It could be...... :)
Currently there are no plans to include it in the FSO installer but that doesn't mean at some point it could be apart of it.
The mod was built on 3.7.2 Final and 3.7.4 RC2 does work but with errors currently (some may be game breaking) so those would have to be sorted out first - but there are plans to migrate it to the most recent version of the source code in the future.
Glad its working now! And thanks so much!
And next time I should make sure I am signed into moddb before I make a post like this, hahaha!
Thank you for playing and thanks for the input!
The speeds of the crafts are nearly identical if not so to the original Tie Fighter/X-Wing games (1 MGLT = 1 m/s; for example the X-Wing in Tie-Fighter the game maximum standard speed was 100 MGLT, in this mod it is 100 m/s). Currently as the AI is still being worked on I would currently only play the game on "easy" as that difficulty level has had the most work done on it so far and see if that increases your play experience - later patches will have a wider variety of difficulty of course as the other difficulty levels are sorted out and fixed.
A new patch within the next week or two is coming that introduces many balance changes and fixes as well as the re-inclusion of afterburners to the game. As well as more than a few new items so keep an eye out! And I would love to hear back from you with more play experience/opinions/input, especially after the next patch goes live.
Thank you so much!
Thank you very much!
I appreciate all input from players so we can achieve the best play experience possible.
If you or anyone else would like to take a more active role in the mod and become a tester - or just have a couple ideas you want to throw around please feel free to message me!
Thank you so very much for the extremely kind words and feedback Rennorick!
Really appreciate it!
I definitely agree with you there is absolutely more than some polishing to be done all around before this can even be close to being called 'completely done' - and I do admit I messed up the way-pointing for the Rebel fleet specifically the MC80 Mon Calimari Crusiers, but that (among many other things in general - for example less hyper-deadly Tie-Interceptors!) will be fixed upon release of the upcoming patch.
As far as turbolasers your are correct with your observation - capital ships are primarily concerned with more dangerous targets - specially other capital ships and bombers (and their bombs) as opposed to just any random fighter (including attacking yours at any/all times). I should point out there will be some tweaking on this - especially on ships such as the Nebulon-B Frigate which was designed as a fighter screen - but I don't intend on it being like previous games where the player could not enjoy moving within close combat fleet engagements without getting constantly pelted to death by capital ship fire. Capital ships now all have warhead launchers (concussion missiles) similar to how the old games were - making the capitals a little more dangerous to simply meander about near it (IE going to a full stop and unloading weapons). I should mention this variant missile is far easier to evade than your standard concussion missile - and even as little as 1 quick evasive maneuvers in a fast/maneuverable ship will quickly defeat its lock and the missile will detonate before hitting you(slower, less maneuverable targets will obviously not have quite as easy as a time, may require 2 or 3 maneuvers). These missile launchers are intended more dangerous to direct attackers to the capital ship (bombers and the bombs themselves as well as any small craft directly engaging the capital).
Such a satisfying sound :)
Thanks for the input! Very much agree. I made sure to change the tie interceptors to not be as overpowered - they still fire fast but do less damage and drain weapons engergy much quicker, making still dangerous - but far far less deadly. Battle of Endor v5 will be considered somewhat obsolete by next patch as it is replaced with a new version that the player can survive in much longer - the mission as it stands right now is still unwinnable as it is still very incomplete as a whole.
Thanks so much FekLeyrTarg and FaithSkirata!
Dialogue plays in mission, no editing here recorded right from game :)
You need to make sure you hae the 2014 MediaVPs installed as well as 3.7.2 Final of Freespace Open.
What version of the MediaVPs do you have?
What version of the source code are you currently using?
Nice work yourself on the B-Wing model!
Will have its color de-saturated at release.
There are several ways this can be solved - I am also using custom flags in the launcher that may exasperate this effect far more that it would appear stock.
Thanks very much!
Hope to have a video posted soon of the updated version!
Information about Freespace Open can be found here -
Working on a version of the old 'Frigate Duel' skirmish mission now :)
But as wookiejedi says we will certainly be taking alot of inspiration from X-Wing/Tie Fighter.
Thank you very much Dark1Isaac!
Thank you very much bluewario!
Please feel free to contact me here or on Steam (IrresponsibleCaptNathan) as we are always looking for more people to test/give feedback or contribute in any other way!
New patch is out make sure to pick it up!
Having an issue where certain objects do not appear such as tables/chairs, lockers, the objects are still there but are invisible.
Sure you can, I'm using this with the Steam version just fine. You just have to downgrade your version of GTA-SA to v1.01.
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