Search found 20 matches
- Thu Mar 31, 2016 5:17 am
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<t>Hi guys, good to hear about ongoing works, me on board as well (as much as my free time allows). I'm doing tests about long range weapons, currently caring about fleet against fleet, and less about the fighter side optimizations, using lightgemini's mod as the basis. So far the results look fun ...
- Sun Feb 21, 2016 9:06 am
- Forum: Space/SciFi Combat and Simulation Game Discussion
- Topic: Astrokill
- Replies: 28
- Views: 2384
RE: Astrokill
<t>Looks nice, worth a try for me. As I see from other videos there is a velocity limit at 200m/s that saves the day for the zero-G arcade fun. In the game Starshatter they implemented a soft vlimit type, where the thrust to that direction starts to drop exponencially after passing the vlimit regard ...
- Thu Jan 14, 2016 12:58 pm
- Forum: Pioneer
- Topic: Help with orbit system
- Replies: 3
- Views: 1969
RE: Help with orbit system
<r>New myself as well, but I think you can't do it like that, since the visualization and transition of orbits is not that advanced, yet (version from november 2015). What I use, is the auto pilot. Press F4, select your destination, press dock with station and give it some time multiplyer. You can ...
- Tue Jan 12, 2016 7:43 am
- Forum: Starshatter
- Topic: Starshatter
- Replies: 106
- Views: 15746
RE: Starshatter
<t>Hi mockerll, welcome aboard! 3. Don't know that one, need more info about where-what. Is that Adonnays some ship/planet name? 2. I'm not sure yet, joystick is handled by directx. I will try to get one or two and do some debugging with it because it's hard for me to understand that code only from ...
- Fri Oct 30, 2015 1:12 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<t>Hi!Since you already into gfx, do you have any good idea how to improve rocket smoke trails in space? I mean they are fine in atmospheric combats, but not exactly in vacume and freefall. Some, or most of the the blast effects are spawened with (0,0,0) velocity around a moving ship makeing this ...
- Sun Oct 04, 2015 8:18 am
- Forum: FPS, Strategy and Tactical Scifi Games
- Topic: Angels Fall First Early Access Announced
- Replies: 6
- Views: 918
RE: Angels Fall First Early Access Announced
This reminds me of BF2142's Titan mode, but looks much better. I hope my expectations are not too high! :nyam:
- Mon Sep 07, 2015 4:50 am
- Forum: Space/SciFi Combat and Simulation Game Discussion
- Topic: question
- Replies: 4
- Views: 845
RE: question
Probably not what you are looking for, but I have played a nice little RPG from the DOS era, called Albion[/url] (shares some similarity with the movie Avatar).
- Fri Jul 24, 2015 5:42 pm
- Forum: Outspace Game
- Topic: Useful weapons ideas for Ship2Ship fight / dogfight
- Replies: 11
- Views: 1887
RE: Useful weapons ideas for Ship2Ship fight / dogfight
<r>"We cant shoot."Yep, check out the on-board gun section :)https://en.wikipedia.org/wiki/Salyut_3[/url] "the ship has taken defensive maneuvers"I don't know about the propulsion systems in 100years, but evasion takes up a large amount of fuel for the big ship, and only a fraction of that for the ...
- Tue Jul 21, 2015 1:13 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<t>Nice little mission for testing friendly fire :)MISSIONname: "Friendly fire test"type: "Patrol"system: "Jarnell"region: "Adonis"element: {name: "A"design: "Berents"mission: "Misc"intel: "Secret"count: 10command_ai:1iff: 1player: 1playable: trueregion: "Adonis"loc: (2000, 68000, 0)}element: {name ...
- Sun Jul 19, 2015 7:27 am
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<r>Hi, I have just found your "longrange" demo video!<YOUTUBE id="fM9gHVkUCfw"><s>[media]</s>https://www.youtube.com/watch?v=fM9gHVkUCfw<e>[/media]</e></YOUTUBE> 0:09 the flare of the middle thruster might be misaligned.The mod looks fancy by the way :)I have also uploaded a few test videos about my ...
- Wed Jun 24, 2015 7:00 am
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<r>10-12, I've just found a solution (accidentally), it's shift + left dragging, it was even in the manual (page 52) <E>:)</E>. Now the only problem left is that you can't use it on friendly ships. I often use the (r,..,1,3) keys for escort commads, to orient the fleet towards a large scale ...
- Sat Jun 20, 2015 4:12 am
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
I have just installed Rearmed-B5[/url] . Many good things in change log, can't decide what to test first. :nyam:
- Fri Jun 19, 2015 6:21 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<r>Hi, sorry if I kept you waiting too long.I was busy playing and testing your mod (flight ops too) and I have finaly finished the last chapter (the zolon ships were too weak, this must be addressed).I played a bit with the code too (vanila) and made some funy modifications to have a small moon in ...
- Thu Jun 04, 2015 7:34 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<r>Ok, here is the sketch of my remarks (I'm sorry if it's not so clear and fluid, I might have tryed to compress a bit too much inforomation here, also sry for the typos): Bug----1) turn north bug (attached pic), some of my capships (flight ops) turns north and won't use driver, or properly execute ...
- Thu May 28, 2015 12:01 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<r>Obviously I have only touched the source of the vanilla sofar, but yep I'm interested in your online Github idea, however free time is an other thing. Right now I will have to call a tactical retreat from the code <E>:)</E> and I will signal back when I feel ready to help out constructively under ...
- Tue May 26, 2015 12:23 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<t>Looks nice! I have found a solution in the Starshatter.cpp sourcefile! The game must be started with the -dbg parameter and it will force it into window mode. I have modified the hud for the weaponview(.cpp +ship.cpp) and now it writes out the name and status of the next and preveous subtargets ...
- Sat May 23, 2015 6:44 am
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<t>Hi, thank you for the detailed response, and good to hear about your on-going efforts and developments too! Lately, I have managed to compile the source myself too and started to mess with the code. I have tryed out some planetarium like fun with inclinated elliptic orbits in a modded Solar ...
- Thu Apr 30, 2015 10:37 am
- Forum: Space/SciFi Combat and Simulation Game Discussion
- Topic: How do you picture flying a Cap Ship vs Fighter or similar.
- Replies: 11
- Views: 947
RE: How do you picture flying a Cap Ship vs Fighter or similar.
<t>I prefere the Starshatter like huge capships (<4km long) and agree with ThirtyOne, it's more like the Arma series, where FPS, RTS and realistic aspects meet. I like the combat flight sim based approach and for simplicity I will just skip the whole aspect of economy / trading / RPG here. If I ...
- Wed Apr 29, 2015 5:55 pm
- Forum: Starshatter
- Topic: Starshatter Rearmed Mod
- Replies: 45
- Views: 5883
RE: Starshatter Rearmed Mod
<t>Hi lightgemini! Are you planning to improve the flight ops / carrier / RTS part? I like to play that side of the game too.Here are some ideas for improvements, maybe you will find some easy to implement and worthy ones for your mod. - select multiple units and command them with keyboard shortcuts ...
- Sun Apr 19, 2015 6:03 am
- Forum: Starshatter
- Topic: Starshatter Tactics
- Replies: 19
- Views: 2307
RE: Starshatter Tactics
<r>Some hints with carriers:Just after the start, hit pause and send up all your assets to an escort mission, with the heavy anti ship load out, with your mothership as objective. If that ship doesn't have any preplanned waypoints (default), the elevation of the 2nd waypoint of the escort mission ...