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Z-95 Headhunter ver 3.1 - update to ver 4.1

Posted: Fri Apr 17, 2020 4:21 pm
by DTM
Update for the Z-95 Headhunter!

This release come with a new Dynamic Cockpit...

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...and new extra Flighgroups Colors (colors n. 4 and 5) for the "Bandit" Squadron! Use Jeremy’s Hook_Mission_Tie.dll function to use extra Flightgroup Colors in your own custom missions.
Thanks to the installer, you may use the new colors of the "Bandit" squadron in the missions of the Azzameen family.

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Download the new version here and in the download section !
Have fun!

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 4:32 pm
by Forceflow
Awesome :) Downloads have been updated as well!

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 4:37 pm
by BenKenobi
Wow, looks fantastic!

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 4:55 pm
by blue_max
Beautiful!

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 4:55 pm
by ual002
This is absolutely Fantastic. Great work.

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 4:56 pm
by ual002
And I love that you added a few extra flight group colors for pirate/bandit. If you want a few more done, and have a template already, send it my way and I can knock out a few more for you.

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 5:07 pm
by Ace Antilles
Great work DTM :)
Who would have thought 20 years ago the Z-95 is a ship people would want to fly again lol ;)

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 5:48 pm
by keiranhalcyon7
I like that cockpit. Nice job. When would it ever have a beam weapon, though?

Now I'm wondering how hard it would be to implement some analog gauges...

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 5:51 pm
by Ace Antilles
keiranhalcyon7 wrote:
Fri Apr 17, 2020 5:48 pm
I like that cockpit. Nice job. When would it ever have a beam weapon, though?

Now I'm wondering how hard it would be to implement some analog gauges...
IIRC you can add beams to most ships now can't you?
So better to have the option and not use it than not have it later

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 5:53 pm
by Driftwood
Ace Antilles wrote:
Fri Apr 17, 2020 5:51 pm
keiranhalcyon7 wrote:
Fri Apr 17, 2020 5:48 pm
I like that cockpit. Nice job. When would it ever have a beam weapon, though?

Now I'm wondering how hard it would be to implement some analog gauges...
IIRC you can add beams to most ships now can't you?
So better to have the option and not use it than not have it later
Beams can go on any ship in either skirmish or AlliED mission, generally speaking.

EDIT: Also I have no idea why, but images seem to be broken for me. :?

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 6:10 pm
by JeremyaFr
Good work :applaus:

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 6:17 pm
by eddyfurax
Thank you for this new opt and this wonderful cockpit.
I am like a kid this time with all this upgrades!

Soon new Tie opt and cockpit ?

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 6:48 pm
by Ace Antilles
eddyfurax wrote:
Fri Apr 17, 2020 6:17 pm
Thank you for this new opt and this wonderful cockpit.
I am like a kid this time with all this upgrades!

Soon new Tie opt and cockpit ?
Image

There is no soon in the XWA Upgrade lol It's like a beautiful surprise you never expected ;)

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 9:04 pm
by keiranhalcyon7
Driftwood wrote:
Fri Apr 17, 2020 5:53 pm
Ace Antilles wrote:
Fri Apr 17, 2020 5:51 pm
keiranhalcyon7 wrote:
Fri Apr 17, 2020 5:48 pm
I like that cockpit. Nice job. When would it ever have a beam weapon, though?

Now I'm wondering how hard it would be to implement some analog gauges...
IIRC you can add beams to most ships now can't you?
So better to have the option and not use it than not have it later
Beams can go on any ship in either skirmish or AlliED mission, generally speaking.
The game engine can do it, sure. I meant anyone who actually would put a beam weapon on a Z-95 is reaching a little.

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 9:42 pm
by Driftwood
keiranhalcyon7 wrote:
Fri Apr 17, 2020 9:04 pm
Driftwood wrote:
Fri Apr 17, 2020 5:53 pm
Ace Antilles wrote:
Fri Apr 17, 2020 5:51 pm


IIRC you can add beams to most ships now can't you?
So better to have the option and not use it than not have it later
Beams can go on any ship in either skirmish or AlliED mission, generally speaking.
The game engine can do it, sure. I meant anyone who actually would put a beam weapon on a Z-95 is reaching a little.
Fluff wise, yes most likely true. Tactics wise the additional energy dump to engines or a decoy beam if you're in a pinch is helpful. Point is, why would DTM leave out the HUD functionality and leave in place the default beam weapon display in the event somebody does use it. Seems counter productive in regards to immersion.

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 9:54 pm
by Ace Antilles
Forceflow wrote:
Fri Apr 17, 2020 4:32 pm
Awesome :) Downloads have been updated as well!
Shouldn't the Z95 now have a NEW logo over it in the download page?

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 10:09 pm
by Darksaber
And it should have been v4.0 not v3.1

New Opt = Major Number
Updated Installer = Minor Number

Amateurs :D

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 10:13 pm
by NyakiStryker
Where in the download section is this? Does it just replace the Original Z95?

Re: Z-95 Headhunter ver 3.1

Posted: Fri Apr 17, 2020 10:14 pm
by Darksaber
General Starfighters

Yes

Re: Z-95 Headhunter ver 3.1

Posted: Sat Apr 18, 2020 8:20 am
by Forceflow
Darksaber wrote:
Fri Apr 17, 2020 10:09 pm
And it should have been v4.0 not v3.1

New Opt = Major Number
Updated Installer = Minor Number

Amateurs :D
Is it a completely new opt? I thought it just added the cockpit and new flight group colors. If it's a new opt I guess I need to make new screenies.
I also set the new status correctly and under the XWAUCP link is a link now that let's you view only new crafts to make it easier to find them.

Re: Z-95 Headhunter ver 3.1

Posted: Sat Apr 18, 2020 8:39 am
by haui
dynamic cockpit, great thank you

Re: Z-95 Headhunter ver 3.1

Posted: Sat Apr 18, 2020 9:21 am
by Darksaber
Forceflow wrote:
Sat Apr 18, 2020 8:20 am
Is it a completely new opt? I thought it just added the cockpit and new flight group colors. If it's a new opt I guess I need to make new screenies.
I also set the new status correctly and under the XWAUCP link is a link now that let's you view only new crafts to make it easier to find them.
I would say so, the model might be the same but it has new higher res textures the cockpit is remodelled so yes new opt :)

Re: Z-95 Headhunter ver 3.1

Posted: Sat Apr 18, 2020 11:03 am
by DTM
Speaking about base and exterior opts: on the fusolage, one new high-res texture replaces more standard textures. There is not a great improvement in quality, but I was not happy with the old alignment of the textures on the fusolage.
The wings have a better textures quality.
Aside from these things, there isn't much new. No new screenshots are needed.

Is it a new opt? No...and yes...maybe ;)

Re: Z-95 Headhunter ver 3.1

Posted: Sat Apr 18, 2020 12:25 pm
by rogue518
I am trying to put those new flightcolors for the updated Z-95 in to a mission, just having a hard time with it. Is it possible to show a example mission as a tutorial?

Sincerely, Rogue518

Re: Z-95 Headhunter ver 3.1

Posted: Sat Apr 18, 2020 4:39 pm
by DTM
Read the readme file: you find it in the Backup folder. As example, you may look at the .ini file of mission 2 Battle 2