![]() |
Re: WW: CVN-65 U.S.S. Enterprise Mod
1 Attachment(s)
Thanks, I think it's crashing is fixed. I'll go through my other mod and see if I have any point defense missiles. I'll try simplifying the targeting commands too.
|
Re: WW: CVN-65 U.S.S. Enterprise Mod
1 Attachment(s)
Another update.
v0.4 - New Weapon, wp_Phalanx.ini. It fires 1,550 rounds, one shot every hundreth second, and has a ten second reload. - All carrier weapons now target capital ships as well as fighters. - Carrier is back in the intro screen and it absolutely dominates it. - Fighters carry fighter missiles, again. |
Re: WW: CVN-65 U.S.S. Enterprise Mod
Hehe, don't you think 80 fighters is a bit much? http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: WW: CVN-65 U.S.S. Enterprise Mod
http://forum.shrapnelgames.com/images/smilies/happy.gif Not really, you would have to be in a pretty long battle to actualy get to that number. Besides, it's the actual capacity of the ship, although, not all of those would actualy be fighters. I think only 24 would be F-14s. Maybe I'll change that.
|
Re: WW: CVN-65 U.S.S. Enterprise Mod
Nice mod. For the sake of completeness and naval correctness, you may want to retitle the mod in the ini file as CVN-65 vice CNV-65.
|
Re: WW: CVN-65 U.S.S. Enterprise Mod
I see, in the Game.ini. Thanks, it's fixed now.
|
All times are GMT -4. The time now is 05:26 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.