Exiled wrote: ↑Wed Sep 09, 2020 6:47 pm
to answer your question, I've tried playing the mission, but like I said I just get lost, it's been years since I played the mission and I no longer have a clue with it and just get lost, I even tried playing the mission with original DS Tunnel opts and Falcon opt, just to see if there was a difference but I just haven't a clue where I'm going anymore. lol
Okay, I'll give you the very brief guide for how to get through.
Hitting the O key at any time brings up the reactor core. You can sometimes use that as a very brief guide.
The first part of the run should be straightforward, you take the left branch when you hear "great, the primary route is blocked" - it's not hard to miss because the way forward is indeed completely blocked. When you come to the container accelerator rings, you just go right through them.
Shortly after you hear "We're losing too many ships", you'll come up to a fork in the tunnel. Flying dead ahead will crash you into a wall, but you should see it coming in plenty of time. Start cycling through your targets when you hear the dialogue, and you should come across the laser node object. Whichever way your radar is showing you it is, take the opposite fork. I think I was wrong earlier, and if you haven't rolled at all it should be the left fork you take. Targeting the node will show you for sure though.
Follow the tunnel until you come to a big, open room. You'll hear dialogue about "repair crews, they must be getting desperate". At this point, you should be able to target the E-WEB. I forget exactly what it's called, but you'll recognise it. Fly towards it. Try and maintain your orientation (don't roll too much). You should find it's on a little platform. At the back of that platform is the rest of the tunnel.
Once you're at that point, you shouldn't have any more choice about where to go, it's just following the tunnel.
Exiled wrote: ↑Wed Sep 09, 2020 6:47 pm
Yes I've looked into this also, scaling down the Falcon so it's the same size as the original Falcon but there is a problem
The Game uses the smaller Falcon (MiniFalcon) in the mission fine, the problem is the POV of the pilot, it's still using the same POV as the larger Falcon so your POV is outside the Falcons Cockpit (See Image below)
I tried adding a Cockpit Hardpoint, which usually overides the Cockpit POV co-ordinates, but it didn't work
I adding these lines to 1b7m4w.ini
[Objects]
FlightModels\MillenniumFalcon2.opt = FlightModels\MiniFalcon.opt
FlightModels\MillenniumFalcon2Cockpit.opt = FlightModels\MiniFalconCockpit.opt
FlightModels\MillenniumFalcon2Exterior.opt = FlightModels\MiniFalconExterior.opt
Yeah, this is what I mean about it not currently being possible.
The object replacement hook isn't really meant to be used on the player's ship. Cockpit POV is written into the exe, not the opt.
Exiled wrote: ↑Wed Sep 09, 2020 6:47 pm
I might have a solution though but it would need Jeremy to implement it
To solve this problem, I think it would need an addition to one of the Hooks (perhaps Hangar Hook) which you could add the "*.ini "files, which overrides the POV coded into the game for each pilot POV
...
How does that idea sound?
Yep, this is probably exactly what would be needed to make it happen. Not sure if thats doable.
I think Ace has mentioned he has an idea that might sort it. I guess just watch this space.
In the meantime, I had half an hour to play around with the scaled up DS parts
Perhaps predictably, it was both better than I expected and still a weird mess.
For one thing, I had a pretty bad crash on one run. Nice glitchy green screen, some messed up audio and an immediate reboot. This might be completely unrelated - my PC is very new and I built it, so there could be some hidden problems there. I've been doing a lot of XWA testing this week and this is the only crash though, so.....
Other observations:
The friendly AI ships with you die
really quickly. I'll need to remember to record a run for the film room so I can observe them. I'm not sure if they're crashing into obstacles or being shot down, but something kills all of them and brings invincible Wedge down to 1% hull before I even make the acclerator room, which I'm sure doesn't happen in vanilla.
Something got really screwy with my joystick. Maybe that's a problem unique to me, but it works fine on other missions. It felt like the control fighting you get if you point at one of the 'vertexes' of the map (usually the very top or bottom). Where you just can't fly straight at them. Some parts were better than others, but some places were really bad. Way worse than I've experience on any other mission. I died several times going through the accelerator ring (which shouldn't happen - the ring locks you in place then fires you straight forward), I kept veering into the wall of the tunnel or crashing into the stop ring itself. I'll need someone else to verify that. Like I said, it could be something to do with my joystick setup making it worse - the z-fighting in normal missions seems a bit worse on this install than I remember it being.
The random obstacles are too big. This is the sort of problem I saw coming, it's one of those classic problems of messing with scale. The random pipes and tubes that get in your way and can be destroyed probably did need to be scaled up, otherwise they'd have got too easy to dodge. But being scaled up in all dimensions means now a lot of them clip into each other. It's also possibly the reason the ally fighters die so much quicker. Without being able to change the code that controls the spacing between the obstacles, there's nothing that can be done to accommodated the bigger size.
I might be crazy, or I might have just inverted the ship at one point but I swear all the connections have been flipped. Everything past the first point that should be to the right is now to the left and vice versa. I'll need to confirm that one. No idea how it could have happened either.
In some ways, the up scale makes the run easier than vanilla. Because the sections are now longer, but the Falcon moves through them at the same speed, you're actually moving through them more slowly. It loses some of the edge of your seat feel that you get in vanilla.
I feel like maybe the scaling factor is actually too much? What was 40% based off?
It's really only the diameter of the tunnel parts compared with the Falcon being wider that's the problem. How much wider is the XWAU Falcon? Is that where the 40% value came from?