What designs/textures do you feel need improvement? If you want to help us fix things, give us specifics. Otherwise it's going to be viewed as complaining.
What designs/textures do you feel need improvement? If you want to help us fix things, give us specifics. Otherwise it's going to be viewed as complaining.
Specifially, the FCNS Iskandar Shah. It's shape is rather simple. It not that a simple shape is automatically a bad thing. Simple shapes can have a certain elegance to them. What really hurts it is the skin. I took a close look at it in game and it just does not measure up. It's flat and does not add anything to the model. The skin in fact helps to point out the simple shape of the model. Look example the windows. All the lights are on inside the ships, no rooms with the lights off and thier spacing is very basic. Compare that to the native HW2 units. They have lights on, and off in an irregular pattern in different areas.
Now I am not a modeler (I have done a small amount of skining of buildings) but I have been able to pick up a lot of theory on modeling from my fellow staff members at MekTek. My sugestion would be that the modeler make a hi poly version with more detail to use as a basis for the skin. It's been the SOP for much of out work at MekTek and has been very succesful. sm
fraid its not that siimple and making a high poly model is no laughing matter...now maybe for a movie style animation yes or a big budget game....high poly models can sometimes take months and that is not something we can really afford to do for every ship...plus the juice isnt really worth the squeeze as even high poly bakes still make only mediocre base textures....this is a freeware mod...the IKS is modeled by myslf and if you look closely its actually not all that simple...just unfinished....its a derivitive form a ship in my native mod SSC. yes the skin is simple but SSC was designed to be a TC that rund well on low end computers without a sacrafice in gameplay...If you want to see a new skin for it im afraid that will take a considerable amount of time. as all the original skin work on the ship is locked in the .hod file where its inaccesable as the original skinner hasnt been seen in quite some time.
I know a good hipoly can take some time. But the results can be worth the effort. MekTek has added over 60 new units to Mechwarrior: Mercs with our Mek Pak's (Which are free BTW) and most mechs were created by the use of a hipoly model for creating the skin(s). sm
High polycount models also absolutely destroy the HW2 engine. I do agree that the IS could use some more texturing love, perhaps more goblins too.
Any others? We do want the feedback!
I think you are missing something that I am trying to say. You don't use the hipoly in the game. You use the hipoly to create the skin for the lowpoly. That way you something with good detail and a reasonable poly count. sm
the IS is certainly a nice creation, however it seems way out of place in this mod. It looks very, very little like the other ships, and it seems rather obvious that it was just kinda taken (ableit friendily taken) from one mod and plugged into this one with the necesary changes. The Black Rose/Nalthorian version show ovbious evolution from Vaygr designs, as do ships such as the Shamshir. Other new higgy ships such as the Tulwar and whatnot seem to fit perfectly, but not the IS. Overall, it just seems out of place.
Iskandar Shah is designed to be out of place - it's a fscking anime battleship, for crying out loud! XD
...You do mean Taiidan, not Vaygr, right? Because that's where they were from.
I took the liberty to use a * cough * feature I know of to produce these wonderful images:
I like destructive numbers...
In PDS, the Iskander Shah belongs to a race called the Cush who are allied to the Hiigarans and as such are providing assistance to them.
I have to agree that it is a bit low poly and the skin needs work, but seeing it in game blasting away still looks pretty good. If Apocalypse doesn't mind I might attempt extracting it and seeing if I can add to the texture somewhat.
Reality is only a special case of imagination
it isn't that it is a bad ship, it just doesn't seem up to PDS standards (perhaps because it is unfinished?). I do not mean any offense, and I am sorry if I offended the maker.
As far as unfinished goes, I am referring to the turrets and the texturing. The turrets seem like good placeholders, but not genuine relic products.
Holy Freakin Crap!!! :jaw: Has anyone watched the falcon attack drones dock? THE WINGS FOLD!! OMG(zors) it is just like a naval aircraft folding its wings (however this time it is before entering the carrier). Upon exit, the drones' wings unfold again, and make this excellent sound.
Last edited by Jewegee; 14th Oct 05 at 6:29 PM.
hello all, just downloaded your rather cool looking mod, and I have a few questions.
Firstly, I seem to notice that there are two different types of missiles. one that seems to exist in extremely large numbers, and the other which is marked. I can't tell the difference between them. What is it?
Secondly, I would like to know the maximum missile range of that new Hydra class torpedo frigate that I get two of in M02.
That's all for now. more later if I come up with it.
oh yes, and the Ishkanda Shar, in all its magnificient glory! (plus semi working cloaking device)
Last edited by dacis2; 14th Oct 05 at 11:55 PM.
actually, the drones are from the keeper in singleplay, if u ever played it....
and i hate that keeper drone carrier
yea...no shit. I was just making a comment.
Either way, this is an excellent addition to the PDS mod's already stellar reputation. Can we expect a titanic conclusion?
i dont think there's going to be a conclusion. PDS will just keepp on going. And by then all other games will have been integrated into the structure. :P
I just downloaded the 7.0 and i must say that the pds team did an excellent job. I just have one question. my copy seems to just end at the oracle mission. Is it supposed to be this way? Or is the rest of the campaign coming?
"We are the PDS Development Team, your mods will be assimilated, resistance is futile!"Originally Posted by _Fu
Worf put it best....
Assimilate this!! :sniper: :Pike:
(Born and raised as a trekkie, though I can at least say that I never felt the urge to wear fake ears or wear a starfleet uniform in my everyday life like some people.)
Sora: PDS is designed to model small-scale engagements, not full fleet-on-fleet battles. Trust me, your CPU will agree . It may go a few missions farther in the future, but the current thinking is that anything further and it becomes unbelievable (as opposed to unrealistic, pet peeve of mine) and/or too heavy a load for your CPU/GPU to carry and/or not easily balanced or would take far too much time to redo the campaign yet again.
I would like to, once again, point people to http://pds.hwaccess.net for the PDS website. Not to discourage discussion here, but simply to notify fans of the existance of more detailed discussions .
is this thread dead?
Since there are a great many ongoing discussions over at the PDS website -- see my post directly above -- there is often not much need to monitor two sites. We do post updates here.
Regarding the Harsuuk replacement: is there a new script that ha sbeen developed to make ships come out of both hangers? ex: frigates coming out of both side openings. If not, I don't understand why this hull would be put into service other than for having more armor and weapons. Though, if you guys can stir up a miracle script I'd love to see it in action. If it had double the building capacity it would be a very nice asset.
"When the stars become choked by the dust of war..."
I believe higher survivability is the reason. After all, Imperators were very capable production vessels, they just didn't last very long when under fire.
Updates - my absence during the last month was due to securing a fair bit of RL material gain, and kicking v7.0 out the door. I hope you folks are enjoying v7.0, and if not, feel free to add to the featurelist of v7.1.
With v7.1, we are shedding the experimental nature of v7.0 and proceeding past the 1960s into the present-day realm of warfighting doctrines.
A small demo test package has been deployed on the new PDS website at www.pds.hwaccess.net, featuring a vastly revamped, and scientifically more realistic modelling of railguns, beam weapons (they are now much more accurate and capable against small targets) and nuclear attack missiles. Means of standoff defense against fighters are also provided in the form of the MRAM2-EC (enhanced capability) with a Hydra III type directed-fragmentation warhead.
Many weapons have also been merged into "dual purpose" types, with the Assault/Pulse Ion Cannon (concept by Glacialis and the V7 beta team), and the Vagyr AC50, 90 and 130 have been merged into the rapid-fire RAC130 which has a selectable feed mechanism for solid slugs and HC (proximity fuzed) ammunition.
As a result your "elderly" Arbiter may be slow, but she is one of the most capable cruiser class gun platforms in existence.
The feature of racial distinction will now be readded into the battlespace - the Vagyr rely on missile and plasma beam technology along with a small amount of more conventional weapons, while the Hiigarans have their large attack missiles (HVT700), A/PICs and no small amount of old, slow but still potent railguns of all sizes.
Locutus, thanks for the offer of a new thread - at this time though we can still use this one as the context of discussion is still within the v6/v7 range. I'll start a new one when you decide that this is getting a bit too long.
I just saw the new supercarrier and wanted to know if this ship will have the damage and death sequence of the original carrier except much bigger?
Also do frigates exit only one side of the ship or can both sides be use at the same time?
Last edited by adamstrange; 6th Nov 05 at 1:16 AM.
If I were crazy enough I can use the large bays for mass deployment and recovery of fighters and corvettes. For death animation for the big thing its disintegration time will be a bit longer than that of a smaller carrier but no difference to effects unless otherwise modified.
Details for the V8.0 evolution has been posted on the PDS website. See also the V7 Post Production forum there for a new roleplay and desired-capability based proposal system for ship modernisation projects.
V8.0 will also feature a fully open-sourced system of development and production, as enough effort has been put into centralised direction in the v6 to v7 evolutions that individual contributions to the PDS universe automatically have a perspective aligned to that of mine, using familiarity with game concepts and presentation as the sole medium of communication.
Open source development has also proven itself capable of forging very close-knit international ties on the personal level.
hey guys, i need a new video card i have a GeForce FX 5500 PCI right now and its not doin such a great job sooooo i was wondering if any body could sugest a card thats under $200 and a PCI slot........ has to be a good game runner such as HW2 with PDS, so ya any suggestions?
I have an overclocked version of that card and it kicks ass.
I have a 5200 and it handles really big 8 player battles and i don't have it overclocked...as if i even know how to do that :Puppy:
Hey Tel, can you explain this:
How is it that this Support Frigate is casting a shadow OVER the BC?
I have Shadows turned on in the game but i have never seen ships cast shadows on other ships when they past each other.
Has this image been retouched?
Last edited by adamstrange; 17th Nov 05 at 1:29 PM.
My guess is that you see shadow where there are damage goblins; but only Tel can tell.
Both damage holes.
And shadows do happen. Put your destroyer behind the mothership?>
Just started to try out the PDS mod and I must say that the battles are much more exciting.
However, I seem to have a problem winning. My ships tend to get taken down in short order while the computer's one seems to stick around much longer. I've tried both using the waypoint command to manuver my ships around and both just ordering it to attack but still no help. The computer uses a combination of corvettes and destroyers and I've tried the same thing and I still get shot to pieces. Those Corvettes are really hardy!
It is not like in HW2 where force composition predetermines battle; you need to manoeuvre a bit. Think in terms of diverting enemy units and concentrating firepower over priority targets.
I found it very instructive to replay a few times the "mission 0" short level in the Vaygr campaign trying different tactics.
So how do I get my big ships to concentrate fire on one target while still maintaining their PDS?
Use the group selection box but only pick that ship.
NGCS, due to its vastly different mechanics and objectives, will be documented in a separate thread in the Mods in Progress forums. It is far from complete too, with only three ships integrated as of time of posting.
Will there be a release between PDS 7.0 and PDS:NGCS?
NGCS is the focus at the moment within the PDS community
Ancient Clan of Hex&Square
heres an idea- if this allready hadnt ben said----- the cargo containers should be made into a type of weapon, the container is a shield for whats in side- when sent into battle the containers will retracted revieling a missile launcher or auto cannons- or somethen like that, its using the same thing as the vagr heavy missile frigete when it prepars to engage/ so thers somethen new to thow in if wanted
That's easy to do and can be implemented as deployable combat support or station defense assets.
Or stuff it full of missiles and use it as a mine or bombardment unit. With some good half-assed kitbashing you can even use the container model for a METEOR or Dendrobium unit from Gundam.
This mod was pretty fun to play, and the amount of new trinkets and ships was pretty cool too. It fell short on battles though. Once i got a attack fleet going, i was shocked at their ineffectiveness. They took for ever to do any damage to anything, and the same went for the CPU baddies. Millions and millions of spent rounds, and even the smallest ships lived on, and on.
Seems like such a waste of resources to extend battles to the point of laggin down a Nv5900 Ultra.
Take the modernization, and Complex Mods. Overall they have nice damage to armor ratios, which in turn prevents system bog downs by needless graphical overruns from large firefights. Yet in PDS a BS or BC can spend 30 minutes in a battle doing almost nothing. Im not entirely sure if this is a realistic mod or not, as this is a fantasy game to begin with, but something about a hundred thousand rounds hitting a ship and it still living doesnt seem right.
Great mod, with lots of reaching attempts, but a bit to drawn out for me in the battles department.
Lithium, I'm not sure you tried the 7.1 modifications; they improved a lot weapon effectiveness and, consequently, the rythm of the battles. In 7.1 environment a scenario like 'offensive counter' takes +- 30 min to complete and you destroy at least 2 Al Khalid and 3 Cities of the Star in the process.
I believe i am using an older version. Ill give it another go after i re-download. If im mistaken i will recant.
when i was checking out the PDS website, i saw a mobile suit gundam badge pack up for download, but when i clicked download, it said not found. Can somebody send it to me or something?
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