
Very great Work. This is a good messages.
Greetings from Germany, Fern Gally
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The surface of this "moonlet" is very bright. Judging your distance from the surface is very easy.- the problem with big asteroids in TC that I had was to judge how far from it's surface my ship was - especially in dark sectors (which ended with me exploding) - will it be easier to know how far from the surface of this moon we are?
Autopilot guides your approach to the "airport" runway. When "docked", you ship floats slightly above the airstrip surface. I will be providing a video of this procedure within the next day or so.-will the landing basically be flying into the invisible dock like what huge military bases have for capital ships? Meaning, landing lights on both end of an invisible strip, ending with that green blinking light in the middle? Or have you something else in mind? Because none of our ships have wheels or other landing gear...
Initially for AP. TC version is expected shortly after AP release (time permitting). There is a possibility we will release concurrently.- will this be AP-only or also TC?
I do have some ideas for that, but probably not available for first release.- will there be gravity? Is it even possible with TC's engine?
SinisterDeath wrote:This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
Not many mods (to my knowledge) use custom maps. This mod will add several new sectors along with corresponding 749 file (so sectors show with in-game galaxy map). Otherwise, this mod will be fully compatible with AP/TC current map, items (ships etc), and vanilla game plots. We will be adding various Mission Director files to accommodate Transcend I story/plot and certain special non-standard functionality.bluenog143 wrote:Just one question though. Are there any compatibility issues with this that could conflict with other mods? I assume it changes the map file, so assuming it conflicts with another mod that uses a new map, could I merge the two?
Technically, runways are still needed after a fashion... space ships do not stop instantly in mid-air/mid-space and I would like to see where in the X lore says that the craft are VTOL?Playbahnosh wrote:Even if we do incorporate the idea of atmospheric thrusters and ailerons, these ships are VTOLs, we don't need a runway, only a landing pad. Vertical descent and ascent are more faster, too. IMO it makes sense.
This is not about X lore, but if it were, it would make sense. You never seen X ships line up at gas stations, have you?Roger L.S. Griffiths wrote:I would like to see where in the X lore says that the craft are VTOL?
That's true, it's more about Transcend mod lore.Playbahnosh wrote:This is not about X lore...
Not necessarily true, taking your assumption that fuel/energy consumption is not an issue (which could be arguable - fuel/energy can be gathered in-flight with certain technologies). Providing a ship can build up sufficient speed/lift at lower altitude they can slingshot themselves (this could be the purpose of runways in a given environment - perhaps augmented with energy fields to facilitate safe capture and/or launch).Playbahnosh wrote:But if the gravity is so strong that it can't, it won't be able to using a runway either.