New visuals - HUD - explosions - hyperspace - beta

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Re: New visuals - HUD - explosions - hyperspace - beta

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rogue518
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Post by rogue518 » Sun Jun 21, 2020 12:59 pm

Damn!!!! korekwerner.... AWESOME!!!.... :shock:

Sincerely, Rogue518
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Vince T
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Post by Vince T » Sun Jun 21, 2020 1:06 pm

Damnit that's sweet looking!
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Trevor
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Post by Trevor » Sun Jun 21, 2020 1:25 pm

Agreed, very nice. Keep up the good work.

Trev

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Griffin
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Post by Griffin » Sun Jun 21, 2020 5:11 pm

Fantastic work so far!

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Mark_Farlander
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Post by Mark_Farlander » Sun Jun 21, 2020 5:27 pm

Looks great!
I don't judge tactics. The Battle is the best and only Judge.

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JeremyaFr
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Post by JeremyaFr » Sun Jun 21, 2020 6:57 pm

Good work :2thumbs:

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keiranhalcyon7
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Post by keiranhalcyon7 » Mon Jun 22, 2020 12:16 am

Not bad! I was a little worried about how this one would turn out, and it looks like you've done a pretty good job with it. The biggest criticism I have is that the bottoms of the sensor scopes are a bit obscured by the panel in front of them.

I'm also not a huge fan of the opaque panel to the left where there could be more window, but it's relatively screen-accurate, so no complaint per se. It did give me an idea, though. Physically, the right screen's position would block Han from reaching the hyperdrive levers behind it. With the dead space on the left above the screen on that side, I wonder if the right screen could be moved there, so the screens would be double-stacked vertically? Would that make sense, given that it would be a departure from the decades' worth of de facto convention of the virtual HUD? Feel free to veto it if it's too radical.
Last edited by keiranhalcyon7 on Tue Jun 23, 2020 4:38 am, edited 2 times in total.

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Camerad
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Post by Camerad » Mon Jun 22, 2020 8:34 am

Thank you for all the work you have done and for not giving up after the way things went at first in the discussion having to do with your contributions.
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korekwerner
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Post by korekwerner » Mon Jun 22, 2020 7:19 pm

I'm waiting for release date :-).
@keiranhalcyon7 Yep you're right. I will fix this.

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Post by korekwerner » Fri Jun 26, 2020 11:35 am

My version of the YT-1300 cockpit (before changes @ keiranhalcyon7) and a slightly modified turret with cannons. More evolution than revolution.
First mission from XWA with new changes - I hope that I adapted the new locations to the Star Wars canon @Mark_Farlander)
Link to youtube - https://youtu.be/82_netMaEq0
YT-1300 dynamic cockpit.
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YT-1300 gun turret.
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I look forward to your comments. Thank you.
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KW

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Post by Alpha_0-0-0 » Fri Jun 26, 2020 12:33 pm

Hello
Wow it looks like your doing a better job on the dynamic cockpits than the XWAUP are doing

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Post by korekwerner » Fri Jun 26, 2020 1:00 pm

@Alpha_0-0-0 XWAUP Team is light years ahead of me. What I do is modest modifications for my own needs and when I finish them I share them with others.

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Post by Alpha_0-0-0 » Fri Jun 26, 2020 1:42 pm

Hello
You under estimate yourself, my XWAUP YT1300 cockpit or gun turret look nothing like yours, please hurry up and release them, are you going to do the tie cockpits too?

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ual002
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Post by ual002 » Fri Jun 26, 2020 2:47 pm

Alpha, there is a release of preliminary TIE cockpits already out and they are fantastic. You can find them in at the top of the download section. The technology to do it based off the framework Blue Max worked on already exists. We do however still need the Gunboat/MIssileboat/Blastboat to be completed.
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rogue518
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Post by rogue518 » Fri Jun 26, 2020 2:56 pm

Ok.... I've had it!!!! :shock: Enough with the teasing...…. ;) Korekwerner you are good.. real good, when are you going to release some of this fantastic work of yours? I was also wondering if you created any TIE cockpits.... Just to see your concept.... ;)

Sincerely, Rogue518
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Post by Alpha_0-0-0 » Fri Jun 26, 2020 3:11 pm

Hello

Thank you ual002, I have them installed, but if someone has something better, I would like to see it :)

Yes I agree rogue518, a concept design tie cockpit would be nice to see from Korekwerner, just to see what alternatives could be available

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ual002
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Post by ual002 » Fri Jun 26, 2020 3:37 pm

I will say, I do really like how he incorporated in the in flight messages and system messages into the dash. With his cockpits, if you turn the font to aurebesh you could easily make some immersive machinma or combat flight scenes for a live action fan film. I just need his help building my TIE cockpit hahaha.
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DTM
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Post by DTM » Fri Jun 26, 2020 10:42 pm

Really nice work korekwerner! I really like your planetary surface backdrops! You should upgrade some cockpit's textures, but your work is wounderful! Keep it up!

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Post by Tony Knightcrawler » Sat Jun 27, 2020 12:39 am

Hmm, it'd be interesting if the ESL on the YT-1300 were just a set of 3 colored levers or switches, since there are so damn many of them in the Falcon.

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blue_max
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Post by blue_max » Sat Jun 27, 2020 9:19 pm

Good job korekwerner! I'm curious... I don't recall having activated DC for the Gunner Turrets yet. How did you do it?

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Post by Avarice1987 » Sun Jun 28, 2020 8:54 am

Is this an internal version of Bluemax effects? In the current installer 1.1.3.2 it doesn't look so good with the DS lasers.

Or what kind of settings do I have to play with?


I mean that at about 1:24.


https://www.youtube.com/watch?v=9S3f1TJpJg0&t=125s

The Same at 2:12

you can see how the lasers charge up before he fires

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Post by Bman » Mon Jun 29, 2020 3:53 am

I vote for Korekwerner to be next member of XWAUPG team. :-) Actually, rather than duplicating efforts why not work on all the other starfighter craft and other flyable craft that XWAUPG team is not currently tackling? i.e. BlueMax is doing the AssaultGunboat, MissileBoat, etc. DTM/Driftwood are on the ISD-II etc. It would be more efficient and time saving effort. When all of this done to a step closer to perfection we can then incorporate into TF and Xwing etc. :-)
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keiranhalcyon7
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Post by keiranhalcyon7 » Mon Jun 29, 2020 5:33 am

Looking good so far! I wonder if the upper panel in the turret (the one with the two grids) could be made functional in some way...

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Mark_Farlander
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Post by Mark_Farlander » Mon Jun 29, 2020 9:38 am

@korekwerner
First of all I wish to say this: THIS COCKPIT OF THE YT-1300 IS AWESOME! The power indicators, the sensors, the screen of the targeting computer. Everything is awesome!
The only thing I personally do not agree much is that chair behind MK-09 you show when you are in the hangar.
As for the dynamic cockpit itself I would only suggest adding the "Speed" and "Throttle" inscriptions.
I don't judge tactics. The Battle is the best and only Judge.

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Mark_Farlander
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Post by Mark_Farlander » Mon Jun 29, 2020 9:57 am

The new backdrops in Azzameen Station's region (Region 1) are a totally different matter though. Why do you place asteroids so close to the planet?
According to The Essential Atlas Azzameen Station system is in Garis Sector, N-17 grid coordinates, and judging from the practically non-existent traffic in the system, we can assume it's away from the main hyperlane in Garis Sector, which is the Sanrafsix Corridor.

We know that outside of the main hyperlanes it's more frequent to find asteroids, but this does not mean that every single region has to contain asteroids.
Asteroids should be kept far from planets.

The previous version of Azzameen Station's region you showed here (https://www.youtube.com/watch?v=yq35ZOzi1UU ) was perfect, apart maybe from the satellite.
I really do not understand why you decided to change it.
I don't judge tactics. The Battle is the best and only Judge.

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