To Reynen: I've installed the mod 3 days ago and did not post any reply because I eas busy testing it. Some sugestions:
-the shields should not have all 100000 because that combined with the light fighters extreme maneuvrability and though hull makes them very hard to kill. I spent half an hour to bring Cosmo van Ostrom from mission 2 to 1/2 hull strength(because the shield was so huge an each time i took it out an began working on the hull it came back online after 20 secs or less). And I also observed that the patriot had 100000 hull!!! the light fighters like the patriot, starflier and bloodhound should have 25000. The shield power it's also better to be scaled like 25000 for lvl1 shield, and 111 regen, 50000 for lvl 2 and 166-188 regen, 75000 for lvl3 and 233 regen, and 100000 for the class 4, with 333 regen. This can go on from 25000 to 25000 up to lvl 10. This will make people more interested in upgrading their shields, rather than keep their lvl 1 shield for the entire game.
Same goes for guns, each house should have their own modified guns, with increasily more firepower as one progresses trough the game, and is able to purchase better equipment, shields and more. I was playing the mission were u escape from Liberty with Juni and met the Bounty Hunters...than the Lane Hackers droped in to help me but they could not do anything against the BH ships...and I got killed!!!
Therefore I upgraded the firepower of each house and faction gun in game, accoring to their firing rate and faction carateristics, also modifing the power consumption accordingly. Than I tested on some ships like the Dagger, Dragon, Titan, Eagle, Centurion, and Wolfhound, in that order, and generally works ok, the power of 10000 u gave to each ship seems ok for let's say 8 to 12 guns, at levels from 3 to 6...I did'nt go further yet.
One more thing, when u're adding guns to a ship do not use the HpPilot or Cockpit or Headlight, but go instead for the running lights, docking lights and contrails...as these are better placed, or use the UTF editor to efectively add new weapons to that ship...those act naturally,
The cruise speed is set too high at 750, because in that mission in dublin when U have to race Hovis trough a series of rings it's impossible to go at that speed...550 is maximum ONLY if u are very good...othwerwise 400 is max.
I know time is a issue and lots of people have been pressing u a lot, but...the results should be much better with a little patience. Here are some examples of the guns sets I made for some factions:
Xenos: - Scorpion(class 2) : hull_damage = 673.400002, power usage = 85
- ScorpionMkII(class3): hull_damage = 789.599998, power usage = 128
- Tarantula(class 5) : hull_damage = 945.399994, power usage = 247
firing rate 4/s
Rogues
rail(class 3): hull_damage = 599.90, power usage = 79
Raphael(class 4): hull_damage = 799.90, power usage = 111.85
Usiel(class 5): hull_damage = 988.500, power usage = 175.76
and a firing rate of 9,88/s(0.1012)
Outcasts: Dragoon type 1(class 4): hull_damage=926.400,power_usage = 241.60
Dragoon type 2(class 5):hull_damage = 1191.6, power_usage = 377.40
Dragoon type 3(class 6):hull_damage = 1391.6, power_usage = 492.77
Pyros type 1(class 4):hull_damage = 1013.8, power_usage = 233.65
Pyros type 2(class 5):hull_damage = 1245.8, power_usage = 380.33
Pyros type 3(class 6):hull_damage = 1399.8, power_usage = 599.33
firing rate 4/s
Bounty Hunters:
Gunslinger MkI(class 2): hull_damage = 320.40, power_usage = 47.65
Gunslinger MkII(class 4): hull_damage = 491.6, power_usage = 71.85
Winchester MkI(class 6): hull_damage = 652.71, power_usage = 129.760
Winchester MkII(class 6):hull_damage = 869.697, power_usage = 186.130
firing rate same as Rogues, 9.88/s = 0.1012 in weaponequip
Lane Hackers:
Hellflurry mkI(class 4): hull_damage = 890, power_usage = 233.66
Hellflurry mkII(class 5): hull_damage = 1071, power_usage = 311.33
fire rate same as 4/s
Molly's:
Dublin Duster MkI(class5): hull_damage = 1601, power_usage = 200.201
Dublin Duster MkII(class6): hull_damage = 1991, power_usage = 333.661
Dublin Duster MkIII(class7):hull_damage = 2674.30, power_usage = 634.848
fire rate same as 4/s
Corsairs:
Angelito MkI(class 5): hull_damage = 1821.197, power_usage = 224.240000
Angelito MkII(class 6): hull_damage = 2298.1006, power_usage = 391.620001
Angelito MkIII(class 7): hull_damage = 2979.106, power_usage = 641.820000
Salamanca mkI(class
: hull_damage = 4818, power_usage = 863.599998
Salamanca mkII(class 9): hull_damage = 6889, power_usage = 997.800003
(i know this is a lot but the Corsairs guns are supposed to do a lot of damage...lets those brave enough to take a Titan head on...
)
anyway the firing rate is quite low - 4/s, and range sukcs, so...is not as badass as it looks.
Gaians:
Gaia's Savior mkI(class 4): hull_damage = 1152.70, power_usage = 252.64
Gaia's Savior mkII(class 5):hull_damage = 1467.303, power_usage = 416.16000
Gaia's Savior mkIII(class 7):hull_damage = 2287.803, power_usage = 621.08000
fire rate 5.33/s
Blood Dragons:
Tanto(class 5): hull_damage = 400.400002, power_usage = 62.620000
Wakizashi(class 6): hull_damage = 592.700001, power_usage = 96.469999
Katana(class 7): hull_damage = 769.699997, power_usage = 121.780001
Gendaito(class 8:hull_damage = 976.7998, power_usage = 173.119999
These values are orientative and only for demonstraion purposes. they can vary a lot of course, but this is the best balance I could find.
I have the entire weaponequip.ini files for all the factions, including houses, and I can send this to u once I get my mail back on...i can't upload files into it yet
Also i got some CMP's with added weapons Hp's for Eagle, Titan, Dragon, Sabre and Centurion. This weapons do not have 360 degree as the ones added trough other hardpoints(like running lights), being made with the UTF editor.
Hope this helpes, in other words great ideas and good mod overall.