[Release] Star Destroyer 1.6

Discussion and information relevant to creating special missions, new ships, skins etc.

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Norby
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[Release] Star Destroyer 1.6

Post by Norby »

An update of [wiki]Imperial Star Destroyer[/wiki] is ready, changes in v1.4:

-Player version added, available from TL12 and cost 100 million credits.
-30 turrets oriented around the hull in each 45 degree so no holes in the defensive sphere.
-TIE Fighters and TIE Interceptors added from StarWars OXP as escorts of Star Destroyers.
-There are 72 fighters in internal hangar which intercept attackers.
-Player get replacement fighters at arrival screen in the next station for cheap cost.
-Hexagon escort formation around Star Destroyers, following the Imperial logo.
-Fighter groups and actual targets are listed in MFD.
-Fighters land back in green alert, tractor beam will help to arrive into the hangar.
-Fighters must land before hyperjump, you should cancel countdown if time is not enough.
-TIE Interceptors require advanced Imperial-class Star Destroyer which cost 200MCr.
-Can dock to stations by Shuttle or ILS (cautiously) if put target lock to the station.
-Most ship stats are set between Staer9's original and GGShinobi's nightmare version.
-New gray textures made in MaPZone, new normal map and shaders added.
-Contain Heavy Sniper Gun mounts in forward and aft views for Sniper Gun OXP.
-Spawn script removed, new pirate roles added and bigTrader role for BigShips OXP.
-Packaged into OXZ format for in-game expansion manager.

Screenshots:
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Last edited by Norby on Sat Jul 23, 2016 12:03 pm, edited 3 times in total.
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pagroove
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Re: Star Destroyer 1.4

Post by pagroove »

Very nice.

A total conversion to an Oolite Starwars game must be certainly possible. :D
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Re: Star Destroyer 1.4

Post by Cody »

I wonder how a Star Destroyer would fare against an Omega-class Destroyer?
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Norby
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Re: [Release] Star Destroyer 1.4

Post by Norby »

Star Destroyer 1.4 is available in the expansions manager.

Newest additions:
-Fighters land back in green alert, tractor beam will help to arrive into the hangar.
-Fighters must land before hyperjump, you should cancel countdown if time is not enough.
-Fighters and targets are listed in MFD.
Image
-Hexagon escort formation around Star Destroyers, following the Imperial logo.
Image

Size comparsion with a station:
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The original "Black" ship is included also as the hardest NPC-only variant:
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TIE Fighters in action:
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More in the wiki: [wiki]Star Destroyer[/wiki].
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Re: [Release] Star Destroyer 1.4

Post by UK_Eliter »

What? Really? Amazing! Downloading!

EDIT: Authors, can I put one of these (very occasionally) in interstellar space - via my Interstellar Tweaks OXZ - to fight the thargoids (or sometimes just patrol around)? Does it have an AI for interstellar space? Does it appear in interstellar space already?
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Norby
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Re: [Release] Star Destroyer 1.4

Post by Norby »

UK_Eliter wrote:
can I put one of these (very occasionally) in interstellar space - via my Interstellar Tweaks OXZ - to fight the thargoids (or sometimes just patrol around)? Does it have an AI for interstellar space? Does it appear in interstellar space already?
Good idea, the scanner will be filled with signs of tharglets and fighters. :)
The big ship has a pirate AI only but the combat AI of fighters works well against Thargoids also right after a shot hit the mother.
Not appear in interstellar space, it is up to you.
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Re: [Release] Star Destroyer 1.4

Post by UK_Eliter »

Norby, I'll investigate the AI(s), but if it/they are in the new, Javascript format, I might be a bit lost. I'll look at any populator scripts or functions too.

First, though, I'd like to see one of these beasts. Where do they hang out, please?
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Re: [Release] Star Destroyer 1.4

Post by Norby »

AI is in plist which call functions in ship script.
Install [wiki]BigShips[/wiki] and you will see some on the main lanes, very often if this is the only installed big ship oxp. Pirate ones added by core populator less often via pirate-heavy-freighter role.

For a test flight here is a savegame. Quick nice moments:
- F1, F2, 'r' (to lock the station): a Shuttle will launch and dock soon, especially if [wiki]ILS[/wiki] is installed.
- Shot the station and see the fighters launch below the ship - external view and capslock is useful in Oolite 1.83. Keep shooting until all are outside.
- If you turn on Fighters MFD then you can see more info about your fighters.
- Use injectors to run out of trouble. If you run into green alert then you can see the tractor beam in action in external view, but if you run around near the planet where you stay in yellow alert and stop there then the fighter formation will build up after some time.
- Select a nearby system in map, switch to external view and start hyperjump countdown while your fighters are around to see the crowd running into the hangar. Probably worth to cancel before end and restart to make enough time for all landings.
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Re: [Release] Star Destroyer 1.4

Post by UK_Eliter »

Very helpful, Norby. I'll investigate and seek to integrate into Interstellar Tweaks when I have the time.
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Re: [Release] Star Destroyer 1.4

Post by Rustem »

Thanks for the updated version.
The old version of StarWars OXP did not like for 2 reasons:
1) The Star Destroyer ship has frequently appeared as a pirate in systems.
2) It was easy to destroy.

I tested this ship survival during an attack on them.
- All three roles are strong ships.
- This case is when you really need in a pylon Q-bomb! When I try to kill them with Q-bomb, the first role of ships (stardestroyer) could avoid the bombs. There was no success attempt to destroy it. The following two roles (stardestroyer-pirate and stardestroyer-pirate2) could destroy with 1-2 attempts with Q-bomb.

I have not seen in a normal game yet, it is particularly interesting, given his bounty.

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Re: [Release] Star Destroyer 1.5

Post by Norby »

Changes in v1.5:
-Fighters got hull value instead of zero recharge to fix exhausted fighters.
-Fighters not owned by the player show owner in the name.
-[wiki]Interstellar Tweaks[/wiki] OXP supported by naval fighters with blue scanner color.
-Ball turrets range increased to 7000m.
-Fixed Shuttle model in Oolite 1.80.
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Re: [Release] Star Destroyer 1.5

Post by montana05 »

I am not sure if this is intended or a minor bug but when I recently killed my first Star Destroyer I recognized that non of the eliminated escort fighters showed up as a kill. However my Trophy collection now shows 2 separate new entrances:

Star Destroyer (1) - as it should be
Star Destroyer [reactor breach detected] - as for sure it was not intended :?
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: [Release] Star Destroyer 1.6

Post by Norby »

Thank you for the report, fixed in v1.6 which will remove your bogus entry also.
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Re: [Release] Star Destroyer 1.6

Post by montana05 »

Norby wrote:
Thank you for the report, fixed in v1.6 which will remove your bogus entry also.

Sorry for the late response but I took me a little to find the next Star Destroyer. Well, it was worth searching for it, now the end is much more fitting for a ship like that. I personally also like that the remaining escort fighters lose interest in you so that you don't need to fight all of them.
Scars remind us where we've been. They don't have to dictate where we're going.
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Re: [Release] Star Destroyer 1.6

Post by Redeyemist »

Took me a day but I figured it out shift+c is how to dock on stations with the ISD...
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