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whoever invented tables should be SHOT!
Posted: Mon Aug 02, 2004 7:54 pm
by Grimloq
ok, ive noticed that the FS2 tables have a bad flaw- if you add a ship, say, you add a new fighter right after the Ulysses, then all the other ships get 'shifted' down one, so you get tech database access to a different ship instead. that happens to your kills, too. i noticed this when i put in some new MODs, and when i tried out a new campaign.
is there a fix, am i doing something wrong, or do i have to live with it...?
Re: whoever invented tables should be SHOT!
Posted: Tue Aug 03, 2004 9:39 am
by karajorma
Grimloq wrote:ok, ive noticed that the FS2 tables have a bad flaw- if you add a ship, say, you add a new fighter right after the Ulysses, then all the other ships get 'shifted' down one, so you get tech database access to a different ship instead. that happens to your kills, too. i noticed this when i put in some new MODs, and when i tried out a new campaign.
is there a fix, am i doing something wrong, or do i have to live with it...?
I vaguely remember someone saying they'd fixed this in FS2_Open but I'm afraid is's something you're going to have to live with.
Anyway at the moment when starting a new mod generally you should make a new pilot anyway so....

Posted: Tue Aug 03, 2004 2:00 pm
by Hippo
Thats why almost everything in the modding instructions/walkthroughs/whatever say make a new pilot. That, or add the ships to the bottom of the list. Its the most eficient way of doing something like this that i've seen, so calm down and get used to it, you aren't going to find anything better.
Posted: Wed Aug 04, 2004 3:20 am
by Grimloq
dang! oh well, (BTW, i DID make a new pilot, but the tech room is still messed up... oh well)
see title of topic

Posted: Fri Aug 06, 2004 2:51 am
by Goober5000
You're supposed to make a new pilot when you first start FS2, not in the Barracks.
Anyway, taylor has indeed fixed this with his new pilot code (which is where the fault lies... the tables have nothing to do with it). He has an experimental build posted somewhere, and the code will become official as soon as we verify that it's bug-free.
Posted: Fri Aug 06, 2004 5:24 am
by Grimloq
you mean one pilot could span several different campaigns?
and i DID do the pilots thing right! ive already played the BWO demo (awsome!) and the first few missions of both inferno and COW. im stuck on both of them though, cuz there seems to be a problem... the aganmemon-class crashes the game, as does some freighter in inferno...

Posted: Fri Aug 06, 2004 10:16 am
by Holy imperial Gloriano
Grimloq wrote:you mean one pilot could span several different campaigns?
and i DID do the pilots thing right! ive already played the BWO demo (awsome!) and the first few missions of both inferno and COW. im stuck on both of them though, cuz there seems to be a problem... the aganmemon-class crashes the game, as does some freighter in inferno...

those models maps are over HTL limit
Posted: Fri Aug 06, 2004 3:11 pm
by Moonsword
Use an Inferno build. THey released one recently, as I recall.
Posted: Fri Aug 06, 2004 3:41 pm
by Hippo
I have a copy of the latest Inferno build if you can't find it there, however, its ranks a few MB's as it comes with FRED_Inf too...
Posted: Sun Aug 15, 2004 10:46 pm
by Grimloq
-or i could just try running it in normal FS2...? nah
where is this inferno build?
Posted: Mon Aug 16, 2004 3:09 am
by Hippo
check the inferno forum

Posted: Mon Aug 16, 2004 8:58 pm
by Grimloq
*stares blankly at hippo*
and where is that? keep in mind that im not on the HLP forums, if its there.
ill probably go there sometime, but for now, theyd eat me alive, so im staying away!
Posted: Tue Aug 17, 2004 12:33 pm
by karajorma
Nah they wouldn't Grim.
As long as you act as sensibly over there as you do over here you should have no problem.
Besides if you're really scared of HLP feel free to reteat to the MindGames forum. I've got mod powers there so you should be safe

Posted: Tue Aug 17, 2004 3:07 pm
by Hippo
http://fs2source.warpcore.org/exes/late ... 4b_inf.zip
Hopefully this isn't you'r first attempt at FSO... They support ludicrus high-polly ad high-texture models however... If you haven't danced in SCP gloryness, go here:
http://dynamic4.gamespy.com/~freespace/fsdoc/
Posted: Tue Aug 17, 2004 9:39 pm
by Grimloq
are you kidding? im addicted to FSO

its a work of art! i can use them lights to my advangage, too... got a concept sketch of a carrier

wouldnt it be cool to have flashing lights going down a landing pad on sequence?
