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  Discovery Gaming Community Discovery General Discovery RP 24/7 General Discussions
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Discovery 4.77 beta released

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Discovery 4.77 beta released
Offline Igiss
10-07-2005, 02:48 PM, (This post was last modified: 10-07-2005, 06:43 PM by Igiss.)
#1
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Discovery 4.77 beta is available for download. The version number of Freelancer.exe will remail 4.76, however, you won't be able to log on to the server with old 4.76 as soon as 4.77 beta will be implemented serverside.

Download from here:

http://discoverygc.com/files/Discovery_4....zip.flmod

New in Discovery 4.77 beta:

- New pilotable ships:
Avenger (modified Executioner)
Templar (modified Crusader)
Wrath (modified Valkyre)
- Blood Dragon is now capable of equipping level 10 shields and weapons
- Titan is slightly more maneuverable and has better power supply than before
- Capital ships turrets are available for sale on major planets of each House
- Level requirement for buying all large ships is now 38 (single-player compatible)
- Fire rate of capital ship missile turrets reduced
- Forward guns power reduced
- Power supplies for capital ships regenerate slower
- Torpedo speeds increased
- Level of detail ranges for capital ships enhanced
- New York internal jump hole relocated
- Orinoco nebula in Omicron Theta relocated

What has not been done:

- Missile power reduced :: negative, but refire rate reduced
- Unmountable capship turrets :: how can I make them unmountable if it's possible to destroy them
- Battleship and cruiser capships impossible to mount on trains :: You may mount them, but you won't be able to fire them because transport's energy capacity was significantly reduced
- Better turrets for transports :: go to Outcasts or Corsairs and buy better turrets
- Mk II versions for house light fighers :: Maybe later.
- New commodities :: Also, maybe later.
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Offline Korrd
10-07-2005, 03:53 PM, (This post was last modified: 10-07-2005, 06:51 PM by Korrd.)
#2
Member
Posts: 3,714
Threads: 241
Joined: Aug 2005

Samus and me performed some tests with nova torpedoes last night...

we found that, depending on the ship, there are certain "vulnerable zones" that take damage when hit...

So, i think there are 2 ways to correct the "dead zones" problem:

1. Increase the explosion range of a torpedo to the lenght of a battleship (so the vulnerable zone will allways recive the shockwave, and get damaged).

2. Making "Transphasic Nova Torpedoes": this means that the torpedo doesn't explode when it hits the hull, but pass through (phase through) the shields and hull to detonate in the center of the ship (or the inside of it) dealing the maximum damage to shields (if those are on line) or hull. (i'm not sure if this can be done)

We also found that torpedoes are too slow to be considered "a threat". A nova torpedo fired from a distance of arround 200-500 meters, takes almost 8-15 seconds to reach their target, let alone firing it from maximum distance..
Torpedoes should be twice as fast. (or at least 90-100 m/sec)

Remember that the torpedo concept on freelancer was designed having in mind that the CapShip (or station) targeted was static. (i dont remember capships moving on the SP campaign, exept walker's cruiser fleet and the Osiris, during the alaska rescue).

[Image: 3cfefe54.jpg]

Server Status | Server Rules | Players Online | Player Rankings | Freelancer Account Manager
(If you find any mistake in my English, please let me know via a PM)
(Really, I speak terrible English, so please, tell me if I make mistakes. I'd like to improve it a bit Smile)
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Offline Igiss
10-07-2005, 04:27 PM,
#3
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

Quote:Making "Transphasic Nova Torpedoes"
This is impossible...
Quote:Increase the explosion range of a torpedo to the lenght of a battleship (so the vulnerable zone will allways recive the shockwave, and get damaged)
Tried that already, no effect at all. But... increased the radius to check once more.

Torpedoes are twice as slow as normal missiles. Made them 1,5 times faster... you'll have a chance to test how it works.
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Offline Igiss
10-07-2005, 06:04 PM,
#4
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

The 4.77 beta file is available for download. Get it now! Link is in the first post.

The server was already restarted. Install 4.77 beta to log in and play. Note that version number is still 4.76, but the server will kick you if you try to log in with the old 4.76 version.
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Offline Dab
10-07-2005, 06:34 PM,
#5
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

When is 4.77 going to be released on Lancer's Reactor as thats when most of the new players try out the mod. And we need more people for the factions.

BTW, we can use the Blood Dragon (Kusari), Wraith (Rheinland), Templar (Bretonia), and Avenger (Liberty) as the MKII ships for thje houses.

[Image: DFinal.png]
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Offline Igiss
10-07-2005, 06:42 PM,
#6
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

I will release it when most regular server visitors will try the mod and report feedback. If everything is all right, I'll release it. Also, there are several minor corrections I'll have to make before the release.

Server won't be able to handle much more people than there is now, unfortunately.
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Offline daedalus
10-07-2005, 07:10 PM,
#7
Member
Posts: 273
Threads: 18
Joined: Jul 2005

Igiss,Oct 7 2005, 02:48 PM Wrote:- Unmountable capship turrets :: how can I make them unmountable if it's possible to destroy them
[snapback]2955[/snapback]
I've never found that a problem, it's much cheaper to get yourself killed and hey presto, all equipment is back again.
Still looking forward to testing this though, thanks Igiss!

Role-played characters:
daedalus - Liberty Navy
bandersnatch - Ruthless criminal possessed by a (huge) alien
Shredder - Small-time Kusari pirate, looking to join the Blood Dragons

"Bounty Hunters. We don't need that scum." - Admiral Piett
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Offline Igiss
10-07-2005, 09:09 PM,
#8
Discovery Creator
Posts: 3,178
Threads: 578
Joined: Jun 2005

There will be a few additional changes in the final release, including a new ship, and more.

I hope to get as much feedback as possible from you - both on the new features I've implemented already and maybe on some other features that should be in 4.77 but are missing in the beta. Test, and if anything seems wrong, post here. Your help will be greatly appreciated.
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Offline The Damned
10-07-2005, 09:40 PM,
#9
Member
Posts: 317
Threads: 13
Joined: Sep 2005

Everythin is nice.
For the final release u can add some new house weapons - a better versions of the old weps, 'cause the new ships need new toys :)
And new types of shield or more avalability to the old ones.
If i think of somethin more ill tell ya! :cool:

"Comm. Adama:
-Starbuck whadda 'ya hear?
Starbuck:
-Nothing but the rain sir!
Comm. Adama:
-Then grab your gun and bring in the cat!
Starbuck:
-Boom , boom , boom!"

--------------------------------------------------------------------
My characters:
- =BSG=Starbuck ; Maj. Kara Thrace(fighter pilot)
- =BSG=Galactica ; Commander Lee Adama(Battlestar)
- =BSG=Helo ; Lt. Karl Agathon (bomber)
- Colonial 795 (trader)

- [Phantom]The_Damned (oopps a baddie)
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Offline Dab
10-07-2005, 10:02 PM,
#10
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Hey igiss maybe you should go through the accounts that are on discovery server and delete the ones that were rarely used, that were also a while ago. Like people whi havent used it for the past 2-3 vrsions to free up space for more players.

[Image: DFinal.png]
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