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[MOD] [AP] STAR WARS episode 5b x3 editor 2 compatible cockpits fix (for XRM 1.24b)
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ProdigyToby





Joined: 13 Jun 2012



PostPosted: Thu, 21. Jun 12, 21:09    Post subject: Reply with quote Print

Really liking the mod so far, especially since I'm a star wars fan. I'm wondering if I did something wrong, when I was checking out the star destroyers the acclamator textures seemed to be glitching in and out of existence. keep up the good work Smile .

Really excited to see how massive your executor class is.

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Dinoff





Joined: 21 May 2009
Posts: 171 on topic

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PostPosted: Fri, 22. Jun 12, 00:17    Post subject: Reply with quote Print

executor is TOO BIG!!!! in an absurd obscene way. i will not be adding it in until i can find some way of making it useful to fighting. acclamator texture is borked i dont know how to fix that. will talk to kakadu to see if he has a solution. i have not time nor experience in modeling other that moving premade parts around. if someone wants to try to fix it be my guest. thank you for the feedback everyone.
i64man-will do. thanks for finding the map glitch by the way. i will be lowering the laser energy as a result of increasing the CR90 speed.

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ProdigyToby





Joined: 13 Jun 2012



PostPosted: Fri, 22. Jun 12, 01:32    Post subject: Reply with quote Print

Ah, oh well, thanks for your work so far anyway. I think your mod is excellent don't worry about your skills at modding as far as Im concerned they're great, some of these are impressive. I think you should just add it in since the only way to get these is to cheat to begin with, just so people can look at it and be amazed.

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Dinoff





Joined: 21 May 2009
Posts: 171 on topic

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PostPosted: Fri, 22. Jun 12, 02:46    Post subject: Reply with quote Print

well the models belong to kakadu so my only real skill is copying and editing existing work.

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i64man





Joined: 07 Nov 2010
Posts: 368 on topic
Location: Germany
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PostPosted: Fri, 22. Jun 12, 10:57    Post subject: Reply with quote Print

Dinoff, no problem. I appreciate could help and thanks for being patient with me and sending me the email so I can better show you the problem. Sometimes pictures speak louder than words.

And on the CR90, thanks but don't lower the laser energy too much. Since I am in the habit of killing pirates, they are not searching for me in earness and had had some close fights.

Excellent work.

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derivative





Joined: 30 Jun 2012



PostPosted: Sat, 30. Jun 12, 05:08    Post subject: Reply with quote Print

So what would it take to get the AI to use your ships?

And a suggestion I have would be to make the Star Destroyer come prepackaged with its turrets already equipped. Then you won't have to worry about the game utilizing different turrets? Right?

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LV
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Joined: 06 Nov 2002
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PostPosted: Sat, 30. Jun 12, 19:04    Post subject: Reply with quote Print

is it possible to list all imperial and rebel scum ships by class, i have xrm and this mod now

The Empire is coming to AP Wink


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i64man





Joined: 07 Nov 2010
Posts: 368 on topic
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PostPosted: Sat, 30. Jun 12, 20:27    Post subject: Reply with quote Print

I am already playing the XRN with this mod and is awesome...getting on an x wing and do a fly by of a CR90....hmmm. I am waiting for the next update, hopefully Dinoff put some more speed on the corvette...excellent pirate killer.

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Ameer Nuub





Joined: 13 Oct 2009
Posts: 144 on topic

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PostPosted: Sun, 1. Jul 12, 00:58    Post subject: Reply with quote Print

WOW... huge Star Wars fan here, and just saw this.

I see your mod has a few SW ships I haven't seen available before... (dreadnought , etc). Is there any way to list these ships files individually if we just want to insert the .xsp into the game through the plugin manager?

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Dinoff





Joined: 21 May 2009
Posts: 171 on topic

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PostPosted: Sun, 1. Jul 12, 03:41    Post subject: Reply with quote Print

sorry for delay folks . as for the question on .xsp ships i personally dont have time for such an undertaking however if someone has the time and know how to do this i grant permission and will gladly host the downloads here with credits to the person. to be honest i have never bothered with .xsp ships so i dont have any experience making the files.
LV: i will try to get a list up soon.
as for a general update for mod progress, i am working to acquire some more ship models through another fan of this mod. i am also making the general announcement that i need help. i need general help making balancing, weapons, and job file making. i know this is alot to ask for but i am just so tired after work and have other obligations that keep me from really doing a whole lot of work on the mod. power outages have been plaguing my area for the past few days due to storms.

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Dinoff





Joined: 21 May 2009
Posts: 171 on topic

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PostPosted: Sun, 1. Jul 12, 18:03    Post subject: Reply with quote Print

and now for the list of new things aquired from Jorkin with his permission under the condition that the ship models are not mutilated;
Imperial battleship ArkHammer.
Venator
MC90
New better MC80 models for Home One and Liberty variants
CC9600
Arqitens Frigate
Hammerhead Frigate
Frigate Praetorian
Foray Corvette
C70 (multiple variants)
CR20 Corvette
Nubian Royal yacht
pelta corvette
AA-9 Liner
Gozanti Transport
some blacksun transporter (name not known)
Z-95 fighter

this will make its way into the mod at some point in the next month or so so please be patient.
this list is subject to change (there may be some model replacements added.

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i64man





Joined: 07 Nov 2010
Posts: 368 on topic
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PostPosted: Sun, 1. Jul 12, 18:41    Post subject: Reply with quote Print

Awesome!

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LV
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Joined: 06 Nov 2002
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PostPosted: Sun, 1. Jul 12, 20:12    Post subject: Reply with quote Print

not to pressure here but having all weapons loadout is nice apart from the fact that the imperial m4 interceptor has 20 cargo, what should i shoot, a cake? Confused


sort the classes and i'll balance the imperial cargo's

once i get xrm into the helmet i may even do the lasers and missles as well

is there a damage table for las/mis for xrm ladies?


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Dinoff





Joined: 21 May 2009
Posts: 171 on topic

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PostPosted: Sun, 1. Jul 12, 20:56    Post subject: Reply with quote Print

thanks LV. as it stands the imperial vessels are as follows
ISD I (M1) and II (M2)
Acclamators (M7)
Interdictor (M7)
TIE fighter (M5)
tie interceptor m5
tie advanced m4
tie defender m3
tie bomber M3 b
tie droid M5
lambda shuttle tp
imperial escort carrier M6 carrier

rebel/new republic vessels
e-wing m3
b wing m3B
x-wing m4
awing m5
y-wing m3 b
k-wing m8
quasar fire carrier TM
liberator cruiser M1
Nebula star destroyer M2
gallofree transport
CR90 m6
bothan assault cruiser M2
Endurance fleet carrier M1
Rejuvenator star destoyer M2
MC-80 M1
MC-80a M1

everything else is neutral or used by both sides.

also if you look into the sound files i left kakadu's weapon sounds in there for when the weapons get made

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Dinoff





Joined: 21 May 2009
Posts: 171 on topic

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PostPosted: Mon, 2. Jul 12, 02:03    Post subject: Reply with quote Print

the recent update if you didnt figure it out adds new ships mostly from the old republic.
this update also fixes the stationary turret issue.
i have also made a few balancing fixes. just a few

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