Posts by Drakon

    Ya - or at least move them to a different folder where they won't interfere with the game. Also, when you get a chance disable 3D sound in FL's audio settings or you'll also crash when trying to leave the New York System.

    You don't have delete everything permanently though. Put any saved game files and such into a copied folder with a changed name. The game will not recognize the folder and leave it alone - none of the files you put inside will effect the mod. Then delete the originals to make sure they don't interfere with the functioning of the mod. Since Crossfire can be a time-consuming mod to install or uninstall (mind you, very much worth the patience), this same technique can be applied to the entire FL folder if you want to be able to switch back to vanilla or play other mods from time to time without having to go through the long, conventional process. :)

    Quote

    Originally posted by SWAT_OP-R8R
    the mod is NOT complete... i have no idea where those claims come from


    Never underestimate the ability of people to turn speculation or suggestion into fact. xD

    Usually in a space sim I'd agree, but Vanilla NPC AI is less than amazing during the storyline and it is somewhat easy to keep a ship and weaponry on par with or more advanced than your opponents'. Considering the varying strengths of factions in Sirius, NPC missions tend to achieve the same training result as a simulator would if the right ones are selected. Another thing to bear in mind is that in Starlancer the player is military (simulators are made available and you are assigned to a ship), whereas in Freelancer he or she is civilian (simulator time is likely bought... and are there accessible simulators on all the bases one flies to?). It's a feature I'd certainly use if it existed I imagine would take quite a bit of work to add. *shrugs*

    I personally hope the combat in game does change as much as some of the things I've read suggest - not as an issue of weapons balance, but rather as a way to keep the gameplay evolving. It's easy to get good at PvP given enough practice, but when a person is encouraged to buy different equipment and ships... when they are forced to learn new techniques and strategies to win (or even survive, for that matter) it takes the predictability out of combat and encourages people to diversify, specialize, and hone their skills. As features change and improve, so too should the players. Change keeps things interesting.


    It's an art, really (and I suck at it). ^^

    Okay, so I know this is a bit of grave digging, but I hadn't stumbled across the thread yet. Both models look pretty good in my opinion. There are a few fighters featured in the intro - one of which you worked with - and I was wondering if anything is known about their names or capabilities? Not having played SL my assumption had always been that the ships in the FL intro were all late-game arrivals in Starlancer. I appear to have been mistaken. The intro video's textures on the fighter did not look very consistent with those featured in Starlancer, but I imagine there are a number of looks that would suit it well.


    As for the battleship, it only seems a bit clunky because the intro video features it from points of perspective nearly all to the fore or aft. The details are good but the reason for the confusion is that the screenshots do not accentuate the slenderness of the ship (even though its clearly there). If viewed from the front or back it would look more familiar to people. The design is interesting and if it's featured in 1.8 it will be nice to trade in my Reliant and give this a try.


    Out of curiosity by the way, is there a way to replicate the fixed, forward-firing cannons on such a ship? NPC Liberty cruisers appear to already have this, and the weapon effect is somewhat similar to what is seen in the intro. A capital ship like the battleship you've replicated may have interesting PvP dynamics if three of the traditional turrets were to be replaced with railguns (i.e. forcing a less-than-agile ship to point towards its target to maximize damage... and making it more effective against static targets than fighters). Hypothetically speaking, is such a feature even possible in Freelancer?

    There are situations when a ship can ghost through the station that involve use of F1 to reload the character, or that occur after a crash. Since you can't dock with Perg again, there's no way to open the hangar doors. If NPCs dock at the station you might catch a lucky break, but that looks kind of nasty. O.o