Search found 1297 matches

by Driftwood
Mon Aug 13, 2018 8:22 pm
Forum: Pilot Lounge
Topic: Nebulon-B Hangar
Replies: 60
Views: 835

Re: Nebulon-B Hangar

Don't forget that turbo-lifts can also move laterally, not just up/down, so if some hinky angles due to vertical access being semi-obstructed and are needed to reach certain points of the ship this is technically speaking, viable due to in universe function.
by Driftwood
Sun Aug 12, 2018 1:17 am
Forum: Pilot Lounge
Topic: Craft Collisions option
Replies: 20
Views: 237

Re: Craft Collisions option

In Canon Star Wars hyperspace missiles would inflict damage, whereas in X-Wing Alliance they would not, according to the videos in my previous post. And most importantly such weapons could pass through every known shield technology in Canon Star Wars. Think to Han Solo in Episode VII when the Mille...
by Driftwood
Sat Aug 11, 2018 10:35 pm
Forum: Pilot Lounge
Topic: Nebulon-B Hangar
Replies: 60
Views: 835

Re: Nebulon-B Hangar

*slow clap* Brilliant.
by Driftwood
Sat Aug 11, 2018 12:32 am
Forum: Pilot Lounge
Topic: Nebulon-B Hangar
Replies: 60
Views: 835

Re: Nebulon-B Hangar

Wouldn't the most sensible thing be to add a modular docking bay between the engines and the fore of the ship hanging down from the spar to resolve the technical issues?

Obviously extensive ship modifications, especially for the rebels is entirely viable and extremely common.
by Driftwood
Fri Aug 10, 2018 5:27 pm
Forum: Pilot Lounge
Topic: Craft Collisions option
Replies: 20
Views: 237

Re: Craft Collisions option

Docking disables collision temporarily since the engine forcibly moves your ship to the nearest docking point, though generally if you aren't dropping cargo it centers you on the top of the opt which is irritating aesthetically in some cases if you want to dock at a specific point. This function is ...
by Driftwood
Fri Aug 10, 2018 2:13 am
Forum: Pilot Lounge
Topic: GX-1 Short Hauler
Replies: 6
Views: 163

Re: GX-1 Short Hauler

Neat! I'll put a mirror up on my page if you don't mind also.
by Driftwood
Mon Aug 06, 2018 3:38 pm
Forum: XWA Upgrade
Topic: Upgraded Shuttle and new Comm Relay and Sattelites
Replies: 40
Views: 781

Re: Upgraded Shuttle and new Comm Relay and Sattelites

Basically the box next to Arc 3 is in the wrong place, I fixed this back in January and also fixed the POV X,Z,Y settings and removed all the writing I inserted, I'm limited to what I can do, basically I've just rearranged the UI. You can download MXvTED4.1 from my website File Archive/Craft Editor...
by Driftwood
Mon Aug 06, 2018 3:15 pm
Forum: XWA Upgrade
Topic: Upgraded Shuttle and new Comm Relay and Sattelites
Replies: 40
Views: 781

Re: Upgraded Shuttle and new Comm Relay and Sattelites

If you notice, not a single cockpit field in MxVTED has "cockpit" following the ship name. For instance, slot 1 is the X-Wing. The X-Wing cockpit tab has Xwing in said field. Incidentally the opts related to the X-Wing are, Xwing.opt, XwingExterior.opt, and XwingCockpit.opt. The game automatically r...
by Driftwood
Mon Aug 06, 2018 1:49 am
Forum: XWA Upgrade
Topic: Upgraded Shuttle and new Comm Relay and Sattelites
Replies: 40
Views: 781

Re: Upgraded Shuttle and new Comm Relay and Sattelites

Bman, just an FYI, DS and I did have to make a game-play decision about reducing the forward laser hard-points to less than 7 (shuttle should technically have 8) as the indicators seem to be hardwired to cap out at 7 total charge indicators. As I recall, we both came to the conclusion it'd be better...
by Driftwood
Sun Aug 05, 2018 4:37 pm
Forum: Pilot Lounge
Topic: Nebulon-B Hangar
Replies: 60
Views: 835

Re: Nebulon-B Hangar

I'll do you one better and make up a custom hangar using opt editor and the map editor to facilitate taking screenshots using the actual dimensions.

Provided you're not in a huge hurry.
by Driftwood
Sun Aug 05, 2018 2:58 pm
Forum: XWA Upgrade
Topic: Upgraded Shuttle and new Comm Relay and Sattelites
Replies: 40
Views: 781

Re: Upgraded Shuttle and new Comm Relay and Sattelites

I can't seem to replicate Driftwoods theory about the Cort gunturret, I've added the Falcon, the normal cort and the YT2000, and the player craft is the shuttle when I press 'G' the only gunturret I see is the shuttle gunwell :? Have you moved the player to one of the other ships (leaving slot orde...
by Driftwood
Sun Aug 05, 2018 1:53 am
Forum: XWA Upgrade
Topic: Upgraded Shuttle and new Comm Relay and Sattelites
Replies: 40
Views: 781

Re: Upgraded Shuttle and new Comm Relay and Sattelites

Are you playing a mission or skirmish that has another craft in it that has a player controllable turret that is not another shuttle? If so, this is your problem. If your custom ship uses the default CORT gunner mesh you can use as many ships with player controllable turrets per mission. If your cus...
by Driftwood
Sat Aug 04, 2018 2:18 pm
Forum: Pilot Lounge
Topic: Great First Order TIE Bomber design
Replies: 3
Views: 156

Re: Great First Order TIE Bomber design

If they got rid of the chin/wing guns and kept the center heavy lasers and the defense turret I could see this being viable. Or perhaps keep the wing lasers and ditch the center heavy lasers and enlarge the bomb bay a simidge with that freed up space. Now, if they made the ship 1.5x or 2x larger and...
by Driftwood
Fri Aug 03, 2018 11:57 pm
Forum: Editing
Topic: [OPTing] a new opting tool is under construction
Replies: 197
Views: 29748

Re: [OPTing] a new opting tool is under construction

Do you think you could add a transformation tool similar to the one in optech 1.1? My workflow currently goes as follows Blender > OptEditor (need to do mesh rotations at this step) > Optech > need to continue opting so save and export > OptEditor. It takes almost an hour to export meshes from optec...
by Driftwood
Fri Aug 03, 2018 1:08 am
Forum: XWA Upgrade
Topic: Do you have what it takes?
Replies: 129
Views: 24020

Re: Do you have what it takes?

Fantastic, I have to say it's good to see new stuff coming out again!
by Driftwood
Thu Aug 02, 2018 10:57 pm
Forum: XWA Upgrade
Topic: [XWAUCP 1.5] Return Nav Buoy on Mission 1 Isn't There!
Replies: 7
Views: 209

Re: [XWAUCP 1.5] Return Nav Buoy on Mission 1 Isn't There!

The super backdrop patch adds in, as I recall, six new backdrops. That's how the high definition starfield is added into the game. Top, bottom, east, west, north, south poles of each mission file. Barring any missions noted to have been adjusted for XWAU changes, that's all that would need to happen...
by Driftwood
Wed Aug 01, 2018 11:08 pm
Forum: XWA Upgrade
Topic: [XWAUCP 1.5] Return Nav Buoy on Mission 1 Isn't There!
Replies: 7
Views: 209

Re: [XWAUCP 1.5] Return Nav Buoy on Mission 1 Isn't There!

So here's a thought, make a copy of your vanilla install mission files, and honestly I'd make a complete copy of your.vanilla 2.02 install period. That way if anything odd occurs with any mods you can rollback and save yourself the trouble of reinstalling pretty much ever again. Then just copy the b...
by Driftwood
Tue Jul 31, 2018 1:47 am
Forum: XWA Upgrade
Topic: Upgraded Shuttle and new Comm Relay and Sattelites
Replies: 40
Views: 781

Re: Upgraded Shuttle and new Comm Relay and Sattelites

Who's Q? Hmmm..... I didn't know there was a chain, sorry :( Oh well each time I install it I'll think of Q :D Couldn't say I remembered that detail myself. Any user feedback going forward regarding the gunner functionality or issues (shouldn't be any) would be appreciated as there a few other craf...
by Driftwood
Sun Jul 08, 2018 8:59 pm
Forum: Editing
Topic: Hooks
Replies: 65
Views: 3068

Re: Hooks

Of course. Everything is configured correctly, but the hook is calling the wrong meshes all of a sudden. It's very strange. At first I thought i corrupted something, but since reverting to a fresh install did nothing to resolve the issue I'm wondering if this is a bug since the last couple hook, mai...
by Driftwood
Sun Jul 08, 2018 7:20 pm
Forum: Editing
Topic: Hooks
Replies: 65
Views: 3068

Re: Hooks

Jeremyah, I'm having a bug with the turret hook all of a sudden and I cannot figure out why. So as you know I've been working on updating the shuttle with a cockpit and rear player turret gunner opt. Last week everything was working fine. The default turret was assigned and functioning correctly for...
by Driftwood
Thu Jul 05, 2018 8:26 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 103
Views: 15631

Re: [OPTing] texture limits

Fair enough.
by Driftwood
Wed Jul 04, 2018 3:17 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 103
Views: 15631

Re: [OPTing] texture limits

I don't necessarily disagree with any points you've made. But obviously, we're hypothesizing (reasonably so) at this point. And testing will be required to see if this is viable, as clearly performance is rather important. I also would agree with using Jeremy's hidden geometry functionality likely b...
by Driftwood
Wed Jul 04, 2018 1:51 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 103
Views: 15631

Re: [OPTing] texture limits

I played arma mil sims for several years, plus most of the Bethesda rpgs, so perhaps I'm a bit numb to file sizes at this point since my game folder would average 150+ gb. So I have to play devil's advocate at this point. With how cheap hard drive space is, and efficient modern internet is comparabl...
by Driftwood
Tue Jul 03, 2018 11:20 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 103
Views: 15631

Re: [OPTing] texture limits

Should be pretty straight forward to add other FG colors then at this point since you did the hard part by adding the new meshes and structuring everything I would imagine. I applaud your industrious efforts on this venture. Perhaps we can look forward to DS releasing the updated files at some point...
by Driftwood
Tue Jul 03, 2018 1:32 am
Forum: Editing
Topic: Tour Multiplayer Hook
Replies: 31
Views: 932

Re: Tour Multiplayer Hook

3 campaigns are better than none?

I mean, that'd mean TIE Fighter, X-Wing, XWA, and one custom campaign could be utilized all in one game?