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Rich C
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Post by Rich C » Mon Sep 11, 2017 1:08 pm

Probably not the best idea to invoke "canon" here, since canonically the T/D has 6 laser cannons, these days. Just saying. :D

http://starwars.wikia.com/wiki/TIE/D_Defender

For what it's worth, I also recall the Avenger firing in top/bottom pairs.
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Post by Rookie_One1 » Mon Sep 11, 2017 2:41 pm

General_Trageton wrote:You sure about that? I mean to remember both T/D and T/A firing up/dowm as opposed to the X-Wing's X-linking.
TIE Interceptor use Top-Down pattern
TIE Advanced use Down-Top pattern
TIE Defender use X-pattern

Note that i'm using the Legends canon there, with TIE Fighter and XVT as sources of the firing pattern

Also, 2 another bug :
Vader TIE in vergesso asteroid rescue mission is firing missile like hell, most likely because the x1 was never made with missile hardpoint, unlike the standard Advanced model :p

Messages in the Raid on Suprosa missions when you arrive in the region with the interdictor are bugged too, to make them work correctly, the first variable should be "At least one" instead of "100% of"
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Post by Darksaber » Mon Sep 11, 2017 3:45 pm

Sorry I don't understand Top-Down pattern or Down-Top pattern

Sorry but can you give mission numbers please i.e. 1b0m1fw
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Post by Vince T » Mon Sep 11, 2017 3:49 pm

That's referring to the way the cannons on a 4-laser craft link when switching to dual mode,
X-shaped would be top-left + bottom-right, then bottom-left + top-right (As on the X-Wing)
Top-Down would be top-left + top-right, then bottom-left + bottom-right (As on various TIEs - or not, which is the question of the current debate)

Edit: Not my best work but I think it gets the point across.
FiringPattern.png
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Post by Rookie_One1 » Mon Sep 11, 2017 3:57 pm

G_T got it right
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Post by Darksaber » Mon Sep 11, 2017 3:58 pm

Ok got that

So whats

TIE Advanced use Down-Top pattern
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Post by Rookie_One1 » Mon Sep 11, 2017 4:01 pm

According to the few sources we have, in dual linked mode, the T/A do use Bottom-Top pattern (by few sources, stock XWA, XVT and Tie Fighter games) (bottom lasers first, top second).

To correct it on my personnal installation, I simply inverted the Z axis for each laser hardpoint through MXVTED (basically, adding a "-" sign when there were not one, and removing it if it had one)

I think that the only 2 TIE to use a X pattern in Legends canon were the TIE Defender and the TIE Raptor
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Post by Vince T » Mon Sep 11, 2017 4:02 pm

Eeeeh ok, are we actually making a difference between top-down and down-top? Seriously?

Just fire once and say "whoops" and you're all right again.

Or, you could just go all Harrison Ford saying "Who gives a Sh..." which would be my preferred approach.
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Post by Rookie_One1 » Mon Sep 11, 2017 4:07 pm

I do :p

And I don't mind giving DS the corrected OPT if he want to spare himself the work :p

And anyway, this is not the only forum where i'm considered an annoying bug finder/perfectionnist :p (i'm well known on SCS forums by some modders for ATS and ETS2 for debugging many engine and gearbox mods)

Anyway, I made my point, it'S up to DS if he want to fix it or not
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Post by ual002 » Mon Sep 11, 2017 6:38 pm

I threw the following in its own thread but I think it would get more visibility here.

EDITED by Darksaber, Sorry but you've already created your own thread here Issue Tracking? Don't try hijacking mine! Please

Also, I vote DON'T TOUCH THE DEFENDERS ION CANONS. WE WILL RIOT, CANON OR NOT. :)

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Post by Darksaber » Mon Sep 11, 2017 8:46 pm

Basically you want the same hardpoint configuration of the craft in TIE Fighter so is this your source?

Ok here are a few Hardpoint comparisons

First the opts from TIE Fighter 98 then the XWAUP Opts

You might notice the hardpoints are mirrored on the XWAUP craft, this is probably because I'm right-handed, I dunno :D

TIE Interceptor
As far as I'm concerned the hardpoints are correct
01tieint.jpg
TIE Advanced/Avenger
I don't see the point in altering the hardpoints
02tieadv.jpg
TIE Defender
Fixed the hardpoints as requested
03tiedef.jpg
Next if your that anal about the hardpoint/laser configuration, this is going to piss you off

How about the TIE Bomber with Chin Lasers???
04tiebomber.jpg
Right if you like a challenge, find proof of where the TIE Bomber actually has the lasers mounted, that is if it had or had lasers that is, whether they are on the centre module as in the original XWAUP T/B (which will also be available) or if it has wing mounted lasers or the chin mounted lasers.

Lastly what are the mission numbers you mentioned before, so they can be fixed, cheers
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Post by Rich C » Mon Sep 11, 2017 9:18 pm

X-Wing CD:
TBLasers.png
What do I win? :ugeek:
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Post by Darksaber » Mon Sep 11, 2017 9:33 pm

Yer win a clip around the head lol :D
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Post by Rookie_One1 » Mon Sep 11, 2017 10:17 pm

For the missions, issue with with vader tie firing missing like hell :
First mission bug on these two :

1b4m3fb

Flight Group Name "Avenger", Craft is T/Ax1

Removing the missiles fixe the issue

Second mission bug

1b4m4b

Message 43, 44, 45 and 46

The first variable should be "At least one" instead of "100% of", as the variable "100% of" mean that if one or more of your flight group (Blue 1 to 6) were shot down against the suprosa, the messages won't show

For the TIE bomber, the source by Rich C is probably the closest to canon we'll ever get...as most schematics don't even show laser cannon on that damn craft......which mean that the lasers are probably a field modifications that was later standardised :p


And for once that i'm not the one receiving the clip :p
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Post by Darksaber » Mon Sep 11, 2017 10:33 pm

Rookie have you fixed the 1b4m4b mission? if so could you just send me it, I know very little on mission editing, I've fixed 1b4m3fb as that simple enough.

it's just the other that's confusing

Thanks

Oh you know you asked about the TieDef MkI with FG's, well it's be in the next release :) but not the MkII never liked that thing :)
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Post by Rich C » Mon Sep 11, 2017 10:40 pm

Darksaber wrote:Yer win a clip around the head lol :D
Story of my life! Are you absolutely sure that doesn't come with an old-school TIE Advanced "x2" from X-Wing? Y'know, the one that looks like a TIE Advanced x1 that worked off those extra pounds, trimmed down the booty, and now feels confident enough to go out partying with its TIE Interceptor friends?

No?

Can you check again? :D
Rookie_One1 wrote:probably the closest to canon we'll ever get...
I'd say it's a pretty good source (Be quiet please, Disney), since X-Wing was mostly made at Skywalker Ranch, with Lucas peering over the shoulders of the developers, answering questions, and providing movie props/models. :)
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Post by Rookie_One1 » Mon Sep 11, 2017 10:47 pm

Darksaber wrote:Rookie have you fixed the 1b4m4b mission? if so could you just send me it, I know very little on mission editing, I've fixed 1b4m3fb as that simple enough.

it's just the other that's confusing

Thanks

Oh you know you asked about the TieDef MkI with FG's, well it's be in the next release :) but not the MkII never liked that thing :)
For the mission, sure no prob, here the link :
https://drive.google.com/file/d/0B_FZRw ... sp=sharing

Only thing modified was the messages, nothing else changed

For the TIE Defender MK2, who the hell did like that thing ?
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Post by WarHawkster » Mon Sep 11, 2017 11:17 pm

one weird thing i noticed, and i think it was an issue in previous versions. the escort carrier hull rating seems, really, really, low, I think 60 RU? I only noticed it back playing the TF conversion on 2.3, which made one of the missions impossible lol. looking at the craft viewer it's still there.

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Post by Darksaber » Mon Sep 11, 2017 11:29 pm

Hmm your right it's set at 96, looking at the original disc exe it's supposed to be 912

nice catch and thanks Warhawkster, it'll be fixed for the next update fix

Thanks Rookie appreciate your help
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Post by Rookie_One1 » Tue Sep 12, 2017 12:37 am

How did I not catch that escort carrier hull issue...ah well, i'm only one pair of eyes :p

for the hell of it, I decided to check craft statistics....damn, I forgot how different XWA was from XVT on some statistics (for balance reasons)
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Post by ZanElJOK » Tue Sep 12, 2017 5:02 pm

Now I am perfectly happy with the T/B lasers between the pilot and the ordinance pods. I was playing the original Jedi Knight and after the first mission a T/B shoots at Kyle and unfortunately the laser appear from a chin mounted location. Pulled it up on youtube to get the screenshot. :motz:
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Post by ual002 » Tue Sep 12, 2017 5:38 pm

I am happy with them between the pods too, lol i wasnt gonna mention Jedi Knight. I remember seeing that back then thinking it was wrong because at the time I think they fired from the raditor panels in the TIE fighter games.
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Post by Darksaber » Tue Sep 12, 2017 8:45 pm

Don't worry you'll still have a choice of Centre Module Lasers or Chin Lasers

Just thought I'd ruffle a few feather with adding the chin lasers
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Post by Rookie_One1 » Wed Sep 13, 2017 6:57 am

Oh you!
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Post by CIDlord_1973 » Sat Oct 07, 2017 4:54 am

Someone said Veder's tie advanced was shooting missiles like hell at Vergesso's rescue mission, yeah, i saw it too.
I think warheads hard point should be added to Vader's tie in the future.
Maybe it fixes that buggy...(dunno).
I know that in theory it doesn't carry warheads, but we allways have the option of just set it as "none".
I love to fly it, but the lack of warheads makes other ships more badass than Vader's ...and when it happes it's like one kitty dies somewhere...specially when i wanna destroy the Independence.
^^'
I'll also like to add beam weapon option for a-wing on skirmish mode (tractor beam, jamming, decoy...) i almost never use it, but i love how fast a-wing runs when it's disconnected.
It's weird that it works on tour missions, but not on skirmish.
And a last suggestion...since we got the Falcon i think the yt-1300 is redundant, and could be replaced by the ghost, the decimerator or yt-1750...or make it optional.
I hope it helps somehow, see ya'll.

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