Wing Commander ships for download: Now offering... 28 ships Updated: (August 23, 07)

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sartha
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Post by sartha »

Well the details would increase the already impressive poly count of the Vesuvius and slow it down for poor computers like mine ^.^;; Also it would limit the number of fighters that can land and take-off.

As for the crashing, I'll see what I can do to fix that right away @.@ Big problem since launching waves of fighters is the Vesuvius' main talent!
sartha
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Post by sartha »

After some testing, this is what I found:

Docking 10 eclipses into the vesuvius caused them to only use 1 docking slot, though the fighters would come in one right after the other so no loss in the speed of recovery.

Launching was as you said, problematic. I launched the eclipses with "Attack Enemies" orders and both waves of fighters had the following problem:

Wave 1: Three fighters would go all the way through to the exit before maneuvering, the other two (the extreme left and right fighters) would go "through" the Vesuvius hull (without receiving damage)

Wave 2: The central fighter was the only one to go all the way, the others all decided to go through the Vesuvius hull (also without receiving damage)

Then I tested with Protect Vesuvius command

Wave 1: All 5 fighters would go all the way through.

Wave 2: 3 fighters would go all the way through, the two extremes would again go through the hull (without receiving damage)

I'll ask around for any way to "force" the fighters to stay in a straight path, otherwise I'll have to change the launch positions to be right near the exit point (less impressive but I guess if it has to be done...)
sartha
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Post by sartha »

Well, since I haven't been able to figure out a way to import 3ds models into 3dsmax with textures intact, I'll try to find a tutorial on texturing. In the meantime, I'm working on v2 of my current ships which will feature several physical improvements (the textures will be made to complement eachother, the turrets will have bases beneath them like in the games, etc...)

During this time however, if anyone can help me with any of the following problems, please do so ^.^

1 - Textures seem to lose their scale in game, instead of "fitting" to the ships, they seem to just stretch out, causing the ship textures to look a bit screwy or otherwise not too good.

2 - A means to force launching ships to follow a trajectory for a specified duration so as to avoid collisions within the carrier's hangar.

Almost 20 downloads of each ship already, not bad I'd say ^.^
Last edited by sartha on Sun, 5. Aug 07, 17:08, edited 1 time in total.
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Blacky_BPG
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Post by Blacky_BPG »

sartha wrote:Almost 20 downloads of each ship already, not bad I'd say ^.^
XSP-Database
Vesuvius -> 3 Downloads
Southampton -> 2 Downloads
Tallahassee -> 6 Downloads
:D

InGame Screens:
Vesuvius Screen 1 Screen 2
Southampton Screen 1 Screen 2
sartha
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Post by sartha »

You made a slight mistake, it's not the Southampton, it's the Tallahassee you have in the screenshots ^.^

I'm not sure why the Vesuvius bridge decks are so glossy though @.@ I'm not very good with textures.
sartha
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Post by sartha »

Ok, all three ships have been updated!

The major update today is that I was able to restrict landing access to these ships to only M5, M4, M3, M3P and TP vessels. This is much more in line with Wing Commander.

So with that solved, only 2 problems left to solve @.@
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Blacky_BPG
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Post by Blacky_BPG »

Oh, sorry...
Yes, that is the Southampton :oops:
sartha
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Post by sartha »

New ship available: The R Type Shuttle (TP)

This common shuttle is the prefered method of transportation for confed officers inside of confed space. Due to their lack of armament, they were constructed to be fast and agile and with rigid armor. Confed rarely sends shuttles into possible hot zones without fighter escort and it's mainly used to transfer personel or supplies from starbases to capital ships or from capital ship to capital ship.

Statistics:

The shuttle is capable of 250 m/sec with 2.5 maneuverability. She's quite small compared to other TPs in the game, but her cargo capacity is good nonetheless.

She has no guns or turrets and must rely on fighter escorts for defense.
1 Missile launcher (Mosquito + Wasp) only.

Equiped with 2 125MJ shields.

Though she can't dock ships onto herself, she is capable of docking with all known confed capital ships.

Known Bugs:
-Texture problem leaves certain parts invisible, small problem.
-Further texture problem leads to a ship that is VERY difficult to see when not being revealed by a source of light. For that reason I placed 6 running lights on the ship, making her easier to locate.
sartha
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Post by sartha »

The Concordia-class Fleet Carrier is finally out!

The main carrier of the kilrathi war, this all-purpose fleet carrier was a major improvement on the older Yorktown-class light carriers meant to support large battleship groups. After the battle of McAuliffe, when most of the large gun battleships were destroyed by Kilrathi fighters, it became clear that the carrier would rule the skies and space, just as it's ocean counterpart did in the 1940s. Replacing the big guns of the fleet, this vessel was impressive despite it's shortcummings in terms of weapons. It served until the 2680s when the Vesuvius-class Supercarrier's use as a fleet carrier and replacement became viable.

Statistics:
The carrier is large and slow, moving only at 120 m/sec with 0.5 maneuverability. She measures at less than half the size of a Vesuvius-class Supercarrier and is armed with the following:
4 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 2 forward firing turrets.
4 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 2 left firing turrets.
4 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 2 right firing turrets.
2 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 1 aft firing turret.
4 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 2 top firing turrets.
4 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 2 bottom firing turrets.
1 Torpedo launcher (Firestorm + Hammerhead)

Her shielding is impressive at 3 1GJ emitters.

Being a carrier, her fighter complement is her strongpoint. 96 vessels (M5, M4, M3, M3P, and TP) can dock from one landing point and launch from 4 launch points.

Like the supercarrier, she can be a bit awkward to fly due to the position of the bridge, but with some getting used to it's actually quite fun!

Unlike previous ships, this one has no major textural glitches! The only problem I see are the turrets blinking in and out of existance at certain visual ranges, that's probably just my crappy computer though.

I've also updated the shuttle... made it bigger and added two more running lights. I also changed the texture for one I think is better.

All in all, more ships on the way!

I've run into a problem however, I tried adding medium sized turrets on my Clarkson-class transport because the egosoft turrets are too big and too small (bigturret_dummy and turretdummy respectively) for that ship, but now the turrets won't fire or turn @.@ Any help would be appreciated!

Next on my list: Caernaven-class Frigate (M7)!
sartha
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Post by sartha »

The Caernaven-class Frigate is a pre-war design. Orriginally intended to be a fleet's eyes and ears, this small and lightly armed capital ship has been converted for mostly anti-fighter work. Due to it's impressive sensor system suites, this ship often serves in carrier groups and other combat task forces as an early warning ship when fighter patrols are either too risky or inconvenient.

Statistics:
The Caernaven-class frigate has good speed, moving at 180 m/sec with 0.5 maneuverability. Being even smaller than the Southampton-class destroyer, she's lightly armed:
2 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 1 aft firing turret.
2 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 1 top firing turret.
2 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 1 bottom firing turret.
1 Missile Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga)

Being a capital ship, she maintains a single 1GJ shield emitter.

She's capable of docking a single TP vessel.

Known Bugs:
-Some one-sided texture useage by Origin Inc to save time has meant certain textures become invisible at times @.@ It's not a very big problem, but it's the only model of the Caernaven I could find for now.

If I can't finish up the Clarkson-class TL, I'll move on to the Arrow V light fighter... yay! Finally! Fighters to go with the carriers! >.>
sartha
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Post by sartha »

Making fighters was alot easier than making capital ships!

The Clarkson-class Transport is one of the oldest and most dependable classes of transports in the Confederation. It's large cargo capacity and modular design make it ideal for all kinds of missions. Don't let it get caught without fighters though, it's not a warship!

Statistics:
Slower than most capital ships at 100 m/sec with 0.5 maneuverability. Very lightly armed too:
2 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 1 forward firing turret.
2 light guns (a, b IRE; aEMP; a, bFAA; a, bPBE) mounted on 1 aft firing turret.
1 Missile Launcher (Mosquito + Wasp)

2 1GJ shield emitters protect this vital ship.

Capable of docking two TP vessels for cargo transfers.

Known Bugs:
-None yet

Future Plans:
-Replace the tiny turrets with medium sized turrets.
sartha
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Post by sartha »

Ok, I'm going to try to fit all the fighters in this block! Sorry if this confuses people:

The F-27 Arrow V Light Fighter was the fastest fighter in the war with the kilrathi. Capable of intercepting just about anything, and with an armament that was decent for it's mission roles and size. She was replaced by more modern fighters in the 2680's period.

The F-86 Hellcat V Medium Fighter was a replacement for the F-44 Rapier II, like it's predecessor she was quite capable of dealing with most kilrathi fighters of the time. She was later replaced by the F-108 Panther in the 2680s.

The HF-66 Thunderbolt VII Heavy Fighter/Bomber was one of the most heavily armed fighters of the war. Equiped with 6 forward firing guns, an aft turret, 6 missiles and a single torpedo, she could deal with just about anything that came her way. She was replaced by the TB-81 Shrike.

The F/A-76 Longbow Heavy Bomber was designed to surpass the longstanding A-17 Broadsword wich had been serving in Confed's carrier groups for some time now. Effectively a slow, unmaneuverable craft, this ship was best used against capital ships. She was retired when the TB-80 Devastator came into service.

The F-103 Excalibur Heavy Fighter, dubbed the Fighter that Won the War, was the most powerful dedicated anti-fighter craft in Confed's arsenal. The speed of a light fighter, the maneuverability of a medium fighter and the armament of a heavy fighter made this the biggest threat to all fighter-sized vessels. She was eventually replaced by the F-109 Vampire.

The F-104 Bearcat Heavy Fighter was a short-lived attempt to replace the expensive Excaliburs with more affordable fighters during a post-war era. Designed in 2673, this ship saw light action during the Black Lance incident before being decomissioned in the 2680s.

Statistics:

Speed:
-Arrow V = 520 m/sec, 8.0/9.0/9.0 Maneuverability
-Hellcat V = 420 m/sec, 6.0 Maneuvarability
-Thunderbotl VII = 380 m/sec, 5.0 Maneuverability
-Longbow = 320 m/sec, 3.0/4.0/3.0 Maneuverability
-Excalibur = 500 m/sec, 7.0/7.5/7.0 Maneuverability
-Bearcat = 550 m/sec, 9.0/8.0/9.0 Maneuverability

Weapons:
-Arrow V
4 primary guns (a, bIRE; a, bPAC; aEMP)
1 Missile Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga + Wildfire)
-Hellcat V
4 primary guns (a, bIRE; a, bPAC; aEMP)
1 Missile Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga + Wildfire)
-Thunderbolt VII
6 primary guns (a, bIRE; a, bPAC; aEMP; a, bHEPT; a, bPBE)
1 turret gun (a, bIRE; a, bPAC; aEMP; a, bPBE; Mass Driver; Tractor Beam)
1 Missile/Torpedo Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga + Wildfire + Firestorm + Hammerhead)
-Longbow
4 primary guns (a, bIRE; a, bPAC; aEMP; a, bHEPT; a, bPBE; Mass Driver)
2 turret guns (a, bIRE; a, bPAC; aEMP; a, bPBE; Mass Driver; Tractor Beam)
1 Missile/Torpedo Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga + Wildfire + Firestorm + Hammerhead)
-Excalibur
6 primary guns (a, bIRE; a, bPAC; aEMP; a, bHEPT; a, bPBE)
1 Missile Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga + Wildfire)
-Bearcat
4 primary guns (a, bIRE; a, bPAC; aEMP; aHEPT; a, bPBE; Mass Driver)
1 Missile Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Beluga + Wildfire)

Shields:
-Arrow V: 2 1MJ shields
-Hellcat V: 5 5MJ shields
-Thunderbolt VII: 2 125MJ shields
-Longbow: 4 125MJ shields
-Excalibur: 10 25MJ shields
-Bearcat: 2 125MJ shields

Known Bugs:
-Some of them have slight texture invisibility problems but nothing major.

Future Plans:
-None as yet.
Last edited by sartha on Sun, 12. Aug 07, 20:20, edited 2 times in total.
sartha
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Post by sartha »

I'm going to take a little break today...

The Razor Light Fighter is the most common pirate fighter encountered in Confed space. Being light and agile, she's a threat even to the venerable Arrow V. Her armament is slightly less capable and she's generally inferior to the proven confed designs, but what she lacks in other places, she more than makes up for in sheer speed.

Satistics:
550 m/sec with 9.0/8.0/9.0 Maneuverability

Weapons:
4 primary guns (a, bIRE; a, bPAC)
1 Missile Launcher (Mosquito + Wasp + Dragonfly + Silkworm + Hornet + Thunderbolt + Wildfire)

Shields:
1 1MJ shield emitter

Known Bugs:
-None

Future Plans:
-None

My next endeavor, probably later today or tomorrow, will be the few Kilrathi ships that appeared in WC 4... since I don't have any other kilrathi 3d models to work with @.@
Last edited by sartha on Sun, 12. Aug 07, 20:20, edited 1 time in total.
sartha
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Post by sartha »

Ok, compatibility issues resolved, the ships are now officially compatible with XTM and other mods as long as you install the ships via Cycrows Ship Installer.

I'm currently running XTM with my ships and it's pretty nice ^.^

As for new ships, previously I would create the ships in a seperate temporary mod, work them 'till they work, then export them with Cycrows Ship Creator, this worked fine... However now I've been trying to make my ships using the ship creator to begin with but with no success.

I'll keep trying to figure things out, as it is I have a nice selection of ships for download so I'm in no rush, however the ships I have been working on are the Dragon heavy fighter/bomber (wing commander iv) and the Phantom light fighter (wing commander: armada)

Hope to release something soon! ^.^
sartha
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Post by sartha »

NOTE: Due to most likely budget and time problems, the same 3d model was used for the Concordia-class in WC4 than was used for the Yorktown-class in WC3. As a result, this ship shares the same 3d model as the Concordia as well though with a different function and statistics!

Yorktown-class light carriers were in the confederation's arsenal since before the war with the Kilrathi. An old design that was supposed to be retired in the early 2660's, they began serving the full Fleet Carrier role in the late 2660's because of a shortage of Concordia-class carriers. The most notable carrier was the T.C.S. Victory, CV40, from which Colonel Blair was based during the 2669 campaign that saw the eventual destruction of Kilrah, the Kilrathi homeworld. The Victory was turned into a museum after the war, a testimony of this class' endurance and perseverance in the face of overwhelmingly supperior numbers and technologies.

Statistically it's quite similar to the Concordia, modifications were made to the Concordia to better follow the Wc statistics:

Speed of the Yorktown is 120 m/sec while the heavier Concordia was increased to 150 (fleet carriers are supposed to be fast to run away from danger) Maneuverability has remained at 0.5 for both.

Weapons loadout is identical since the basic design was identical. (check the Concordia's post a few posts up.)

The concordia's 96 fighters remain unchanged, whereas the Yorktown's maximum capacity is 40.

NOTE: Because Confed lacks any dedicated station carriers (the only one I know offhand was the experimental carrier, Lexington-class of which only one was ever built.) I opted to make the Yorktown class a station carrier. This decision was mostly a result of seeing the TL class being used as light carriers more often than not. Because of this, I seriously increased the cargo capacity of the Yorktown, a trade-off... fewer fighters but station carrying capacity. Though she can still match vanilla M1s in terms of fighter capacity.

Known Bugs:
-None really...

Future Plans:
-None yet.

Haven't been able to fix the problem with Ship Creator but hopefully soon ^.^
Cycrow
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Post by Cycrow »

sartha wrote:Haven't been able to fix the problem with Ship Creator but hopefully soon ^.^
Perhaps i can help, what problems are you having ?
sartha
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Post by sartha »

As I described in a previous post on this very thread, my usual method of creating a ship was to make a temporary mod specifically for it. However doing so requires me to either play Vanilla or dual-install the game on my hard drive (which I'd rather not do). Once the ship was ready, I'd import it using the Ship Creator.

Now I have XTM installed as a false-patch in order to play with my ships, so to avoid problems, I'm trying to create the ships directly as a ship pack to begin with rather than by importing. Thus far my two ships I've tried this with have resulted in no-shows in the game (I verified with Create Ship cheat from Lv's cheats)

If you want, I can send you one of the ship packs so you can take a look and see where the problem is?
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Post by Cycrow »

yeah ill take a look at it.

when you say no show, do u mean that the ship doesn't even appear in the list, or that it does but it has no body ?
sartha
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Post by sartha »

It doesn't even show up in the list... whereas the Ship Installer doesn't complain about any problems.
sartha
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Post by sartha »

I sent you the file friday, Cycrow, was wondering if you had time to check on it? ^.^ No matter how hard I look, things "look" like they should work. Probably just something small that I'm overlooking though @.@

I compare the file with those that do work and come up empty.

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