace? Is there a script that can be edited anywhere? To like..make the capital ships selectable in the simulator missions?
Again. Please, keep up the good work. I look forward to seeing future releases that go well beyond the Minbari war.
Sounds like you are (as everyone else here) REALLY looking forward to R2 (I just say G'Quan and Omega) 
I also can hardly wait for the Vree ships. Whenever they get finished
.
here i go again 
1. Capital ships crash the game if tried to use by user
2. You have no control what so ever on the turrets
3. you dont have view points on capships
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Why not make a really BIG fighter with a really low max speed and with a really bad steering whell (turning very slowly)!!!!
Has anything like this been done before?
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(no idea where this comes from...)
quote:
Originally posted by Ghostavo
Why not make a really BIG fighter with a really low max speed and with a really bad steering whell (turning very slowly)!!!!![]()
Has anything like this been done before?![]()
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OMG!!!!!!
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In Omnia Paratus...
(no idea where this comes from...)
Thats a quite a ugly fat target.
SWEEEEET GIMMME 
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Fighter pilots make movies-bomber pilots make history!
And really, REALLY big explosions.
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Quite a huge target, certainly getting quite of amount bounding from capships and fighters.
Well more larger it is more higher it will fall
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