Author Topic: Cylon Raider MK-II-A  (Read 1572 times)

tgep

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Cylon Raider MK-II-A
« on: October 21, 2008, 12:54:04 PM »
.................. 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.
" Hand grenades are like RAM. You can never have enough. "

gamma7897

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Re: Cylon Raider MK-II-A
« Reply #1 on: September 15, 2010, 08:46:46 AM »
This is an excellent mod and fun to play. With this you can create battles between the cylons and the humans.

I found two bugs

1. When firing missiles and the missile hits a celestrial body the game crashes

2 This might not be a bug but you write about re arming but i cant find any way to rearm ingame because the bombs have no atachment points. It would be nice if you would make it so that you can rearm in game.
  ( I ask you because i am not a good modder)
If I got an idea, i ask myself HOW IN THE MERRY CHRISTMAS DO I DO IT?

tgep

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Re: Cylon Raider MK-II-A
« Reply #2 on: September 15, 2010, 08:57:45 AM »
If you are using RTF files, everything should be fine but if you are mixing it with the Weapons MFD, there will be problems. RTF bombs DO have attach points. Jon and I built this ourselves and it's coded into the modules.
" Hand grenades are like RAM. You can never have enough. "

gamma7897

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Re: Cylon Raider MK-II-A
« Reply #3 on: September 15, 2010, 09:39:00 AM »
Hmm Weapons mfd ??? (scratches his head thinks for a minute) never heard of it.

And if the files havent been altered by other downloads then i havent touched them but still facing the same problem
If I got an idea, i ask myself HOW IN THE MERRY CHRISTMAS DO I DO IT?

gamma7897

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Re: Cylon Raider MK-II-A
« Reply #4 on: September 15, 2010, 09:42:46 AM »
Oh almost forgot. I read in some other topic about an idea that the bombs and missiles would be re armed when landed at a ground base. You said to watch for fps spikes but i dont see why the bombs and missiles would cause fps spikes. They are small with low graph and arent visible after use.

I think that it is a good idea.

Free drinks at cloud nine i you answer quickly.
If I got an idea, i ask myself HOW IN THE MERRY CHRISTMAS DO I DO IT?

tgep

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Re: Cylon Raider MK-II-A
« Reply #5 on: September 15, 2010, 10:46:42 AM »
Depending on which base you land at you can get high FPS spikes because some bases are dependant on large meshes with complex textures.

As a fleet Admiral, I drink for free on every ship. ;D
" Hand grenades are like RAM. You can never have enough. "

ThatGuy

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Re: Cylon Raider MK-II-A
« Reply #6 on: September 15, 2010, 01:44:53 PM »
2 This might not be a bug but you write about re arming but i cant find any way to rearm ingame because the bombs have no atachment points. It would be nice if you would make it so that you can rearm in game.
With the current Raider, you cannot rearm. Could be in a future update though, as the Puddle Jumper has that ability.

tgep

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Re: Cylon Raider MK-II-A
« Reply #7 on: September 15, 2010, 02:13:17 PM »
If I remember correctly ( it's been a long time since this one came out ) the raider can re-arm missiles 1 time but you must have fired all missiles and closed the missile doors and land planet side before doing so. We may not yet have implamented it yet but I know the Admirality discussed it.
" Hand grenades are like RAM. You can never have enough. "

Jon

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Re: Cylon Raider MK-II-A
« Reply #8 on: September 15, 2010, 02:15:26 PM »
I thought it could rearm by landing or attaching to a Battlestar.
I bet it was part of some BETA stuff I wrote and never released.

*** EDIT ***

I was wrong.
I just checked the code and there is no kind of reload that I could find. I must have been thinking about the PJ.
« Last Edit: September 15, 2010, 02:20:21 PM by Jon »


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tgep

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Re: Cylon Raider MK-II-A
« Reply #9 on: September 15, 2010, 02:19:31 PM »
Mine does so I've probably got the correct module. It's one of the privilages of rank.  :D
" Hand grenades are like RAM. You can never have enough. "

Jon

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Re: Cylon Raider MK-II-A
« Reply #10 on: September 15, 2010, 02:22:16 PM »
Mine does so I've probably got the correct module. It's one of the privilages of rank.  :D

Well now I wonder where you got that?
I just checked the code and there is no reload in it. I must have been working on  it and lost it and all I now have is the older code that was never changed.


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tgep

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Re: Cylon Raider MK-II-A
« Reply #11 on: September 15, 2010, 02:53:02 PM »
I'm pretty sure that's what happend Jon.
" Hand grenades are like RAM. You can never have enough. "

Jon

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Re: Cylon Raider MK-II-A
« Reply #12 on: September 15, 2010, 03:25:30 PM »
Story of my life.........
I was looking though the threads on this puppy and I must say it's a fracking awesome looking ship.

I generally just build them and forget them so sometimes I even impress myself when I go back and look at an old model.
I really like this one. ;D
OK fine, I've had a couple of poor man's martinis.  :o
Poor man's? My wife makes a killer martini but I just can't manage it for some stupid reason. What I call a PMM is my little skull glass from a special sale of "Skull Vodka", (maybe two shots?), one olive, a few drops of brine, a few drops of dry  vermouth,  a few grinds of black pepper and the rest vodka. Good enough for me. ;D Two or three of those and all my ships look outstanding....... O0

I was just reading about another drink that sounds interesting. OK really weird. 1.5 of vodka, 1.5 of cinnamon schnapps, shake over ice, put in glass and add red pepper. Serve with mint leaf if you got it.  My wife may like it but I find  cinnamon schnapps a bit to sweet. Maybe I'll test it out on her when she gets home from work.

Until then another PMM is in order.............



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gamma7897

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Re: Cylon Raider MK-II-A
« Reply #13 on: September 16, 2010, 12:29:50 AM »
The re arming when attaching to battlestar or landing on base sounds good.

May i present a suggestion:

Make a separate download where this function is and warn about fps skies may occur with it so then thoose who have a better computer (no offense) can download it and thoose who doesnt have a very godd (no offense) can download the standard without the ability to re-arm

Is this something worth thinking of?

Another option would be to make the missiles like the gun shots.
If I got an idea, i ask myself HOW IN THE MERRY CHRISTMAS DO I DO IT?