![]() Special effects mod (bp-3612-sfx.vp) * All weapons have hull piercing effects. * Compatible with Blue Planet, mediavps 3.6.10, retail FreeSpace 2, multiplayer and most mods. Nephilim and Seraphim have same afterburner stats as GTB Sekhmet and Taurvi same as GTB Bakha. * SB Nephilim, SB Taurvi and SB Seraphim now have afterburners. * GTB Artemis, GTB Artemis D.H., GVB Sekhmet, GVB Bakha, SF Aeshma, SB Nahema and SB Seraphim had zero, negative or over the top engine overclock. ![]() * Artemis D.H has slightly better performance than Artemis. Retail slide and reverse velocities are so low that Shivan craft are essentially sitting ducks when they use sliding or reverse. * Shivan fighters and bombers have slide and reverse disabled. * Vishnan flak fire wait increased from 0.15 to 1.0. * Standard flak fire wait increased from 0.15 to 1.0. Rebalance mod (bp-3612-rb.vp) * This mod is highly recommended if you are using the AI mod. Gliding won't be enabled on any other ship other than retail FS2 or BP. * Compatible with Blue Planet, mediavps 3.6.10, retail FreeSpace 2, multiplayer and any other mod that uses Blue Planet and retail FreeSpace 2 ships. * Includes velocity indicator script which should help player to grasp his ship's current velocity and heading. * Enables newtonian dampening on fighters and bombers, which gives turns and acceleration newtonian elements. Assign a key to "Glide when pressed", then Accept. * For player to use gliding, you must first assign a key to it. * Allows fighters and bombers use glide, which allows traveling to one direction but facing another. Glide mod (bp-3612-glide.vp) * This mod should only be used if you also use the AI mod. * Compatible with Blue Planet, mediavps 3.6.10, retail FreeSpace 2, multiplayer and any other mod that uses same AI classes and AI profile as retail FreeSpace 2. * This AI is much tougher than normal, expect a challenge. * Fighter and bomber turrets now target independently like capital ship turrets do, instead of trying to shoot whatever hostile player has targeted. * Exception to above is that hostile AI receives penalties to their rate of fire and turning on very easy and easy difficulties. Difficulty progression is more even across all difficulties than retail.
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