This mod enables fighter physics and behavior for larger ships, enabling ships handling characteristics to come into play beside their defense/attack values. Tactics such as tactical retreat, regrouping, fire groups, battle formations etc. now have a meaning as you want to prepare your fleet for the upcoming chaos of battle which quickly rages out of control. Superior numbers no longer guarantee victory as the large random factor of ships dogfighting comes into play. Ship roles have been further separated, with attack classes now playing the pivotal role in any fleet composition and support and fire support classes taking the back seat, as they should.
HD version can be downloaded here.
High-res version can be downloaded from here: Mediafire(85.42Mb)
Keep in mind this is a beta, and thus is far from perfect.
Big thanks to Banthracis for taking the time to convert the mod to the latest version of Entrenchment, and to Harpo99999 for making the tool with which this was done!
MOD DOWNLOAD:
v0.9 1.041 version compatible (FileFront)
v0.9 1.041 version compatible (Megaupload)
v0.9 - (Mediafire , 4.77Mb)
v0.8 Mediafire(2.47Mb)
BETA TESTING INFORMATION
As this is a beta version of the mod, occasional strange ship behaviour, unforeseen inbalances and other such occurences are to be expected. I would appreciate any player reporting observed bugs, inbalances, disfunctionalities of ship abilities or roles etc. as this will enable me to further refine the mod. You can post such comments and suggestions here or send them to mansh00ter@yahoo.com
Changes so far:
V0.9-increased the hull and shield strength of siege frigates. They are less likely to terminally melt at the first sight of a combat vessel-increased the capital ship top speeds across the board roughly doubling it - now they are on par with cruisers and slower frigates. However, most require about ten seconds to reach top speed, with siege ships requiring twenty-reduced the lateral weapon damage for Illuminators drastically, and equalized the frontal attack values with other siege frigs, to bring them in line with their counterparts.v0.8-enabled fighter physics for all ships except capitals, long range frigates, colony ships and siege ships.-doubled damage on all ships except siege and LRM-halved the hull and shield points of LRM and siege frigates-decreased the angular acceleration value of LRM, siege frigates and stationary turrets to 0.5-halved the top speed of all ships-drastically increased angular acceleration values for all ships using fighter attack-reduced the top speed of capital ships to one quarter of original***Installation:Unrar to your Entrenchment mods folder, then enable ingame. Make sure this mod loads last.Beta archive contains modified Volumetric explosions for testing purposes. If you are using the Volumetric mod already, make sure to load this mod after it. If you do not want to use Volumetric explosions&damage effects, simply install the mod as usual, then delete the "Particle" folder and explosions.explosiondata file from the GameInfo folder.
Enjoy!
Since the current version of the mod is somewhat out-of-date as it is, I will wait for the new patch to come out and then release an updated version of the mod, taking new changes into consideration as well as implementing the changes I had in mind for some time now.
what is strafe acceleration, roll rate, and angular acceleration?
Roll rate as far as I was able to figure out, is the angle at which the ship tilts when turning. It has no noticeable impact on movement speeds, looks cosmetic.
Angular acceleration looks like the rate at which the ship can turn. Increasing this can enable the ship to turn on a dime, decreasing it makes it take a long time to turn about.
No idea about strafe acceleration, I tweaked it but didn't notice anything special.
yeah, I've been fiddling with all the movement settings, but there's got to be somewhere I can work on the ship's collision tendencies. They like to bunch up together and head butt each other. Unless I can add in damage for ramming the constant bumping isn't helpful
ignore
**you're right...my bad**
do you have permission from distant stars for distribution of their work?
harpo
I doubt it...
That's why I tweaked top speeds. There is also ship mass and inertia to take into account. Increasing this can make ships "slide" when turning, actually a nice approximation of newtonian physics... though it can sometimes look a bit comical.
Anyway, what you're looking for is to make the top speed, mass and angular speed so that there is a minimal amount of bumping involved. If you observe my setup, you will notice a certain amount of collisions, but most of the time ships of equal size tend not to ram each other. Ships of different size, or ships against static structures are a different matter.
Increasing angular speed drastically can make the ships actually turn tail and avoid collisions altogether, but then you lose the cool "making a pass" effect - both ships just turn around while heading to each other and move in the opposite directions. So it works great fro static structures, but not so great for a ship-to-ship fight.
I got most of their bumping eliminated, now I am gonna see if tweaking their masses will do stuff.
I posted a video of the new movement settings I put in. The ships don't seem to want to collide anymore.
http://www.youtube.com/watch?v=JIvoi4LHy9o
Only problem I see with that is for such a large ship the Galactica can turn REAL quick... if you took into account that a ship of such size tried to turn that quickly it's hull would probably rip appart from the stress force the engines put on the superstructure of the ship but aside that... that looks good
in the show galactica does some pretty quick rotations as well, if u watched some of the battles against the cylons in the show i've seen it show it's topside to the cylon attack in seconds as well.
Hmm... I haven't seen all the eps... so you might be right heh
i turned it's mass setting up anyways to slow it down. It's better now.
any update on when this mod will be updated to 1.041?
when you run the mod updater 1.181 on it
yeah, I got the updater to work, unfortunately it didn't get this mod to work, I even tried it from 4 folders all named for each version and updated from each one, but nothing worked, unless I'm missing something
but I did get the updator to work, so....would this mod conflict with distant stars?
ok, I just checked, it is distant stars *sigh*
guess I'l just have to fiddle with things to get it to work, unless any one knows how?
lo all,
does anyone have updated this mod with harpos tool for version 1.041? is it working?
if yes: can u upload it somewhere? i have difficulties to get the mod-updater to work properly, so i can´t do it by myself...
thnx
dennis
Hi da_snada, I am currently working on the new version of the mod and already have it running with 1.041 Entrenchment without issues. It should be completed soon (probably tomorrow), the new version will be posted in this thread and on the ModDb webpage.
will it be compatible with distant stars?
heh the next update on DS is probably going to happen tomorrow, and from what I hear they are already implimenting DBS to it
thank you very much m8 your mod make this game worth playing
Actually Mooster (ice27828) is the one who is doing the DS with DBS incorporated the main team is not. Though I have to admit that I am curious on how it would shape up.
I expect to see more flashy battles but if it's an optional thing that can be used with DS that would be great, I hate stationary battles doesn't seem right when it comes to space based games... I can understand capital ships but the smaller cruisers and frigates? no... I wanna see them flying around blasting each other to bits and pieces!
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