Old Republic mod for Forces of Corruption, the one and only good enough for you.

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Media RSS Feed Report media Starfighter engine glows ingame (view original)
Starfighter engine glows ingame
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mrl515
mrl515 Dec 25 2013, 3:06pm says:

Looks good from afar! Great work!!!

+4 votes     reply to comment
Rampsquatch
Rampsquatch Dec 25 2013, 11:19pm says:

I feel like even a near miss from a heavy turbolaser shot should still do some damage.

+1 vote     reply to comment
Jeroenimo Author
Jeroenimo Dec 26 2013, 9:00am replied:

well...nah, that's not how the game works sadly :D

+2 votes   reply to comment
.JAS
.JAS Dec 26 2013, 9:59pm replied:

Near misses do damage fighters in the canon, maybe increase the accuracy of capital ships slightly against fighters to simulate the fact that they don't need to be direct hits to hurt the fighter? (even though ingame it will appear that way)

+1 vote     reply to comment
Jeroenimo Author
Jeroenimo Dec 27 2013, 10:39am replied:

as I said, the game doesn't work that way, it doesn't register "near" misses, it only registers hits. That, and if you had played the mod you'd know turbolasers can't shoot at fighters ;)

+1 vote   reply to comment
.JAS
.JAS Dec 27 2013, 3:41pm replied:

That's why I said it would *simulate* near misses.
But sorry, I haven't played it recently enough to recall that.

+1 vote     reply to comment
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Description

After photoshopping 30 images into 3, you can now see how the new engine glows look ingame. At some point I also want to redo the ones on the larger vessels, but that'll have to wait as I first want to overhaul the starfighter hardpoints. The glows ingame are visible, especially once you get a close up on a fighter, but aren't overly present, so when zoomed out they wont be a thorn in the eye.

Additionally I've changed the hitboxes on all the starfighters. Previously the game registered a hit in a box around the fighter, now the game only registers hits directly on the ship mesh, meaning what you see is what you hit, and vice versa. This'll make them slightly harder to hit, but for the sake of realism I wanted to implement this regardless.

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Date
Dec 25th, 2013
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