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 YARR! PIRATES! 
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Joined: Sun May 30, 2010 5:30 am
Posts: 851
Location: Auckland, NZ
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Post Re: YARR! PIRATES!
I quite like the sounds, and I have a knee-jerk reaction against CoD.
But thanks for the thought.

They're just as loud as vanilla gun sounds as far as I can tell.

Arcalane wrote:
Dang, them's some nice pixels.
You know, that really reminds me of the scenery/bosses/midbosses from Raptor: Call of the Shadows.


Cheers, I always loved playing shmups like that in the arcade.

Edit:

Yarr, the skiff be proper beaut-if-ified now.

Image


Mon Dec 02, 2013 5:49 am
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Joined: Mon Oct 11, 2010 1:15 pm
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Location: Finlandia
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Post Re: YARR! PIRATES!
Major wrote:
Image

YARR SHE BE ONE BEAUTEE OF A VESSEL


Mon Dec 02, 2013 10:13 pm
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
Update.

SPF:

Added AGK37 Mod 4.
Replaced AGK family sprites.
Balanced ROF of some of the automatic weapons.
Balanced the prices of the AGK and AN-Mag families of guns.
Thanks to 4zK the sounds for most weapons have been betterified.

Also began work on the CarryCorps He-88 Taurus LCC, but as predicted the ♥♥♥♥ thing is being obstinately broken and I have no idea how to fix it. It is commented out currently but if you can tell me how to fix this stupid balance problem now and in the future and help me understand what causes the problem I swear to God I will make any mod you want within reason, as long as no Lua is involved.

UTL:

Added 25kg INCIN and AP bombs.
Reduced terrain rape on the FRAG bombs.
Reduced the power of the 10kg INCIN and CONCUS bombs.

4zK wrote:
YARR SHE BE ONE BEAUTEE OF A VESSEL


WE DID REMOVE YONDER PITIFULL SMALL SKULLS AND WE DID BE GIVING IT HORNS, ARR


Tue Dec 03, 2013 12:19 am
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Joined: Fri Nov 23, 2012 5:42 am
Posts: 142
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Post Re: YARR! PIRATES!
The problem is the weight of the craft (3000 of yours vs 1200 of the base dropship), I'm guessing the issue is in how CC calculates inertia, or possibly how the dropship AI counters inertia. In any case, lowering the weight and the main engines particles per minutes, while upping the retro thrusters burstsize and particles per minutes, makes it a lot more stable.

I'll attach an quickly edited version of the craft with 1500 mass, so you can see the differences. It will probably need some more tweaking though, till you hit the sweet spot.

All of that said, I'm hardly an expert on dropships, so you might want to call in the help of someone like Abdul Alhazred, he seems to know more about 'em.


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CarryCorps He-88 Taurus LCC.ini [9.61 KiB]
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Tue Dec 03, 2013 2:08 am
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Joined: Sun May 30, 2010 5:30 am
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
And to Clunatic goes the prize!

I will now go and make all the rest of this dropship, and a mod of your choosing.

Thanks man! I can't believe it's been such a simple solution all these years.


Tue Dec 03, 2013 8:40 am
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Joined: Tue Oct 15, 2013 8:13 am
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Post Re: YARR! PIRATES!
Image

God.... That is one big, bad, pirate drop ship

I definitely careful to fight these


really it's bigger than mine


Tue Dec 03, 2013 12:13 pm
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Joined: Fri Oct 18, 2013 2:49 pm
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Location: Gretin
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Post Re: YARR! PIRATES!
Scoped AGK and AN-Mag variants?


Wed Dec 04, 2013 7:40 am
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
No, I don't want to clutter the buy menu up, and the effective range of the guns is not great enough to warrant a scope.

Silent00 wrote:
God.... That is one big, bad, pirate drop ship


Thanks!


Wed Dec 04, 2013 9:55 am
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Joined: Mon Oct 15, 2012 5:21 pm
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Location: Somewhere in Germany
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Post Re: YARR! PIRATES!
I just tried out the new Explosives Mod (UTL or something)
Sweet Mother Maria, i love it!
Can you add some HEAVIER Bombs, please?
I know that 1000 kg Bombs exist...


Wed Dec 04, 2013 3:40 pm
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
Lawdy, I think a 1000kg bomb would crash the game. :lol:
I might get up to 100kg, but beyond that it would just be laggy and unplayable. Always nice to see someone appreciating my mods, so thanks.
:)


Wed Dec 04, 2013 9:27 pm
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Data Realms Elite
Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Post Re: YARR! PIRATES!
You seem to forget the AAL Alphabetic Bomb Pack; most notably, the Xenon, and Ypsilon Bomb, maybe the Cluster, or: Flame; Burn; Vine; Ape; Zorneus... needless to say, pure ini bull♥♥♥♥.

And that's not even talking about the map-wipe bomb mod... you have nothing to worry about when it comes to high-mass/sharpness particles out the wazoo.
It is just that ♥♥♥♥ gets weird when you have a high particle count, high sharpness, or high mass [e.g., AAL in its entirety].

I really liked the Zombie Bomb, and the EMP Bomb!


Thu Dec 05, 2013 4:56 am
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Joined: Mon Oct 15, 2012 5:21 pm
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Location: Somewhere in Germany
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Post Re: YARR! PIRATES!
First of all...
Major, you can make Bombs till 500 kg, 1000 kg could only be HE (imagine if its FRAG, UGH.) or also Napalm.
Foa, i remember hearing about the Ypsilon Bomb, but cant seem to find it.


Thu Dec 05, 2013 3:25 pm
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Joined: Fri Mar 02, 2012 7:00 am
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Location: California, U.S.A
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Post Re: YARR! PIRATES!
I always loved playing Tartarus with your two factions, and I am really happy to see how you are updating the stuff pretty regularly!

And yes, it WILL be interesting to see a larger and more diverse array of bombs in the Ul-Tex arsenal. Personally, I would like to see how you would interpret Fuel Air Explosives. The cluster bomb is very creative in how the bomblets are dispersed, by the way.

Keep 'em coming Major!


Fri Dec 06, 2013 2:34 am
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Post Re: YARR! PIRATES!
Foa wrote:
You have nothing to worry about when it comes to high-mass/sharpness particles out the wazoo.

That's nice to know, although most of that stuff was waaaaay before my time. I shall experiment with bigger bombs.

I think INCIN bombs might have a cutoff point at 50kg max though, they already lag the game unbearably if you drop a couple of them.

Warmonger wrote:
And yes, it WILL be interesting to see a larger and more diverse array of bombs in the Ul-Tex arsenal. Personally, I would like to see how you would interpret Fuel Air Explosives. The cluster bomb is very creative in how the bomblets are dispersed, by the way.


Thanks! Fuel air bombs are something I didn't even think about, I'll have to have a go at this, and thanks, that cluster bomb to unreal amounts of frustration to get working and even now it doesn't function at 100%. And don't worry, I might drop off the radar for long stretches of time, but CC is my favourite game in the world. I have played CC more than any other two games put together, so mods and updates will always be showing up from time to time.


Fri Dec 06, 2013 4:36 am
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Location: Auckland, NZ
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Post Re: YARR! PIRATES!
(Small) Update.

UTL:

Compatibility fix for Void Wanderers.


Sat Dec 07, 2013 11:57 pm
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