WCU ships in Privateer

Forum For Privateer Remake
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

The raptor looks sweet.

I don't think we should go overboard with the number of ships. We just need enough to give options an help flesh out some of the forces. Besides, WCU is a WIP, so not all of the ships will be 100%.
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:The raptor looks sweet.

I don't think we should go overboard with the number of ships. We just need enough to give options an help flesh out some of the forces. Besides, WCU is a WIP, so not all of the ships will be 100%.
You can say that again, the Jalthi is in a very rough state.

So, a light/medium/heavy fighter for Militia - should we fill out the Hunter line as well or just rely on the HornetCVL & Kukhri to fill in the gaps ?
You do not have the required permissions to view the files attached to this post.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

If we give the militia a couple more ships, that would be good. the hunter line is good, with the hornet being a good light fighter for them. Still leaves the orion as a bit of an oddball for them tho. Hornet demon centurian progression should be good. Maybe the orion could be the broadsword of the hunter world?. Give it torpedos and a small escort, maybe hornets. All that would be missing is a target. Maybe give the retros an old kilrathi destroyer or cruiser. Or the pirates a modified drayman to use. What about the viability of the orion as a pirate vessle? I wonder if its fesable to give two paths per guild. Small escort/cargo or larger cargo for the merchants, and fighter or assault for hunters. Tarsusmk2/orion merchant/galaxy gunship or tarsus/galaxy/drayman. Hornet/demon/centurian or light assault/orion/heavy assault. I dont know what to use for light assault or heavy assault. A varient of the orion possibly for HA? I'm all over the place, but i'm getting ideas.

Cheers
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:If we give the militia a couple more ships, that would be good. the hunter line is good, with the hornet being a good light fighter for them. Still leaves the orion as a bit of an oddball for them tho. Hornet demon centurian progression should be good. Maybe the orion could be the broadsword of the hunter world?. Give it torpedos and a small escort, maybe hornets. All that would be missing is a target. Maybe give the retros an old kilrathi destroyer or cruiser. Or the pirates a modified drayman to use. What about the viability of the orion as a pirate vessle? I wonder if its fesable to give two paths per guild. Small escort/cargo or larger cargo for the merchants, and fighter or assault for hunters. Tarsusmk2/orion merchant/galaxy gunship or tarsus/galaxy/drayman. Hornet/demon/centurian or light assault/orion/heavy assault. I dont know what to use for light assault or heavy assault. A varient of the orion possibly for HA? I'm all over the place, but i'm getting ideas.

Cheers

Orion as a pirate vessel makes a lot of sense. How bout one with a single turret below the floor section , somewhere directly below where the antenna is. Level 3 shields and engine because they don't have much money to begin with, considering how cheapskate the Talon is :)

Merchants would be using the OrionMk2 with top turret.

Hunters would be using the two turret Orion - I think I need to up the speed by reducing the cargo hold to a measly 15 tons or so. Say 800kph afterburner speed, level 4 shields & reactor. Should the hull weapons be more guns (2 ? 3?) , all missiles or the stock Orion 2 guns & 1 missile?

I think giving the retro's an old Kilrathi cruiser or destroyer is a fantastic idea. Ditto for the pirate drayman.

Two paths for each guild sounds damn good to me. Faction ships is already generating the HornetCVL for the merchant random ship so why not extend the idea ?

New scramble routines in place and working btw, Kukhris & Hornets for NewCon and Stilletos and Ferrets for Perry. I find it odd that New Detroit doesn't have one, have no idea where the scramble fighter starting coordinates should be.

Also since Victoria is proving to be such an important gateway world, poised between Troy and NewCon, two very important merchant centers, I would like to give it scramble capability. TarsusMk2's & HornetCVLs *G*
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Goss, I need help in porting over two ships - could you port over the Drakhri Kilrathi medium fighter or the Confed Raptor ?

Your pick, I'll take whichever one's left :)
micheal_andreas_stahl
Elite Hunter
Elite Hunter
Posts: 1030
Joined: Mon Apr 10, 2006 10:02 am
Location: Gemini, Troy, Helen

Post by micheal_andreas_stahl »

If all this is one new version it would be eaiser for newbies to down load. and for me!

we are getting ADSL soon so i will be able to help a little. by the word help i mean: down loading and testing. I can't code or do graphics things but were possible i would like to help.
"The bullets come out of the slim end, mate!"

Sniper after dominating another Sniper
Team Fortress 2
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

micheal_andreas_stahl wrote:If all this is one new version it would be eaiser for newbies to down load. and for me!

we are getting ADSL soon so i will be able to help a little. by the word help i mean: down loading and testing. I can't code or do graphics things but were possible i would like to help.
Just helping us test the variants are good enough, if you can help us beta test PR12-PU-1.1 that would even be better as soon as it's ready.

We just need to get the Raptor in action, ditto for the Drakhiri - setup the Orion variants as the gunships for the pirate/hunter/merchant faction, get Goss' turret values & Drayman DCVL in the game..

Wow, I just realized the amount of work we have to do. Fyi, the 2 Galaxy Hunter Killer gunship variants will be in the patch as well.

Plus the new fighter scramble routines for New Con & Perry, the new addtional missions types for the Hunter & Merchant guild.....
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

Stupid question time. Could you clarify exactly what you mean by port and what is involved. the rest I should be able to figure out.

I think I'd like to do the raptor.
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:Stupid question time. Could you clarify exactly what you mean by port and what is involved. the rest I should be able to figure out.

I think I'd like to do the raptor.
Great I'll take the Drakhiri.

Sorry about the terminology, you just need to reformat the Raptor's unit.csv entry into something PR can digest. You also need to copy over it's image folder and the cockpit folder into the PR directories.

I had to install WCU 0.2.3 to get the files, would you like me to attach the ones associated with the Raptor?
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

http://vegastrike.sourceforge.net/forum ... php?t=5666

This old thread will come in handy.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

Please do.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

Please do.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

I'll start on it as soon as I get the file. Thx
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:I'll start on it as soon as I get the file. Thx
No cockpit files for this one. Also, just use the standard flame effects of PR.
You do not have the required permissions to view the files attached to this post.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

Raptors almost ready. just minor tweaks left
You do not have the required permissions to view the files attached to this post.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

Z30, heres the Raptor. also, the column headings are in the file aswell. they are a little different, but not much if you compare them on the same sheet.
You do not have the required permissions to view the files attached to this post.
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:Z30, heres the Raptor. also, the column headings are in the file aswell. they are a little different, but not much if you compare them on the same sheet.
Thanks a lot :)

Would you like to do the Banshee & Cutlass as well for the Pirate faction?

Will attach their files as well if you're willing to take these on.

I'm planning to finalize the militia Orion Mk2 variant with radar turret & cockpit floor turret this weekend. The Hunter Orion Mk2 will have the rear turret and cockpit floor turret - this follows their favoring fighters with rear turrets (ie. Centurion).
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:Raptors almost ready. just minor tweaks left
Just took a look at your pics, my god that's one beautiful heavy fighter - great work!

Will align it with JFS when necessary, I'm thinking of limiting it's jump capability to just 3 systems long to fit the range problems described in its history.

My concern here is to avoid making the Centurion obsolete because I'm determined to keep the 1200kph top speed as much as possible. I was thinking of new jump limits for the ships :

light fighters (& heavy/medium fighters with range limitations) - 3 system jumps max

medium fighters - standard PR jump ranges

heavy fighters - 2 x standard

Mechanters will start with standard PR jump ranges then progress from there.

What do you think?
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Krant revival & light capship cockpit

Post by z30 »

Gosshawk wrote:According to joans, the Jalkehi has 4 laser cannons, 1 particle cannon, a neutron rear turret, 4 IR, and 1 DF. So call it 4 Light, 1 light medium heavy, the turret, 4 light medium missiles, and 1 light medium heavy missiles. or two light, two light medium even. Adding kilrathi ships from this era should be ok, as their newer ships would be on the front lines aswell.

Maybe even give the retro a couple of 2654 kilrathi designs to round them out slightly. Maybe give them the Krant. could be fun
I patched my WCU 0.2.3 with Spirit's first patch, it included new full textures for the Krant fighter so it goes to the top of the list again as a priority to be ported to PR.

The Drakhiri is interesting but the unique silhouette and it's heavy missile config makes the Krant a better addition to the Kilrathi fighter fleet.

I've tried to attach the capital ship cockpit in WCU - it might look great with the Drayman CVL but it's too big.

Will try again later this weekend.
You do not have the required permissions to view the files attached to this post.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

The raptor already has a jump limit of 3. I thought it was a good idea.

I've already got the paradigm cockpit from piarmada. I used it on the DCVL and included it with that download. it was a little big so I had to split it up.

If you need more ships coverted, I'll do them. It took me about 30mins. to do the raptor. Is that fast enough? I could try to be faster, if you crack the whip a little :wink: :lol: :twisted:

Various jump ranges would force the player to have a small fleet for various missions. It's a good thing.

I'm thinking of adding the add_ tag to shield generators as well. Again to make upgrade spaces more of an issue. would also help the orion immensly, as I think that ship would have the most upgrade space.

I had the rapto at 12 upgrade spaces and it had two tungsten armors installed. It made it, imo, more like a heavy fighter and distinguishes it from lighter ships more. I changed it to 14 to give a little more flexability. I'm thinking 14-20 for heavy craft would work, 10-14 for medium, and 8-10 for light craft. might shift the numbers up a little. but the limited space for light ships would force more careful consideration for upgrades. Light ships would have 1 armor and 1 shield, 2 each likly for medium craft, and 3 or 4 for heavy craft. what do you think? It would have to be a ship to ship thing, making the different ships, well, different.

As far as the krant goes, it depends on where this mod going as to who gets it. If we go the retro war route, then they should get it. If we do something els, then maybe a pirate vessel, or kilrathi.
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:The raptor already has a jump limit of 3. I thought it was a good idea.

I've already got the paradigm cockpit from piarmada. I used it on the DCVL and included it with that download. it was a little big so I had to split it up.

If you need more ships coverted, I'll do them. It took me about 30mins. to do the raptor. Is that fast enough? I could try to be faster, if you crack the whip a little :wink: :lol: :twisted:

Various jump ranges would force the player to have a small fleet for various missions. It's a good thing.

I'm thinking of adding the add_ tag to shield generators as well. Again to make upgrade spaces more of an issue. would also help the orion immensly, as I think that ship would have the most upgrade space.

I had the rapto at 12 upgrade spaces and it had two tungsten armors installed. It made it, imo, more like a heavy fighter and distinguishes it from lighter ships more. I changed it to 14 to give a little more flexability. I'm thinking 14-20 for heavy craft would work, 10-14 for medium, and 8-10 for light craft. might shift the numbers up a little. but the limited space for light ships would force more careful consideration for upgrades. Light ships would have 1 armor and 1 shield, 2 each likly for medium craft, and 3 or 4 for heavy craft. what do you think? It would have to be a ship to ship thing, making the different ships, well, different.

As far as the krant goes, it depends on where this mod going as to who gets it. If we go the retro war route, then they should get it. If we do something els, then maybe a pirate vessel, or kilrathi.

I like , I like it. Ok - upgraded shields & armor and range limits for upgrade numbers depending on what kind of craft. Should enemy craft have it too?

Retro war it is, so they get an obsolete Kilrathi cruiser as well? Banshee and/or Cutlass for pirates. Attaching Banshee & Cutlass files in a little while, .
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Bashee fighter, Banshee bomber & Cutlass unit files

Post by z30 »

Goss, there they are.
You do not have the required permissions to view the files attached to this post.
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

add_shield didn't work. I couldn't get it to work. Maybe you give it a shot. It wouldn't let be buy the new generators. I don't know why.

The fleet tactics site lists yaw/pitch/roll of Raptor as 60/50/60. I tried it on the raptor and it felt slow. WCU is 120/120/120 which is what i put in. Give each a try and let me know what you think.

I get the new ships in tommorow.

by the way, heres the Krant. specs are aligned with fleet tactics site stats. wcu list ypr as 110/140/140, yet FT lists as 70/100/70. Give each a try and let me know what you think. It's currently listed as militia medium for testing only.
You do not have the required permissions to view the files attached to this post.
z30
Expert Mercenary
Expert Mercenary
Posts: 808
Joined: Wed Nov 02, 2005 4:42 am

Post by z30 »

Gosshawk wrote:add_shield didn't work. I couldn't get it to work. Maybe you give it a shot. It wouldn't let be buy the new generators. I don't know why.

The fleet tactics site lists yaw/pitch/roll of Raptor as 60/50/60. I tried it on the raptor and it felt slow. WCU is 120/120/120 which is what i put in. Give each a try and let me know what you think.

I get the new ships in tommorow.

by the way, heres the Krant. specs are aligned with fleet tactics site stats. wcu list ypr as 110/140/140, yet FT lists as 70/100/70. Give each a try and let me know what you think. It's currently listed as militia medium for testing only.
The slow Raptor yaw/pitch/roll is also due to the low maneuvering thrust (just 14400) in the columns. Galaxy has 40k thrust !

I can't seem to remember how agile the Raptor was in WC1/2, I'll ask an old friend who used to play it regularly just to make sure we don't end up with a super version.

Thanks for the quick work - I've been wanting to try these ships out for some time
Gosshawk
Bounty Hunter
Bounty Hunter
Posts: 159
Joined: Wed Sep 07, 2005 2:24 am
Location: Alberta,Canada

Post by Gosshawk »

with the ypr at 120, the raptor is quite maneuverable.
Post Reply