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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Question Theory..

Alright, if you can mod fighters, bombers, ETC.. shouldn't you be able to mod large ships, like destroyers and cruisers. I'm mean mod them to be playable. Ofcourse there would be alot of problems with the weapons and the huds.. but technically it sounds possible.

Like you can make a fighter from scratch; if you just increased it's size would it still be available for play? Or would it cause alot of problems with Freespace 2?

Just wondering, don't like jump at me for being stupid please.

Thanks,

Dem

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Old Post 01-05-2003 09:31 PM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Question Theory..

Alright, if you can mod fighters, bombers, ETC.. shouldn't you be able to mod large ships, like destroyers and cruisers. I'm mean mod them to be playable. Ofcourse there would be alot of problems with the weapons and the huds.. but technically it sounds possible.

Like you can make a fighter from scratch; if you just increased it's size would it still be available for play? Or would it cause alot of problems with Freespace 2?

Just wondering, don't like jump at me for being stupid please.

Thanks,

Dem

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Old Post 01-05-2003 09:31 PM
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F S W
Murdock

Registered: Mar 2002
Location:
Posts: 409

Well, I suppose you could have a massive fighter with all the guns pointing forward...
But why?

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Old Post 01-05-2003 09:56 PM
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F S W
Murdock

Registered: Mar 2002
Location:
Posts: 409

Well, I suppose you could have a massive fighter with all the guns pointing forward...
But why?

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Old Post 01-05-2003 09:56 PM
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Bobboau
BWO Team Member

Registered: Jul 2000
Location: belleville IL USA
Posts: 1428

BWO has a 100 meter long bomber that is player flyable

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Old Post 01-05-2003 10:25 PM
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Hades
Murdock

Registered: Aug 2002
Location: The USA
Posts: 249

All you have to do is make the ship a bomber. Then all its turrets will attack your target and your nearest attacker. But you can't launch fighters

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Old Post 01-05-2003 10:36 PM
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Hades
Murdock

Registered: Aug 2002
Location: The USA
Posts: 249

All you have to do is make the ship a bomber. Then all its turrets will attack your target and your nearest attacker. But you can't launch fighters

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Old Post 01-05-2003 10:36 PM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Oh!! OK thanks guys, I appreciate it. I'm going to get that 100m bomber too. Does anyone know of any other large playable ship downloads they wouldn't mind typing the link out?

Thanks alot ,

Dem

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Old Post 01-05-2003 10:39 PM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Oh!! OK thanks guys, I appreciate it. I'm going to get that 100m bomber too. Does anyone know of any other large playable ship downloads they wouldn't mind typing the link out?

Thanks alot ,

Dem

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Old Post 01-05-2003 10:39 PM
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ns33
Murdock

Registered: Feb 2002
Location: Nowhere, Nowhere
Posts: 423

Just make a huge-ass bomber with a few dozen turrets

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Old Post 01-06-2003 02:03 AM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Aight, how do fly a destroyer??

Ok, well I tried downloading a few new ships, they all worked, but they aren't that big, same size as all the other ones. So can I mess around the ships.tbl file and make it so i can fly a destroyer?? Please help me out here :P

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Old Post 01-06-2003 02:04 AM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Aight, how do fly a destroyer??

Ok, well I tried downloading a few new ships, they all worked, but they aren't that big, same size as all the other ones. So can I mess around the ships.tbl file and make it so i can fly a destroyer?? Please help me out here :P

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Old Post 01-06-2003 02:04 AM
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Black Wolf
Face

Registered: Aug 2001
Location: Western Australia
Posts: 181

Well, yes and no -

Giving ships the bomber tag would work, but capships have too many subsystems (turrets and radar dishes) for the hud to handle. If you fly them from this view, it can lock up the game.

Also, changing the tag changes the behaviou of a ship as well - a destroyer is not just a scaled up bomber - they use entirely different tactics and stylesa, so your AI would be messed up...

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Old Post 01-06-2003 02:19 AM
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Black Wolf
Face

Registered: Aug 2001
Location: Western Australia
Posts: 181

Well, yes and no -

Giving ships the bomber tag would work, but capships have too many subsystems (turrets and radar dishes) for the hud to handle. If you fly them from this view, it can lock up the game.

Also, changing the tag changes the behaviou of a ship as well - a destroyer is not just a scaled up bomber - they use entirely different tactics and stylesa, so your AI would be messed up...

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"What you egg" Macbeth Act IV, Scene II, line 80
"Young fry of Treachery" Macbeth Act IV, Scene II, line 81
[url=www.3dap.com/hlp/hosted/ntv/]Neo Terra Victorious - Bet you didn't see that one coming.[/url]

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Old Post 01-06-2003 02:19 AM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

What if you change the AI, for example, switched it with the Bomber. Would that correct the behaviour?

So, appearntly the best idea yet is to just create a completely new bomb from scratch. Ofcourse.. today's the first time I even thought about Freespace 2 Mods, so I have no idea how to create new model. I immagine there is alot of terms and definitions I'd need to know.

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Old Post 01-06-2003 02:26 AM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

What if you change the AI, for example, switched it with the Bomber. Would that correct the behaviour?

So, appearntly the best idea yet is to just create a completely new bomb from scratch. Ofcourse.. today's the first time I even thought about Freespace 2 Mods, so I have no idea how to create new model. I immagine there is alot of terms and definitions I'd need to know.

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Old Post 01-06-2003 02:26 AM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Or you could just remove the radar dish and the no essential sub systems. Then the hud shouldn't have much trouble.

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Old Post 01-06-2003 02:27 AM
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Dem9
I'm New! Laugh At Me!

Registered: Jan 2003
Location: Ontario
Posts: 11

Or you could just remove the radar dish and the no essential sub systems. Then the hud shouldn't have much trouble.

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This is my gift, my curse, my life.

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Old Post 01-06-2003 02:27 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

Its not the nonessentials that are gonna give you the trouble pal, its the 3 dozen turrets the average destroyer packs thats gonna give ye hell. Easiest solution is extract the destroyer you want to fly using VPview, open it in Modelview, delete all the turrets (not the actual subobjects - which you cant - just the entries), and add hardpoints where you want your guns to fire from. FS2 doesnt support (to the best of my knowledge) more than 2 primary gunbanks for a player and 3 secondary missilebanks; keep that in mind or you'll have a crash there as well. After that, make sure you rename the pof file and make a table entry for it in ships.tbl.

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Old Post 01-06-2003 03:21 AM
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ltnarol
Murdock

Registered: Dec 2001
Location: GTD Haydon
Posts: 357

Its not the nonessentials that are gonna give you the trouble pal, its the 3 dozen turrets the average destroyer packs thats gonna give ye hell. Easiest solution is extract the destroyer you want to fly using VPview, open it in Modelview, delete all the turrets (not the actual subobjects - which you cant - just the entries), and add hardpoints where you want your guns to fire from. FS2 doesnt support (to the best of my knowledge) more than 2 primary gunbanks for a player and 3 secondary missilebanks; keep that in mind or you'll have a crash there as well. After that, make sure you rename the pof file and make a table entry for it in ships.tbl.

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[url="http://www.3dap.com/hlp/hosted/the158th/"]158th Banshee Squadron[/url]

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Old Post 01-06-2003 03:21 AM
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