Search found 80 matches

by keiranhalcyon7
Tue Jul 10, 2018 6:53 am
Forum: Soft/Hardware Problems
Topic: XAU Install for Humble Bundle Trove Version?
Replies: 14
Views: 192

Re: XAU Install for Humble Bundle Trove Version?

My $0.02 is: I personally would prefer an option for a little less automation in the installers (not just yours, DS, but DTM's REBCP also). I've made several copies of the installation directory, and I prefer to keep the default one "vanilla" (so that if Steam pushes out an update, it doesn't oblite...
by keiranhalcyon7
Wed Jul 04, 2018 2:44 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

It's not just the size on disk or the bandwidth, though. Depending on how the engine handles the data, pushing everything into a single huge opt could bring the engine to a crawl, even on modern hardware. That's not to say that I oppose this effort - just that I think it should be tested on some les...
by keiranhalcyon7
Mon Jul 02, 2018 4:14 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

How does the merged opt size compare to the individual opts? Is there any performance impact?
by keiranhalcyon7
Wed Jun 20, 2018 10:14 pm
Forum: Pilot Lounge
Topic: Solo: A Star Wars Story
Replies: 84
Views: 2294

Re: Solo: A Star Wars Story

CIDlord_1973 wrote:
Wed Jun 20, 2018 9:29 pm
Anyway it was better than ep 7 and 8 (anything is).
Two words: Holiday Special
by keiranhalcyon7
Mon Jun 18, 2018 7:15 am
Forum: Pilot Lounge
Topic: Resurgent Class Star Destroyer
Replies: 18
Views: 502

Re: Resurgent Class Star Destroyer

Does the mesh type affect the way impact decals (or maybe that "hull beach" particle effect) are applied? Sounds like some type of buffer of combat-resultant objects is overunning.
by keiranhalcyon7
Tue Jun 12, 2018 7:44 am
Forum: Editing
Topic: STARSHIP DOCKING/BOARDING IN ALLiED
Replies: 13
Views: 592

Re: STARSHIP DOCKING/BOARDING IN ALLiED

This is a bit of a wild guess based on YOGEME's interface for that condition, but try setting the dropdown menu just below "begin boarding" to the fg to be boarded + 4 (starting from 1; i.e., the first fg is "5").
by keiranhalcyon7
Thu May 31, 2018 12:54 am
Forum: Editing
Topic: Imperial IFF Chatter
Replies: 63
Views: 2728

Re: Imperial IFF Chatter

Justagai, would you be willing to split the wingman voices portion of your MP hook out into its own hook? That should confine the conflict to the voice hooks, removing it from the MP hook. Then the functionality of two voice hooks could be compared and the best of each combined into a single hook go...
by keiranhalcyon7
Tue May 29, 2018 7:25 pm
Forum: Editing
Topic: Imperial IFF Chatter
Replies: 63
Views: 2728

Re: Imperial IFF Chatter

Sweet. Thanks.
by keiranhalcyon7
Tue May 29, 2018 4:56 pm
Forum: Editing
Topic: Imperial IFF Chatter
Replies: 63
Views: 2728

Re: Imperial IFF Chatter

What do 3 and 4001 mean?
by keiranhalcyon7
Sat May 26, 2018 3:52 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

Hmm. Ok. My idea was to have some standardized labeling scheme for the fg colors that a hypothetical opt-aware mission editor could display in the fg color field instead of making assumptions like "red" and "gold".
by keiranhalcyon7
Fri May 25, 2018 12:07 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

Question (for Jeremy, I guess): is there any way to embed in the opt a descriptor string for each fg color?
by keiranhalcyon7
Thu May 24, 2018 4:32 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

Oh you meant the ISD/ISDII and VSD/VSDII. Duh. Still a no, though, since their armaments & other stats are quite different. Ok, I give. Where can I find an explanation of the difference between the base and exterior opts? Yogme isnt set up for it but if the hook exists you can throw a ticket into th...
by keiranhalcyon7
Thu May 24, 2018 3:45 pm
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

No on the ISD/VSD. The VSD is much smaller and has a much lighter armament. Additionally, consolidating the Interdictor and Enforcer would probably give the interdiction property to the Enforcer (though this might be fixable with a hook). The Cal cruisers are a neat idea. On top of consolidating the...
by keiranhalcyon7
Tue May 22, 2018 6:16 am
Forum: Editing
Topic: Hooks
Replies: 63
Views: 2793

Re: Hooks

That's awesome! And here I thought it was going to be an inefficient kludge like applying transparent textures to the meshes that you don't want to be visible for a given variant.

Question - is there any possibility of applying different fg colors to different ships in the same fg?
by keiranhalcyon7
Tue May 22, 2018 6:11 am
Forum: Editing
Topic: [OPTing] texture limits
Replies: 99
Views: 15362

Re: [OPTing] texture limits

ual002 wrote:
Tue May 22, 2018 2:14 am
Question... are there examples of different models attached to seperate flight group colors or does it only affect textures?
Examples? Maybe not in circulation, but see viewtopic.php?p=154280#p154280.
by keiranhalcyon7
Sat May 19, 2018 12:27 am
Forum: General
Topic: Why there hasn't been any Star Wars simulator for 16 years
Replies: 12
Views: 1766

Re: Why there hasn't been any Star Wars simulator for 16 years

An indie dev would never get a Star Wars license, though, so it would also be an indie setting. Which could be fine, I guess. Maybe Starfighter Inc. will have some of those features.
by keiranhalcyon7
Tue May 08, 2018 8:55 pm
Forum: XWA Upgrade
Topic: YT1300 with Ace instead of Han Solo
Replies: 6
Views: 333

Re: YT1300 with Ace instead of Han Solo

The Errant Venture, perhaps?
by keiranhalcyon7
Sun May 06, 2018 5:05 pm
Forum: Editing
Topic: Community project: AlliED "unknowns" repository
Replies: 56
Views: 2834

Re: Community project: AlliED "unknowns" repository

I think he means the picture in your post above viewtopic.php?p=154062#p154062
by keiranhalcyon7
Sat May 05, 2018 4:45 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 667

Re: Ferryboat Liner and Skipray Blastboat stats

Does that 9-warhead limit ever take effect with the default craft list, though? Maybe when the 2x warheads status is used... Would removing it pose any balance issues?
by keiranhalcyon7
Fri May 04, 2018 6:54 pm
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 667

Re: Ferryboat Liner and Skipray Blastboat stats

That's pretty lame that they put in a hard cap with an exception for the missile boat. I take it this code is applied after the adjustment for warhead type?
by keiranhalcyon7
Fri May 04, 2018 6:26 am
Forum: Editing
Topic: Ferryboat Liner and Skipray Blastboat stats
Replies: 30
Views: 667

Re: Ferryboat Liner and Skipray Blastboat stats

The rounding makes better sense if you consider the capacity on a per-launcher basis. The Blastboat torpedo count is rounded down because 3*.75 = 2.25, which is rounded to 2 (per launcher, so 4 total). Thanks for that table, Jeremy. I've wondered how the specific warhead capacities were calculated f...
by keiranhalcyon7
Thu May 03, 2018 4:39 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 639

Re: Craft stat rounding effects

What happens if you combine one of the 50% settings with the 200% setting?
by keiranhalcyon7
Thu May 03, 2018 6:00 am
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 639

Re: Craft stat rounding effects

Hmm... Allow me to speculate that the "max" value for shields is doubled in order to implement the fighter shield double-charging (but the starting value isn't, unless instructed to by the mission file); that the displayed percentage is also doubled, after all the other math (i.e., after already bei...
by keiranhalcyon7
Wed May 02, 2018 6:55 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 639

Re: Craft stat rounding effects

Ok, so if hit point total is RU (or SDB, as appropriate) * 100, the observed result for the container J is inconsistent with either the tech library's or MXvTED's math. With that formula for the percentage display, hull HP max must be exactly 5000; at 4999, you'd see 19% displayed after the 8th hit ...
by keiranhalcyon7
Tue May 01, 2018 10:12 pm
Forum: Editing
Topic: Craft stat rounding effects
Replies: 33
Views: 639

Re: Craft stat rounding effects

Try running BinHexEdit as admin.