Topic: OP+ Corrections Thread: as of version 3.0  (Read 97788 times)

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TarMinyatur

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #120 on: August 08, 2003, 09:21:12 pm »
Orion XDD has 32 warp and 2 impulse. I'd say a move cost of 1 is too high. If you don't double engines, you really can't compete.

Fed XDD has 38 warp, 2 impulse, and 2 apr. Move cost is 0.66.

BPV's are about the same.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #121 on: August 08, 2003, 10:02:19 pm »
I'd say you're right.

TarMinyatur

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #122 on: August 09, 2003, 12:36:27 am »
Well, I've changed the O-XDD to have a move cost of 0.67 in the SW 8.8-OP specs. It makes no sense rhat an X-ship would have the same energy curve as an ancient F-CA. Lowering it to 0.67 gives it respectable power, though it's not overwhelming. Some non-X-ships have 34 or more power with a 2/3rds movement cost (H-BAR, L-CWLP, H-TAR, H-APA).

Do you think you might change the OP+ specs in a similar fashion?

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #123 on: August 09, 2003, 01:02:15 am »
Yes. That's clearly a mistake.

Klingon Fanatic

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Re: OP+ Corrections Thread: as of version 3.0
« Reply #124 on: August 09, 2003, 07:18:15 am »
Interested in a Heavy Carrier refit? This is the USS Truman retexture of the stock FCV by Atticbat:



This ship is what brought me BACK to TMP.

KF  

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #125 on: August 09, 2003, 12:48:50 pm »
Yes. Can you send it to me?  

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #126 on: August 09, 2003, 12:50:20 pm »
Following is 2 day's worth of 3ds work. I am sorry if the texture's not perfect. I have not mastered any of this. Next on todo list: a I-LTT.


 ISC Fleet Tug, 0 pods
 


 ISC Fleet Tug, 2 cargo pods
 


 ISC Battle Tug
 


Enjoy.
-- Luc

Corbomite

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #127 on: August 09, 2003, 03:33:24 pm »
FS can you check on the I-BBVZ model (and related ships too). I was playing GSA last night and got a CTD both times I tried to use this ship in a CoopAce misssion. I don't know who had what exactly, but I do know it was a mixture of modeled and non-modeled lists. I have the non-models list. Each time I would get a really long load up, then the starfield, then the UI and just as it seemed it would start up, it CTD. No model ever appeared, not even for a moment. I have used the ship in single player tests and it shows so I think there might be a pointer conflict if you did indeed change the model for this ship in your larger version.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #128 on: August 09, 2003, 03:49:55 pm »
Can you check and see if you have a "OPPLUS/models/ibb/ibb.mod" at your end? The no_models installer is supposed to copy the IDN model from assets/models/idn and rename the .mod files.

At my end, at first glance, everything was all right. The IBB replacement model worked last time I tested it. I will have to try the 3.0 no_models installer and check it out.

But right now I have to feed the baby.
-- Luc

Corbomite

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #129 on: August 09, 2003, 04:00:41 pm »
I have ibb.mod and ibb_brk.mod.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #130 on: August 09, 2003, 04:20:22 pm »
have you tried the BBVZ in a skirmish?  

Corbomite

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #131 on: August 09, 2003, 04:33:09 pm »
If you mean single player, yes. Also in the SP campaign. I haven't tried any other multi scripts besides CoopAce. I'd be happy to get on and test it. I had sort of the same problem with a G-HWD model, but I think that was another problem with Frey's list that he got worked out.
« Last Edit: December 31, 1969, 06:00:00 pm by Corbomite »

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #132 on: August 10, 2003, 01:44:07 am »
If it worked in the skirmish...
.. then there's nothing wrong with the BBVZ.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #133 on: August 10, 2003, 04:25:22 pm »

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #134 on: August 10, 2003, 05:59:17 pm »
Quote:

Firesoul, if there are any models in  here  that you like, I can get you the model. Permissions are another matter...

On the MegaHawk, I don't have R7 (Metro Detroit, and I can't find a shop that carries SFB anymore ) so i don't know what material ADB gave to work with, but what I do know is that it's a DN hull that takes 4 SparrowHawk modules. I envisioned 3 basic variants; MHK-KK (LL would be better but would Command put that much Mojo in one hull?), MHK-EK (a PFT/combat platform), & MHK-MK (for use vs Hydrans & Mirak). JK, EM, EJ, KF,JM, FF, JJ .... variants might be interesting, but without guidelines from ADB to work from, I don't see how we could accurately calculate a BPV for a ship this far from the base version, and while they might make good fleet elements, would they be both practical for use in SFC and something that the Empire would really produce?  




Back to this:

I did some research, and it seems that there are some restrictions to which modules can be used. However, these following are legal in SFB, and possible under SFC. Skipped are scout (useless), repair (useless) and cargo (bleh).  Note that no plasmas would be added/removed.

1- R-DMH (DemonHawk) (Conjectural, so is "R" and new variants will be "R")
Modules: 2x matching sparrowhawk, 1x skyhawk
- G,A (commando, combat)  (SPECIAL)
- G,G (commando, commando)  (SPECIAL)
- G,C (commando, PFTender)  (SPECIAL)
- E,A (PFT, combat)
(E,C is legal, but can't be done in SFC)
- E,G (PFT, commando) (SPECIAL)
- K,A (combat, combat) (**Current config**)
- K,G (combat, commando) (SPECIAL)
- K,C (combat, PFT)

2- R-MGH (MegaHawk) (Conjectural. Will be "R")
Modules: 2 sets of matching sparrowhawk modules.
- E,K / K,E  (PFT, Combat)
- E,G / G,E (PFT, Commando)
- E,M / M,E (PFT, PlasmaD)  
- E,K / K,E (PFT, combat)
- G,G (Commando, Commando)
- G,K / K,G (Commando, Combat)
- G,M / M,G (Commando, PlaD)
- M,M (PLaD, PLaD)
- M,K (PLaD, Combat)
- K,K (Combat)

3- R-OMH (OmniHawk, Light DreadNaught) (Conjectural, Will be "R")
Same as MGH's.



That's a lot of DNs.
-- Luc



 

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #135 on: August 10, 2003, 06:12:37 pm »
Quote:

The R-KWR is using the Snipe frigate model, the KR UI, is in the Light Cruiser section and it is classified as a New Heavy Cruiser. That's one mixed up ship. This is in the DL without models.  




Fixed the KWR. I also passed through the shiplist, and made sure that the NCAs are all under the CA shiplists. The KCA UI is necessary for the 5th plasma to fit right.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #136 on: August 10, 2003, 08:00:25 pm »
Quote:

Quote:

Was digging through my mounds of SFB SSD's, and I found what I was looking for.
The Superhawk in SFB carried 8 fighters. It has the A Sparrowhawk modules.
 
There was a single varient the Imperial Standard that carried the Carrier B modules which
are not represented in SFC.

It would be nicest thing to have this vessel carry 3 PF to replace the fighters.
Anyone else have an opinion.

This is by no means a complaint or any disatisfaction with the fabulous work FS has done for all of us,  just an observation on the 'historical' source material.  





I'm not going to put PFs because a certain ship has fighters, sorry. I will however look for E modules for it, and see what can be done. The fighters that were in the rear hull have been changed to shuttles.  





I just made a Casual PFT variant of it, with 2 PFs. Start year "17" aka 2280.
Designation: R-SUKF
BPV: 207

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #137 on: August 11, 2003, 09:40:25 am »
Quote:

How about a topical post?

Here's a real correction: H-MKI (Mohawk-I New Command Cruiser) should have 4xPh1, but instead has 4xPh2. If I were a Hydran, I'd be unhappy seeing Ph2 and no Ph1 on an NCC, especially for the BPV. Any hope of a fix before SS2?

Not an error, but odd: the H-CVE is 56 BPV, which jives with the SFB 48 plus 8 for 4 fighters. However, I thought you had said something about using the economic BPV in some cases (for the CVE, it's 68 plus 8 would be 76). In a stock Met_10Patrol (not sure of difficulty factor on matching in .gf), I got put up against a fearsome K-E3DR (2xDroC, 1xADD12, 4xPh3) and then a K-G2CR ... oops ... found another one ... G2CR has Ph3 when it should have an ADD12 post-Y175 and never had Ph3. Anyway, both were cake walks, not unsurprisingly, when I had 4xHornet.III and the CVE's PhGs and lone Ph2. Also waxed a PR with a PlasF in the same mission for good measure. No damage taken in either engagement, no shields lost, no fighters lost. Heck, the Klingon AI fired drones once total in the 2 missions.

Anyway, I wonder if the 68 base BPV would be better for that ship, though certainly Klingon frigates are not going to give anyone a decent fight.

So:

H-MKI should have 4xPh1
H-CVE BPV in question
K-G2CR (and other G2Cs?) should have ADD  




H-MKI, H-IRC -- Fixed.
H-CVE: Agreed. Fixed.
K-G2, G2R -> Fixed. ph3->ADD
K-G2C and variants: check it out, it's wrong. Wrong shields, Aft Hull, number of weapons, # shuttles max..  .. anyways, it's fixed too.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #138 on: August 11, 2003, 09:58:32 am »
Quote:

Minor niggle:

For the Fed hulls with a DD ship schematic (DD, DW, CL, etc.) - you have them using rear hardpoints 14 and 15 all the time.  There are three rear hardpoints - 14 is center, 15 left, and 16 right.  Since you are only using 14 and 15 in the data, it puts the right phaser (typicall) in the center of the hull and the left side phaser on the left where it should be.  Looks kinda silly.  I'd put the left phaser on the left spot (15) and the right phaser on the right spot (16) and leave 14 empty.  At least, that way, the ship schematic in-game would look symetrical.  




I see it. I fixed anything with a FDD UI and that weird placement.

FireSoul

  • Guest
Re: OP+ Corrections Thread: as of version 3.0
« Reply #139 on: August 11, 2003, 10:57:01 am »
Quote:

Another ship spec error/question:

Is the Z-CMX given 2xPh1 by design, or is it an oversight, perhaps an automated arc replacement fix that accidentally replaced PhXes with Ph1s?  




Confirmed. I improved my weapons_checker perl script to look for any non-X phasers on X ships. It's the only one with that problem in the races. ... but it looks like I have a bunch of LRs to review.

-- Luc