Upgraded Shuttle and new Comm Relay and Sattelites

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Upgraded Shuttle and new Comm Relay and Sattelites

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Forceflow

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Post by Forceflow » Mon Jul 30, 2018 5:04 pm

Great news! WE have a couple of new models to play with :) Thanks again to the guys for their hard work. This is what Darksaber has to say about the new additions:

So what’s new, to start with thanks to Driftwood we now have a Cockpit for the Shuttle, which mean we also have an Exterior model, and with special thanks to Rich C for supplying Driftwood with the Rogue Squadron III Shuttle Gunner Interior we also have a working Rear Gunner Turret (depending on which option you select.

The Shuttles textures have been remade to make them cleaner and whiter, most but not all are at a higher resolution now utilizing a few of Jeremy's Hooks

I've also included all the latest Hooks as of June 19, 2018 with the Shuttlev3

The Shuttle now has 4 Flightgroups:-

Red = Standard Shuttle
Yellow = Imperial Logo on the dorsal wing
Blue = Rebel Logo on the dorsal wing
Green = Emperor Palpatine’s Shuttle with a grey stripe that runs down the front of the cockpit.

Sorry but you have a few choices of Shuttle to choose from

You have 9 choices of Shuttle starting with:-

Standard Lambda Shuttle
Standard Lambda Shuttle (No Exterior, No Cockpit, No Turret and Non Flyable) (Default).

Imperial Shuttle Options
(Imp Option 1) Imperial Shuttle without Turret (crew 1x Imperial Officer, 1x Imperial Pilot)
(Imp Option 2) Imperial Shuttle with Turret (crew 1x Imp Officer, 1x Imp Pilot)
(Imp Option 3) Imperial Shuttle without Turret (crew 2x Imperial Officers)
(Imp Option 4) Imperial Shuttle with Turret (crew 2x Imperial Officers)

Rebel Shuttle Options
(Reb Option 1) Rebel Shuttle without Turret (crew 1x Reb Office, 1x Reb Pilot)
(Reb Option 2) Rebel Shuttle with Turret (crew 1x Reb Office, 1x Reb Pilot)
(Reb Option 3) Rebel Shuttle without Turret (crew 2x Rebel Officers)
(Reb Option 4) Rebel Shuttle with Turret (crew 2x Rebel Officers)

Oh better give you a Warning :- If you select a Shuttle option with a Turret, in game set your guns to defensive fire mode straight way, otherwise the turret guns fire through the cockpit.



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Along with the Shuttle update we also have New Satellites and Comm Relay made by our newest Member Warb_Null. We would also like welcome Warb_Null to the Team.

Just a small note about both of these installers, you are now able to select a destination folder to install either of these craft, but it has to be a valid X-Wing: Alliance Directory, otherwise the installer will tell you it's NOT a valid XWA dir and ask you to select a valid directory or to reinstall XWA. The default directory will be wherever you installed XWA.

This type of installer where your able to select your destination will be introduced to both the XWAUCP and DSUCP. :D

Thanks

Murphy was an optimist! I am a pessimist!
And always remember that a smile is cheaper than a bullet! (District 9)
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Darksaber

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Post by Darksaber » Mon Jul 30, 2018 6:45 pm

Thanks Force :D
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JeremyaFr
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Post by JeremyaFr » Mon Jul 30, 2018 6:48 pm

Good work!

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Post by Rich C » Mon Jul 30, 2018 7:37 pm

Awesome! :D

One thing, though; the model the turret came from was actually sourced by Q! I just passed it on. :)
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Darksaber

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Post by Darksaber » Mon Jul 30, 2018 10:12 pm

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
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Rich C
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Post by Rich C » Mon Jul 30, 2018 11:09 pm

Q

There aren't many people with names that start with Q in the member list, lol ;)
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Post by rogue518 » Tue Jul 31, 2018 1:05 am

Cool....

Sincerely, Rogue518
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Driftwood
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Post by Driftwood » Tue Jul 31, 2018 1:47 am

Darksaber wrote:
Mon Jul 30, 2018 10:12 pm
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 craft that could use the treatment going forward.

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Post by Bman » Tue Jul 31, 2018 2:59 am

Very well done guys. Glad this is now flyable with rear turret.
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ual002
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Post by ual002 » Tue Jul 31, 2018 3:12 am

My god this is amazing. Well done all. I'm speechless.

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Warb_Null
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Post by Warb_Null » Tue Jul 31, 2018 1:35 pm

Good job Driftwood.
And thanks Forceflow and Darksaber

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Jaeven
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Post by Jaeven » Tue Jul 31, 2018 5:22 pm

Fantastic job, everyone.

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keiranhalcyon7
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Post by keiranhalcyon7 » Wed Aug 01, 2018 8:27 am

Nice! And,
Darsaber wrote:
Mon Jul 30, 2018 5:04 pm
This type of installer where your able to select your destination will be introduced to both the XWAUCP and DSUCP. :D
Thank you!

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Darksaber

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Post by Darksaber » Wed Aug 01, 2018 12:37 pm

keiranhalcyon7 wrote:
Wed Aug 01, 2018 8:27 am
Nice! And,
Darksaber wrote:
Mon Jul 30, 2018 5:04 pm
This type of installer where your able to select your destination will be introduced to both the XWAUCP and DSUCP. :D
Thank you!
Your welcome as I wouldn't want you to run crying to me each time you broke something!, as this seem to be one of your favourite sayings as you seem to mention this a few times in to post below, I thought I had better pamper to your needs ;)
keiranhalcyon7 wrote:
Tue Jul 10, 2018 6:53 am
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 obliterate any of the mod content; yes, I've got auto-updates disabled, but I've also observed Steam client updates to occasionally reset that option). My preferred process to install the mods would be to make a new copy of the baseline dir for that mod (vanilla for DSUCP; DSUCP 2.5 for REBCP) and install the new mod on top of the copy. But there's no "I know what I'm doing and I promise not to run crying to DS if I break it; let me pick the install path" option in the mod installers, so I have to go through a lengthier process of renaming directories (generally speaking, in the dark, without a backlit keyboard). Beyond that, it sounds like a "I know it doesn't quite look like a (disc|GOG|Steam) install; install it anyway (and I really really promise not to run crying to DS if it doesn't work)" option would help jackalopefeet and others in obscure cases like this.

tl;dr - automation for the 99% of the time that it's helpful; manual options (instead of a brick wall) for the times when it's not and the user promises not to run crying to DS if they break something.
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keiranhalcyon7
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Post by keiranhalcyon7 » Thu Aug 02, 2018 4:03 am

Heh. I was wondering if you were ever going to reply to that little rant.

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Post by Safe-Keeper » Fri Aug 03, 2018 9:13 am

Amazing work.

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Post by Knightsaber » Sat Aug 04, 2018 4:03 am

Very exciting! It's rare we see these updates come out with more than one unit at a time. This is great progress, well done to everyone who made these possible. :)

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Post by XDragon » Sat Aug 04, 2018 6:50 pm

anyone else have the turret portion install fine but the cockpit is non existent?

these are the default stats on my install

https://imgur.com/a/TTP2e9S
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Darksaber

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Post by Darksaber » Sat Aug 04, 2018 7:11 pm

@XDragon

Care to explain a little further what you mean, which option did you select?

Do you mean the ShuttleCockpit.opt did not install and it can not be found in the Flightmodels folder?
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Post by Bman » Sat Aug 04, 2018 11:42 pm

Looks really good but I'm having a different issue. Installed the Imperial Shuttle Option 4, but when I hit the "G" key for the gunner well, I don't see anything except it looks more like the front cockpit view but turned off with the period "." key. And the turret blasts occurs further above gunner well than should be. I think it's a POV position issue. I can manually fix with MXvTED4 or BHE editor if anyone can post the X, Y, Z coordinates. Thanks.
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Driftwood
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Post by Driftwood » Sun Aug 05, 2018 1:53 am

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 custom ship does not use the default CORT gunner mesh, and you have another ship that does, the POV for the gunwell will be off and you will either have the shuttle gunner opt POV with the CORT mesh, or the CORT gunner opt with the shuttle gunner POV.

It's a weird bug, but it's something I discovered late in the development process.

Essentially, each ship has to use the same gunner opt (thus far I've found in skirmishes)

The only work around is to have one player gunner turret ship per skirmish (unsure if campaign missions are affected)

IF the POV stats aren't the following: (then manually input the following)

Cockpit 35,33,300
Gunner1 -245,115,0
Turret 1 activated:317
POD1 X: 32536
Pod1 Y: 0
Arc1: 6000
Arc3: 6000

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Darksaber

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Post by Darksaber » Sun Aug 05, 2018 5:38 am

@XDragon

Your problem is right there (Red Circle)
xdragon.jpg
xdragon.jpg (62.69 KiB) Viewed 655 times
You've manually input ShuttleCockpit when it should ONLY read Shuttle

I've tested the installer for each option None of them input ShuttleCockpit!! Sorry but you caused your own problem.

@Bman

I've checked all POV's, and tested in skirmish for each option, sorry mate but I can't find a problem, the POV's are correct, I see the gunturret for each turret option.

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 :?
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Post by Bman » Sun Aug 05, 2018 1:57 pm

Thanks, I was using Skirmish mode to test the Imp. shuttle as is. I have all those stats showing. Maybe it's my resolution--I'm using highest default resolution. I'm not using the Objects.txt file to assign the contents of ShuttleGunner.opt to Cort one. I could try as last resort.

Curious, why is ARC 3: set to 6000 instead of ARC 2 ? I don't really have a grasp on those orientations. Noticed the main model has GunTurret mesh with a Gunner HP assigned. Is that what links the position of the ShuttleGunner.opt to the ShuttleCockpit.opt file?
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Post by JeremyaFr » Sun Aug 05, 2018 2:16 pm

MXvTED has Arc2 and Arc3 inverted.

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Darksaber

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Post by Darksaber » Sun Aug 05, 2018 2:36 pm

Bman wrote:
Sun Aug 05, 2018 1:57 pm
Curious, why is ARC 3: set to 6000 instead of ARC 2 ? I don't really have a grasp on those orientations. Noticed the main model has GunTurret mesh with a Gunner HP assigned. Is that what links the position of the ShuttleGunner.opt to the ShuttleCockpit.opt file?
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 Editors

I now looks like this
MXvTed4.1.jpg
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