Hmmm ok to address some of these concerns.
Radiation:
I am currently aware of the empty bases I am working to populate them all.
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Radiation, Keirok, BobTheDog
I have confirmed that when you fire 2 missiles or more only 1 takes effect USUALLY.
I have corrected this in BETA 4 by increasing the missile HP to rougly 500K. That ensures that ALL missiles hit their targets.
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Schokomilch:
1: Sorry about that, but no choice. If I don't use docking rings then you can't dock with battleships. Also you can't "crash" into a docking ring. I removed the .sur file so you see the thing but it is rather ethereal.
2: Again I am aware of this issue. Please see my previous post about the problem with beam weapons. I'll reiterate the basics.
From a BS point of view fighters are dime size. The END of the beam is roughly the size of a pen point in contrast.
So now you are trying to hit something the size of a dime with something the size of a pen point. Now do you understand why your beams aren't hitting? Now increase the beam to the size of a quater. You will be able to hit the dime MUCH better.
I am reducing the number of weapons, which will lessen lag, increase the beam size, which will make it easier to hit the target.
3: The only way a BS can fly through an astroid field is through SLOW impulse otherwise they bounce around like a pinball. I can't change this, but your right, it does make sense. BS should not be able to navigate an astroid field.
4: I will increase the speed of the turret view.
5: To address your other concerns, BS collission problems have been fixed in BETA 4. You can only dock with regular stations in SP only. If you try and dock in MP the thing does the cutscene then just freezes there. You can't esc out of cutscenes in MP.
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Bob:
The TIE fighters where meant to use both. Since they have such few weapons slots they need equivalanet firepower. Equipping 6 turrets would be equiv to equiping 12 guns of the same kind. See why I enabled both.
EX:
Anubis has 13 guns, 4 torpedos. TIE Defender has 7 guns OR turrets, 2 torps.
Now lets equip each with 1 missile.
Anibus has 12 guns, 1 missile, 4 torp. TIE has the Equivalent of 12 guns (6 turrets), 1 miss, and 2 torps.
Hope that explains things.
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Imax:
I am working on redoing the Valk's HP's. These will be corrected in the next version.
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Here's a rough list for BETA 4.
0 = NOT finished ---- .5 = halfway ---- 1 = finished
.5 - Added Cruisers
.5 - Added Gunboats
1 - Decreased NPC damage
0 - Increased turret view speed
0 - All weapons have been changed
0 - Valkery has had it's hardpoints fixed
1 - Speed has been fixed on all the missiles
1 - Fixed Battleship cargo & collision problem
1 - Increased target bases HP for random missions
.5 - Sounds has been fixed for many of the larger ships
0 - Update all the inforcards with the new information
1 - Thrusters now give roughly double your impulse speed
1 - Increased nomad ship's firepower to make them harder
1 - Cruisers and battleships have their own unique weapons
1 - Increased effects on battleship deaths, nice explosions now
0 - The empty bases in various sectors now have equipment in them
1 - Streamlined power regen for freighters, gunboats, and cruisers
0 - Ships speeds are now 200, 175, 150, 125, & 100 (FT, FR, GB, CR, BS)
1 - Increased weapons damage for stations, they will not be so easy to destroy
1 - Freighers, Gunboats, Cruisers, and Battleships each have thier own shield and thrusters
1 - Weapons have had their hp raised so you do not lose them all at the first hit to the hull
1 - Missile's have had thier HP raised so that they are not destroyed by another missiles blast
1 - The number of weapons on the larger ships has been reduced to lessen lag from beam weapons
1 - With regard to beam weapons, the "size" of the beam has been increased so that you can hit your target
If you see any more let me know and I will update this TO-DO list
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Tutorials, Utilties, Mods, and much more.
Edited by - Reynen on 22-04-2003 03:48:04