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Warriors of the Sky, Alpha 4
Here you can announce your own Freelancer MOD and find information about the different available packages!
74 posts
• Page 5 of 5 • 1, 2, 3, 4, 5
Hovertanks could have rocket launchers as static (i.e., non-animated) models. They'd have to be fixed-forwards at an angle, and they'd only serve one purpose, as rocket launchers.
But I'm working on/thinking about having rotating rocket launcher turrets. Haven't quite decided how to implement them yet, and they'll probably show up in Beta 2. In Beta 1, the only missiles are fixed-mount ones.
But I'm working on/thinking about having rotating rocket launcher turrets. Haven't quite decided how to implement them yet, and they'll probably show up in Beta 2. In Beta 1, the only missiles are fixed-mount ones.
hey guys i have a few quastions about this mod (alpha 4)
1. can i jump systems in the mod?
2. i encounter only junkers? no air craft encounters?
3. why does my comp lags abit while i shoot the guns? its really annoying
4. you said pirats drop important cargo... at my comp they drop cheap goods.. no equipment
this is a great mod, i like this idea of the bombs droping the bombs take cargo space and when you shoot them they fall down
1. can i jump systems in the mod?
2. i encounter only junkers? no air craft encounters?
3. why does my comp lags abit while i shoot the guns? its really annoying
4. you said pirats drop important cargo... at my comp they drop cheap goods.. no equipment
this is a great mod, i like this idea of the bombs droping the bombs take cargo space and when you shoot them they fall down
1. There aren't any other "worlds", no. I might be building a second "world" after I get done with Oceania, but that's a long way away- Oceania is a very big place.
2. As for the problems with names and other details... don't worry, all of that's fixed in Beta 1. As well as adding lots of new things to fly and drive
3. As for the Junkers thing... all of the Factions have been changed in Beta 1, and now use their proper names, etc. Same thing for Bases, weapons and other things.
4. The lag caused by multi-gun weapons has been eliminated in Beta 1. Apparantly, there was a reason why DA didn't have multiple-barrel weapons making noise- it causes a sound bug that results in lag I think I might have a way to solve it, but it hasn't been thoroughly tested yet, so in Beta 1 I've taken another route entirely.
2. As for the problems with names and other details... don't worry, all of that's fixed in Beta 1. As well as adding lots of new things to fly and drive
3. As for the Junkers thing... all of the Factions have been changed in Beta 1, and now use their proper names, etc. Same thing for Bases, weapons and other things.
4. The lag caused by multi-gun weapons has been eliminated in Beta 1. Apparantly, there was a reason why DA didn't have multiple-barrel weapons making noise- it causes a sound bug that results in lag I think I might have a way to solve it, but it hasn't been thoroughly tested yet, so in Beta 1 I've taken another route entirely.
Hey, good to know. As you can see from my sig im a bit involved right now, but I'm happy to test your mod. I havnt been playign Alpha 4 much, just waiting for Beta 4 to come out.
If you've already sent an email to me, you'll have to send another one, i spelt my email adress wrong on my profile. Its [email protected]
Rear Admiral Talon of the Galactic Empire on the Star Wars: Tides of War MOD.
swtidesofwar.com
If you've already sent an email to me, you'll have to send another one, i spelt my email adress wrong on my profile. Its [email protected]
Rear Admiral Talon of the Galactic Empire on the Star Wars: Tides of War MOD.
swtidesofwar.com
74 posts
• Page 5 of 5 • 1, 2, 3, 4, 5
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