Author Topic: RagTag's Fleet  (Read 23224 times)

Jon

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RagTag's Fleet
« on: February 18, 2008, 01:14:46 PM »
The Rag Tag Fleet so far

This is a Read Only section.

Please post comments in the correct forum or topic.
« Last Edit: February 07, 2009, 05:59:51 AM by Ragtag »


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Jon

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Battlestar
« Reply #1 on: February 18, 2008, 01:16:57 PM »

Go to the Fleet Database for more information on the BattleStar.
Download the BattleStar
Optional SCN file with all launch positions loaded. NOTICE The Colonial One, Proto type Viper and Raptor are required for this SCN file.
Fully loaded


Bug Fix
There was a bug found with Hyper Drive sound.
Download fix and put in Modules folder.
The main dowload has been updated with the fix.
« Last Edit: February 21, 2008, 02:03:35 PM by Jon Marcure »


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Colonial One
« Reply #2 on: February 18, 2008, 01:18:11 PM »

Go to the Fleet Database for more information on the Colonial One.
Download the Colonial One
« Last Edit: February 18, 2008, 02:36:29 PM by Jon Marcure »


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FlatTop
« Reply #3 on: February 18, 2008, 01:49:46 PM »

Go to the Fleet Database for more information on the FlatTop.
Download the FlatTop
« Last Edit: February 20, 2008, 05:57:00 PM by Jon Marcure »


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Aries Space Park
« Reply #4 on: February 18, 2008, 02:16:22 PM »

Go to the Fleet Database for more information on the Aries Space Park.
Download the Aries Space Park


**NOTE**
I have attached some optional DLLs that gives a different flight model.
The first one gives much more powerful Main and RCS thrusters.
The second one tries to keep the large ship feel but with better RCS.
Put it in your Modules folder and over write the one there.
« Last Edit: August 07, 2010, 06:50:09 AM by Jon »


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Prototype Viper
« Reply #5 on: February 18, 2008, 02:22:26 PM »

Go to the Fleet Database for more information on the Prototype Viper.
Download the Prototype Viper

Optional DLL that adds the gun effect to this Viper. Press and hold the 1 key to fire the guns.
Download Gun effect
« Last Edit: September 23, 2008, 05:43:51 AM by Ragtag »


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Firefly Sport
« Reply #6 on: February 18, 2008, 02:34:25 PM »

Go to the Fleet Database for more information on the Firefly Sport.
Download the Firefly Sport
« Last Edit: February 20, 2008, 05:59:21 PM by Jon Marcure »


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Ragnar Anchorage
« Reply #7 on: February 18, 2008, 03:03:06 PM »

Go to the Fleet Database for more information on the Ragnar Anchorage.


**UPDATE**
A completely reworked station is attached.
« Last Edit: March 20, 2011, 11:08:15 AM by Jon »


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QuadJ Assault Raptor
« Reply #8 on: February 18, 2008, 03:12:15 PM »

Go to the Fleet Database for more information on the QuadJ Assault Raptor.
Download the QuadJ Assault Raptor
« Last Edit: February 20, 2008, 06:00:11 PM by Jon Marcure »


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OLD version of the Battlestar
« Reply #9 on: February 21, 2008, 09:46:13 AM »

Due to popular demand I'm including the OLD version of the Battlestar for download. I've update it to current fleet standards for land and launch otherwise it remains the same as it was. Be aware of two things. 1. I'm including it AS IS with no support or upgrade path. 2. It is very different than the new battlestar.
Go to the Fleet Database for more information on the Older version of the Battlestar.
Download the Old Version Battlestar

Optional SCN file with all launch positions loaded. NOTICE The Colonial One, Proto type Viper and Raptor are required for this SCN file.
Fully loaded


Bug Fix
The Hyper Drive sound files are missing.
Download fix.
The main dowload has been updated with the fix.
« Last Edit: August 07, 2008, 04:33:56 AM by Ragtag »


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Joltin Josie Ground Support Strike Fighter
« Reply #10 on: May 24, 2008, 04:50:30 PM »
The Joltin Josie Ground Support Strike Fighter

The Joltin Josie is a close quarters ground support  fight used to back up dirt side operations.
Armament is consists of two high capacity assault cannons and six multipurpose hard points.

The JJ is fleet compatable and can launch from a Viper tube or land on a flatbed.
J will launch you and Ctrl J will land you on ships equipped for auxiliary craft landing.

The JJ has one unique feature which is a anti-gravity suppressor field which keeps the bottom of the ship from contacting the ground on deck.  (Think Naboo fighters in Star Wars)

There are no special feature other than the launch and land.

This release will not interfere with the old  Joltin Josie release. The Only difference between the new and the old is the new one is fleet compatible, added guns, and hard points and doesn’t have the pilot or landing gear.

Have fun.
Here she is
« Last Edit: August 07, 2008, 04:33:22 AM by Ragtag »


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Sydney Warp 3 cargo ship.
« Reply #11 on: August 10, 2008, 04:18:30 AM »
Sydney Warp 3 cargo ship.

The Sydney is an original design inspired by the “Botany Bay” sub-light sleeper ship seen in the original Star Trek episode “Space Seed”. The “Botany Bay” was a DY100 class cargo ship used for long haul transport of cargo throughout the solar system.  The Sydney is a DY210 class warp drive equipped cargo transport with atmospheric capable cargo pods making it suitable for the transport of cargo to locations that do not have advanced cargo handling capabilities. The Sydney is also the first Warp 3 class cargo ship put into service.
I hope you like our Sydney.

Get the Sydney here:
Sydney full add-on

If you already have the Sydney or had problems with the last download all you need are the DLLs so here they are:
The fixed DLLs only

Please note that the QJSKID.DLL of the DLL only download will not work with the older versions of the Sydney. I recommend downloading the full add-on as it's only about 3.5meg in size.
« Last Edit: August 10, 2008, 04:20:27 AM by Ragtag »


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Jon

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FireBall Drive class ship
« Reply #12 on: August 17, 2008, 04:57:39 AM »
FireBall Drive class ship

More info in the Manuals section of the forum.
Here it is.



Here is an Optional DLL for the BattleStar that fixes a problem when attaching the FireBall to the BattleStar.
I suggest that you backup your old DLL in case you have a problem using the new one. You shouldn't but I never know if everyone is up to date with the models.
Optional Battlestar DLL
« Last Edit: August 17, 2008, 05:04:55 AM by Ragtag »


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Jon

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Viper Mark I
« Reply #13 on: September 23, 2008, 04:10:35 AM »

Inspire by the Viper from the orginal TV series.

Download Viper MKI.

Pretty much standard keys.
J: launches you from Battlestar or Flat
Ctrl J: attaches you to Flat
G: raise/lower gear
Ctrl B: air brake
Ctrl G: Open/Close canopy.
Hold down 1 to get a gun effect.


Something to be careful of. The name of the ship for scn files is QJVMI note that that is an I at the end and not a 1. I spent 20mins troubleshooting my install trying to figure out why it stopped working after a simple change because I used a 1 instead of an I in the name. ::)

Have fun.




« Last Edit: September 23, 2008, 04:12:09 AM by Ragtag »


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Raider MK-IIA
« Reply #14 on: October 02, 2008, 02:19:41 PM »

Fully armed with Mk82 Snake Eye Bombs and Cylon Missiles.

Download Raider MK-IIA
.................. BEGIN_TRANSMISSION.
It's fast.
It's agile.
It's packed with firepower and has an FTL Jump drive.
It was never meant for human hands to fly.
UNTIL NOW ............

 When StarBuck got in a scrap with a Raider, she took it down. Unfortunately, The Raider took her down as well. After making a controlled crash landing dirt side, she went in search of her enemy. The Raider was more or less intact when she found it but its pilot (a biomass that resembled a giant reddish brown slug more or less) was dead. Realizing that she could not long survive the harsh conditions on the planet, she cleaned out the cockpit and began to try to
fire up the Raiders engines.

 After a hairy start, Starbuck was able to pilot the captured Raider back to the fleets last known position.  By using her own trademark flying skills, she was recognized by the sentry Vipers sent out to intercept the lone enemy ship and made a successful landing aboard the Galactica.

 Once aboard the Galactica, the captured Raider was quickly analyzed by the crew from the R & D section. It quickly became apparent that the ship was made to be piloted in the natural prone position of its Bio/Cybernetic pilot. Realizing that they had the ultimate Trojan Horse in their hands, R & D began retrofitting the captured Raider to make it suitable for use by human pilots.

The Raider MK-IIA is the result.

 Despite their best efforts, the engineers were not completely successful in their conversion process. The Raider uses a direct cybernetic interface with its pilot which acts as a sort of master CPU for all flight and weapon controls. The slug like brain pilot produces a slime which acts as the conductor between pilot and machine. As this could not be easily replicated, a more conventional method is used.

 The Raider MK-IIA is squirrelly as hell in its atmospheric flight characteristics. In fact, it takes a seasoned pilot just to get it off the ground. Once in space though, the MK-IIA flies like a Raider should.


COMMAND KEYS
*****************
1 & 2 Increase/Decrease FTL Jump Distance. Holding Ctrl down and or changing the FTL Factor will increase the increment amount. Increment is (1000meters, 1000000 with Ctrl key held down) multiplied by the FTL Factor
3 & 4 Increase/Decrease FTL Jump Factor
5 = Fires Guns
G = Release Bomb
K = open/close missile bays (The missiles bay must be fully open in order to extend the missile rack.)
Ctrl K = extend/retract missile rack. (The missiles racks must be fully extended in order to fire a missile.)
Ctrl G = Fire Missile

Re-Arming the Weapon hard points
************************************
The bomb attach points are  0-5
The missile attach points are 6-11


JTM ~ Fleet Admiral, Commanding.
.....................END_TRANSMISSION.

NOTES
*******
If you take the Raider into space you will see that the missiles leave a trail just like in the TV show. Well not just like but as close as Orbiter can do.
« Last Edit: October 02, 2008, 03:29:44 PM by tgep »


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