The goal of this mod is to bring back the units from the original Homeworld into the Homeworld 2 engine, with high quality texture and polycount detail. The campaign and animatics from the original game will also be included.

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Media RSS Feed Report media Refuel and Damage repair (view original)
Refuel and Damage repair
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TaxAkla
TaxAkla Mar 20 2014, 7:27pm says:

Beautiful!

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Hell_Diguner
Hell_Diguner Mar 21 2014, 3:13am says:

Are you sure the scout and frigate are scaled correctly to each other? Seems like the fighter is a tad small... though that might be HW1's NLIPS screwing up my memory.

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Krnt
Krnt Mar 21 2014, 11:35am replied:

Maybe the perspective is playing you tricks, I've compared them with the sips latched, and they look the correct size, the scout is around 16m.

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Hell_Diguner
Hell_Diguner Mar 22 2014, 2:04am replied:

It all depends on how you derive ship sizes. I refuse to believe any of the manned craft in Homeworld are smaller than NASA's space shuttle (55 meters long). I also subscribe to the notion that everything in the HW games are inaccurately represented for ease-of-use and/or game balance.

Anyway, it's probably because of HW1's always-on NLIPS that makes the scout look "too small" in this image.

For comparison: Well-of-souls.com

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Krnt
Krnt Mar 22 2014, 10:56am replied:

Yeah, I think our interceptors are a little bit smaller than those on your link.

I understand your thinking about the sizes, but then BSG would be far worst, and that is the main reason I'm happy with these scales in Homeworld.

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Fil.zp
Fil.zp Mar 22 2014, 12:39pm replied:

Key word: miniaturisation.

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BlazingAngelz
BlazingAngelz Apr 30 2014, 2:30pm says:

So would it have its HW1 ability to repair other craft?

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Description

The AI would repair and refuel its fighters and corvettes by latching on Support Frigates and Resource Controllers or by docking on Carriers or the Mothership (whichever is the closest), in HW1 resource controllers would not repair on fighters or corvettes but only would refuel, but that would not be viable for us because it would conflict with the script, so the resource controllers would be able to repair, but only small amounts per second.

Also the closeness of the latch points for the HW1 ships cause problems with the HW2 collision avoidance, when getting too close weird things can happen.

Image Details
Type
Demonstration
Date
Mar 20th, 2014
By
Krnt
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1920×1080
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