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 Forum: General   Topic: Elite Dodo Station

 Post subject: Re: Elite Dodo Station
Posted: Sun Mar 18, 2012 2:37 am 

Replies: 4
Views: 3646


Thanks guys

 Forum: General   Topic: Elite Dodo Station

 Post subject: Elite Dodo Station
Posted: Thu Mar 15, 2012 12:29 pm 

Replies: 4
Views: 3646


For those of you that remember ELITE, here's a little something i put together. Model and textures by Griff, FL conversion by me

http://www.youtube.com/watch?v=UsPsgE6JSqA

 Forum: General   Topic: New tradelane model

 Post subject: New tradelane model
Posted: Sun Mar 11, 2012 11:43 am 

Replies: 3
Views: 4466


Original model by JSNCalif. Used some of his ships for years as i've always liked his models, and he released this one yesterday. I had to rebuild it from scratch as he made it very square which meant the tradelane FX didn't work properly, so i realigned it all and now it's as it should be. http://w...

 Forum: General   Topic: New engine effects

 Post subject: Re: New engine effects
Posted: Sat Mar 10, 2012 11:36 am 

Replies: 10
Views: 7244


I wouldn't worry about any credit here Robo as this has been discussed to death on numerous forums from TLR to Starport and many others. WTS do a string of custom engines themselves in their mod, there's some piccies on Starport somewhere that F!R posted a long time ago. I've simply been too lazy to...

 Forum: General   Topic: New engine effects

 Post subject: Re: New engine effects
Posted: Sat Mar 10, 2012 7:06 am 

Replies: 10
Views: 7244


Ended up with 15 different engines comprised of all the tachyon gun fx which are excellent for engines, so that will add some variety for sure. Some of them you have to define in effects ini as completely new as they were never put in there, even though the effect exists in the engines_ale.ini

 Forum: General   Topic: New engine effects

 Post subject: Re: New engine effects
Posted: Fri Mar 09, 2012 3:12 pm 

Replies: 10
Views: 7244


Depends how you look at it. As we all know there are many unused effects in FL, mostly weapons but there are quite a few others. Now it's also possible to add weapon effects to engines, you just need to be sure you add the right ones as some look really silly. The one i've used is from an unused kus...

 Forum: General   Topic: New engine effects

 Post subject: New engine effects
Posted: Fri Mar 09, 2012 1:10 pm 

Replies: 10
Views: 7244


http://www.youtube.com/watch?v=V6o7Dp7rbEo&feature=youtu.be A little something i put together. A few other people have messed with this concept of adding weapon effects for engines. This is one of the many unused weapon effects lurking in the FL main code used for an engine The youtube code does...

 Forum: The UnderVerse   Topic: Underverse 2.27 NPC BS Encounter Sneak Peek

Posted: Wed Feb 22, 2012 2:34 am 

Replies: 6
Views: 7438


I can understand the logic of that, but visually i can't get to grips with it. Goes against the grain for me, as i think capships should have big explosions, but that's just me. I've been making them much bigger with my project, even found a load of proper nomad explosions lurking in the code i've a...

 Forum: The UnderVerse   Topic: Underverse 2.27 NPC BS Encounter Sneak Peek

Posted: Tue Feb 21, 2012 5:12 pm 

Replies: 6
Views: 7438


You going to sort out the explosions? As in make them nice and big? Some custom fuses and modified explosions should sort those

 Forum: General   Topic: Older than dirt

 Post subject: Re: Older than dirt
Posted: Thu Jan 26, 2012 4:58 am 

Replies: 3
Views: 4232


It's my turn this year for the big five o, and i'm not f***ing happy about it, i can tell you that much :shock:

 Forum: General   Topic: Engines - How many can i have?

Posted: Fri Jan 20, 2012 4:21 am 

Replies: 5
Views: 5647


I still come across a lot of FL weirdness even after all this time, this isn't really a surprise but i still find it strange though. At least now they all show up,

Image

 Forum: General   Topic: Att: Robocop

 Post subject: Re: Att: Robocop
Posted: Fri Jan 20, 2012 4:18 am 

Replies: 5
Views: 4318


The way i've got it working is to add jflp to the dacom ini as you've done, go into game, select resolution then log out . When you log back in everything is at the required resolution, menus, text etc. Also i noticed the perfoptions file is automatically updated. Got mine running at 1920x1050 witho...

 Forum: General   Topic: Att: Robocop

 Post subject: Re: Att: Robocop
Posted: Tue Jan 17, 2012 4:12 pm 

Replies: 5
Views: 4318


Ahh ok, never paid attention to it before, just found mine. I still fail to see why this needs touching though. Surely the display setting is updated everytime you change resolution?

 Forum: General   Topic: Att: Robocop

 Post subject: Att: Robocop
Posted: Tue Jan 17, 2012 4:19 am 

Replies: 5
Views: 4318


Saw this post of yours on TSP, Is there a syntax that you could use in a mod that would seek the players perfoptions.ini file and modify it? All widescreen mods I see will do everything but that. The user must still manually seek out and edit their perfoptions.ini file. I just wondered if there was ...

 Forum: General   Topic: Engines - How many can i have?

Posted: Mon Jan 16, 2012 6:02 pm 

Replies: 5
Views: 5647


Waste of a post as it seems, i figured it out. Seems it's all to do with how you name the engine hardpoint. I had mine named HpEngine08, HpEngine09, HpEngine10. Seems this is the problem as it should be HpEngine010. Now it's read properly and shows up in game. It might help someone else lol
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