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[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility
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rusky





Joined: 04 Jan 2009
Posts: 276 on topic

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PostPosted: Tue, 12. Oct 10, 19:00    Post subject: Reply with quote Print

Using CMOD 4 with SRM with high hull addon.
Lots of fun, thank you for the great mod.

A suggestion:

You should modify TMissiles in the hull packs because the normal missiles are mostly useless in the high hull pack (working on balancing my heavy missile pack, made them somewhat faster and more deadly across the board).

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Requiemfang





Joined: 16 Jul 2009
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PostPosted: Tue, 12. Oct 10, 19:05    Post subject: Reply with quote Print

Hammerheads are quite effective... unfortunately there is no factory to produce these deadly missiles. At least no factory the player can buy, I don't see any stations that really sell or produce these deadly missiles either. Just make sure your target as clear of any friendly NPC's or he'll take them with him. I pissed the argons off after killing a few of there own when they were in range of a Q I blasted with around 20 hammerheads

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paulwheeler





Joined: 19 Apr 2005
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PostPosted: Tue, 12. Oct 10, 19:39    Post subject: Reply with quote Print

On my list of things to do is to create forges for all those missiles that don't have them.

I've had this discussion with JMan77 too... I thought though, doesn't increasing the missile damage reverse the point of the higher hulls?

It would also mean having several TMissiles floating about which would get confusing...


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rusky





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PostPosted: Tue, 12. Oct 10, 19:42    Post subject: Reply with quote Print

It does a bit. The capital missiles are mostly ok really, but the fighters, particularly the M3S become close to immune to most fighter missiles (unless they get hit by 10 or more).

At any rate i just upped missiles a lot and i'll give some feedback on how it feels. If it's too much i might just to back to the original TMissiles.

One other thing, i can't seem to be able to use the EMR script. I have to remove to EMR setup file from the director folder otherwise all Terran stations in my universe disappear. Any ideas why ? Surprised

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paulwheeler





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PostPosted: Tue, 12. Oct 10, 20:51    Post subject: Reply with quote Print

Sounds strange... ill look into it. The script hasn't changed since the last version.


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rusky





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PostPosted: Tue, 12. Oct 10, 21:03    Post subject: Reply with quote Print

It was doing the same with the old version, might be some incompatibility with one of my scripts/mods ?

Using these atm:

Mods:

SRM + Hull High + Full option Cockpit
CMOD4 + Factory Scripts
Complex Cleaner as fake patch (cat/dat #13, right after 3.0 patch)

Scripts:

Accelerator to Gate Conversion
ADAMS-ITT_TC
Autoprepships
CargoDeliveryService
DockLockupFix
ExplorerCommandExtension
MissileSafety
NumericRanks
EconomySupplyTrader
AiAmmoCheat
MARS
MissileDefMk2

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paulwheeler





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PostPosted: Tue, 12. Oct 10, 21:24    Post subject: Reply with quote Print

I wouldn't have thought it would be another script causing problems.

Try this:

Open the EMR fab script in notepad and delete this line:

"<destroy_group group="OLDEMR" explosion="0"/>"

See if it makes any difference. It may not be the script at all, but something caused by having an EMR fab spawned...


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Greetmir





Joined: 28 Aug 2010

Location: Belgium

PostPosted: Tue, 12. Oct 10, 23:15    Post subject: Spreadsheets and Charts Reply with quote Print

For those interested ... I am already half way through (or more) creating the following for CMOD 4.1 ...

- Weapons (lasers) data spreadsheet ...

- Missiles data spreadsheet ...

- Graphic Missiles Performance Chart(s) (in rainbow colour ... WEE!)

Not necessarily in that order but you can expect them ALL imminently as half the groundwork is already done on all of this and I it just needs some tweaking as to scale and the data plugged in

- ... PERHAPS a Weapons (lasers) Performance Chart too but I am not sure on the viability of that one ...

la la la

me
Code:



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    Inras





    Joined: 05 Mar 2004
    Posts: 221 on topic
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    PostPosted: Tue, 12. Oct 10, 23:47    Post subject: Reply with quote Print

    Thank you Paul!
    I was a very big fan of the old version. I am to you very thankfully for yours engagement!


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    paulwheeler





    Joined: 19 Apr 2005
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    PostPosted: Wed, 13. Oct 10, 12:27    Post subject: Reply with quote Print

    RE: Missing FAA and SSC trails:

    I have found the problem. Its a typo in the main effects file. I've uploaded a new version with this corrected. Please redownload the main CMOD4.1 mod and it should all now work as intended.

    P.S. I haven't updated the SPK version yet, just the main one.


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    mr.WHO





    Joined: 12 Oct 2006
    Posts: 1677 on topic
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    PostPosted: Wed, 13. Oct 10, 13:12    Post subject: Reply with quote Print

    I re-downloaded the non-spk file and the trails are still missing, are you sure you uploaded a correct version (the .cat and .dat files are dated 8 october) ?

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    Coruskane





    Joined: 13 Jun 2008
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    PostPosted: Wed, 13. Oct 10, 13:41    Post subject: Reply with quote Print

    paulwheeler wrote:
    TrixX wrote:
    You know those beam weapons are terrible


    I feel an episode of Fawlty Towers coming on.... "Don't mention the beams!!"


    "Whatever you do, don't mention the b****. I mentioned it once but I think I got away with it!"

    p.s. cheers for new version.

    /runs off to watch Monty Python

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    paulwheeler





    Joined: 19 Apr 2005
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    PostPosted: Wed, 13. Oct 10, 14:06    Post subject: Reply with quote Print

    mr.WHO wrote:
    I re-downloaded the non-spk file and the trails are still missing, are you sure you uploaded a correct version (the .cat and .dat files are dated 8 october) ?


    Oops... Embarassed

    Try it again now... v4.1a


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    paulwheeler





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    PostPosted: Wed, 13. Oct 10, 14:07    Post subject: Reply with quote Print

    Coruskane wrote:
    paulwheeler wrote:
    TrixX wrote:
    You know those beam weapons are terrible


    I feel an episode of Fawlty Towers coming on.... "Don't mention the beams!!"


    "Whatever you do, don't mention the b****. I mentioned it once but I think I got away with it!"

    p.s. cheers for new version.

    /runs off to watch Monty Python


    "Well you started it!"

    "I did not"

    "Yes you did, you invaded Paranid Prime!"


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    alt3rn1ty





    Joined: 26 Jan 2006
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    PostPosted: Wed, 13. Oct 10, 19:36    Post subject: Reply with quote Print

    Thank you paul for keeping CMOD going, very glad to come across this (only just picked up on the fact that 3.0 was released Embarassed - and no, before anyone asks, I have not had a spell inside Very Happy ), and especially thank you for including a mars compatible file Smile

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