The Cartel Mod Update

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wdboyd
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RE: The Cartel Mod Update

Post by wdboyd »

Galactic News Network: [;)]

Cartel representives report that they are currently putting their newest creation, the Kuhn class Battleship through its initial shakedown cruise. 

Craft Equipment test include:

One(1) Gamma Laser
Three(3) two barreled CKG2 main gun turrets mounted topside.
Three(3) single barreled CKG1 main gun turrets mouned topside.
Three(3) Aegis AAA Turrets topside.
One(1) forward mouned Mk7 launch tube.
One(1) Aft firing Mk7 launch tube.
Three(3) Port mounted Mk7 launch tubes.
Three(3) Starboard mounted Mk7 launch tubes.

Two(2) inverted CKG1 Turrets forward facing
Two(2) inverted Aegis AAA Turrets... forward facing.
One(1) inverted CKG1 Turret rear facing.
One(1) inverted Aegis AAA Turret.. rear facing.
One(1) Athena 1 Launch tube.
One(1) Athena 2 Launch tube.
One(1) Torpedo Launch tube.
One(1) Aft facing Torpedo Launch tube.

One(1) Aft facing Phalanx Ball Turret

Clance cruise missile launch tubes. Numbers currently unreported.

When this grizzly comes into your part of the woods.... well, you do what you think is best.
"Time is a great teacher, but unfortunately it kills all its pupils!"
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wdboyd
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RE: The Cartel Mod Update

Post by wdboyd »

Detailed Shakedown cruise continues for the Kuhn Class Battleship.

Minor tweaking of other craft/weapons proceeding. The CLance cruise missile has be reduced in potency. It still packs a punch, just not as much.

You should have seen my original cruise missile way back when. It could take out most ships with only two hits! [:D] A bit too powerful. he he

Looking forward to fleshing out the Raider Redux static campaign.

Provided some assistance in the creation of Battlestar Galactica mod.

Stay tuned. Same galactic time... same galactic channel. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
seon
Posts: 34
Joined: Wed Feb 21, 2007 2:22 pm

RE: The Cartel Mod Update

Post by seon »

awesome !!!
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Death, been there done that...
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wdboyd
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RE: The Cartel Mod Update

Post by wdboyd »

Frequency activated:

Professor Thadeaus Tween has be busy tinkering.

Two new versions of the old reliable Mk7 interceptor missile systems will be deployed on all Cartel ships.

Mk6: A slighly smaller version of the Mk7. Its guiding system has been tuned to fighters ONLY. It has a better range than the venerable Mk7.

Mk8: A slighly bigger version of the Mk7. Its guidance system remains the same as the Mk7. It has a greater range and a bit more explosive power though.

The Mk6 and Mk8 are NOT missiles(game wise) they are drones.

A gasp of relief comes from the audiance. [&o]

Still, both will add defensive flexibility to Cartel ships.

Channel closed:
"Time is a great teacher, but unfortunately it kills all its pupils!"
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wdboyd
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RE: The Cartel Mod Update

Post by wdboyd »

Working model of a rugged landing pad.

If I can work it out... it will come into play in my Tantalus mining site battle conclusion.

I want to be able to takeoff and land upon it. We'll see.

Image
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landing_pad.jpg
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"Time is a great teacher, but unfortunately it kills all its pupils!"
Tophat1815
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Joined: Mon Jan 16, 2006 4:11 pm

RE: The Cartel Mod Update

Post by Tophat1815 »

Im liking this more and more! Great work and way to take this simulation!
seon
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Joined: Wed Feb 21, 2007 2:22 pm

RE: The Cartel Mod Update

Post by seon »

So the fighters land vertically! hmmm quite nice [:D]
 
Any close ups from the landing pad?
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Death, been there done that...
Master_QG
Posts: 33
Joined: Tue May 23, 2006 1:20 pm

RE: The Cartel Mod Update

Post by Master_QG »

If you figure it out could you pass it along? I have a few platforms that will require this type of landing.[:)]
seon
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RE: The Cartel Mod Update

Post by seon »

doesnt the page down button do this???
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Sullrazor
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RE: The Cartel Mod Update

Post by Sullrazor »

I think 'page down' just thrusts you down slowly; so in a way, i guess, it could be landing vertically if you were moving slow enough.  
Player 5
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Joined: Tue Apr 17, 2007 11:03 pm

RE: The Cartel Mod Update

Post by Player 5 »

i like this mod, just cant use it, the static campaign u have wont work(i think- might just be my comp doin that sometimes) and the tac reference wont work, so i cant find out what's what

<EDIT> I was going to do the static campaign and it crashed when i tried to check out my weaps loadout, but it ran fine.
A moment of laxity spawns a lifetime of heresy
gillbo
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Joined: Fri Apr 08, 2005 5:03 am

RE: The Cartel Mod Update

Post by gillbo »

wd, good to see your still at it. I'll have to start asking you for help on everything now. Good to see some old faces here still too. Good work guys.

Anyway, just got my hands on TGS. This time though i am going to finish the Campaigns, and then get into modding. I am interested in bringing all my old fleets up to TGS speed, but it may take some time gents. Checked out the mod site, excellent to see a dedicated site again.

wd, i'll be DLing your mod as soon as i finish the Campaigns. If i start modding in the middle of playing the Campaign, i'll never get round to finishing it.

Cheers guys.
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wdboyd
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RE: The Cartel Mod Update

Post by wdboyd »

ORIGINAL: gillbo

wd, good to see your still at it.

I am interested in bringing all my old fleets up to TGS speed, but it may take some time gents. Checked out the mod site, excellent to see a dedicated site again.

wd, i'll be DLing your mod as soon as i finish the Campaigns. If i start modding in the middle of playing the Campaign, i'll never get round to finishing it.

Salutations Gillbo.

For those of you that don't know.... Gillbo was very instrumental in providing help and advise to me when I began my Starshatter modding attempts.

I have tried to provide the same help, encouragement and advise to other aspiring modders ever since.

Gillbo, I made much of your prior work, with the old Starshatter, available for download on our site.

It's great to see you online once again. [:)]

Keep em flying.
"Time is a great teacher, but unfortunately it kills all its pupils!"
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