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SpaceNavy

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Everything posted by SpaceNavy

  1. Yes, we will! Which differences did you have in mind?
  2. You must be talking about Echo-419, Foehammer :) Absolute favorite pilot ever.
  3. You and I already talked about it over Steam a while back. We have expressed interest in integration of the FEMAL3 mod, but just like every other mod on our list, it will have to come later while we finish getting the assets in. FEMAL3 works very well with TEI though, considering the amount of women soldiers that served in the UNSC.
  4. Yes, it is a compatibility issue. No matter what the author does, the implementation will not be able to accomplish what we imagined simply because it is using a separate program. That being said, SpaceEngine is one of the most underrated programs out there. Please Google it and download it. Give it a shot and explore the universe (literally the entire universe). It will blow your damn mind. About the MCC... I'm not going to lie I will be tied up with it for a while, haha. But it definitely will not die. Hopefully a lot of you will be tied up with me playing custom games and matchmaking.
  5. I come with bad news. The author of the Cosmos engine mod got in contact with me and gave me the torrent link to the mod. The idea is very interesting, and I am not totally denying the compatibility of the mod with ours, however we will not actively seek further actions to integrate it. Before when I mentioned, "part of the surprise" the other part still remains. We aren't completely dedicated to it like we are with the main features of the mod, but if all goes according to plan and it works out how we imagine it will, you should be in for a treat to down-play this sad news. Also, Warthogs are done (for the most part)! Our wonderfully talented texturer, Stirls, deserves a break while we get the Hogs in game but next up will be the Pelican!
  6. Even then in slipspace it would take weeks to get there. :) No one is really sure how it will work (author didn't want to discuss it this early) but if so, we can just use the location we used on earth for eridanus 2.
  7. Not sure if this is the right sub-forum for this question but its not very easy to figure it out without a list of the mods you are using. We aren't mind readers after all. However, from the sound of it, it seems like some kind of police mod.
  8. Can't wait to play with you then! Well, for the starting point we are just going to use a mixture of vanilla assets found in the game already and mixed it with some retextured stuff of our own. Our final goal will be something similar to the Innies found in Forward unto Dawn and some concept art of our own (if anyone has some images of insurgents that remind them of the Insurrectionist go ahead and post them and we'll give it a look). But definitely not retexturing the UNSC units. It wouldn't make much sense and would be pretty confusing. We thought about adding in the Corbulo cadet armor at some point just for fun with training simulations, but not this early on.
  9. Can't believe someone actually managed to find out where the terrain of our Eridanus II terrain is located. They sent me the answer in a PM. Amazing. I should also mention that anyone who wants to play "The Master Chief Collection" with us when it comes out on November 11th add me on Xbox Live: SpaceNavy90. Yes, we will have some custom made clothing for them eventually, but we want to focus on the UNSC for now. One, because they are way more badass than the Innies (deal with it Innie supporters :P) and the Innies will, like you said, use some of their equipment but stratched up, damaged, etc. So yes, any photos we reveal would be concepts for the time being. After we release the public alpha later this year production on them will increase.
  10. It is still being considered. It looks good as long as we can find more help for terrains. Because the map itself is actually pretty small (go to google earth and measure the real Mombasa island) so its just the building variety that would be hard. I agree it would be really awesome to have more urban environments. Problem is, it is hard to make them look correct and the building density can absolutely kill your FPS.
  11. Dawww you found out part of the secret... I'm in contact with him trying to get things set up.
  12. There was miscommunication. The shield was supposed to stay on and it is. We plan on using a PiP screen which zooms into a scope with different vision modes for all the Warthog turrets. This is also a time to introduce the soundtrack the talented McChaffee (from another Halo mod: HOMEFRONT) is making for us: https://soundcloud.com/mcchaffe/sets/eridanus-insurrection
  13. Sadly, yes. The Charon just fits the mod's uses better. It is used for planetary assaults unlike the Paris which is for ship-to-ship combat. However, we have something planned. And if it works out how we anticipate you should be happy. :)
  14. Check the screenshots on the first post for the Charon frigate album to see the new model! We will work on the interior more after the first release. As with the Pelican, it will be textured after the Warthogs are finished. (I'm excited for it too)
  15. It is all about the RVmats :P Well, I'm not sure how we could make them drop from the pelican (maybe a script that spawns them underneath the pelican and they falll to the ground?) but simply making them a weapons crate (with different weapons in some) would suffice.
  16. Yes, this is all already planned. That video was a very, very early version of it. Everything you mentioned will be included. :)
  17. I was thinking about that, we probably would make it VTOL. Just because everywhere you see it taking off ingame it is going VTOL. And yes, we already have it ingame. I think the highest speed I've gotten is around 600km/h. You can watch it being used here: https://www.youtube.com/watch?v=XITim_EZHsU&feature=player_detailpage#t=239
  18. I personally have had some issues with Play withSIX, but it does have its uses that for sure. The way the video opens, with the player running up into the Longsword is almost exactly how I imagine the Longsword will be in Arma (in regards to entering it). As for the Pelican, it would be nice but there just isn't enough room for the player to do that. Plus there isn't a ramp for the player to walk up and onto the Pelican like there is with the Longsword. If you mean about the flight model for the Pelican, we are going with a helicopter type of setup. I experimented with the VTOL modes, and it just wasn't the same. It didn't give the Pelican feeling like the helicopter version did. With it, you are able to do very quick insertions similar to how they do them in the games. You are still able to get up to high speeds too. With the VTOL, you just went way too slow in "hover" mode and the transition between plane flight and helicopter hover was waaaay too slow to be useful. I think you will be pleased with what we have.
  19. Play withSIX, yes of course. While the Longsword is one of my, if not my absolute favorite Halo vehicle, I haven't had the pleasure of being on the receiving end of a Longsword before (never really played or got into Halo Custom Edition). But in regards to its ordinance, it will be one hell of a beast. 50mm autocannon, 120mm ventral gun (no 90 degree swivel sorry), bombs and missiles up the ass. Basically a dozen A-10s on steroids. You don't want one to be flying above you. I also want the front ramp of the Longsword to drop down and have a fully modeled interior so you can walk up and into the cockpit from outside. That is my dream.
  20. We were discussing this. I would really like for a server to be up 24/7 for anyone who wants to play. At first, it will probably be hosted locally by one of the dev members. Then possibly we will have a higher quality server hosting service do it for us. If this were the case, we would probably ask for donations merely for the upkeep cost of the server. I really don't want to have to ask for donations, but if the demand for a high population server is there we may be forced to. The last I knew, the Steam workshop has a very low file size cap that would limit the mod. But other people have gotten around it by simply linking the download in the workshop description. Which is probably what we will do as well. In short, yes we will. We actually already had a Falcon model. We didn't create it, but we did get it from an open source project though (http://notriangle.com/falcon). And it is very high poly and needs other editing to make it work correctly with Arma. This is why we haven't shown anything about it yet but we will in due time. As with the Shortsword, I would loooove for it to be in. Only problem is that its role is very limited. I could only see it being used as an attack plane and that is just too limited for use in the mod. Besides the Longsword is already planned to fill the attack role. It would be too much work for so little gain. This isn't me confirming that it won't be in, just that it is unlikely. With the Pelican, we received it from a donator. So we didn't create it with the TC model in mind. But the seating arrangement works nicely and it won't affect gameplay so we are leaving it how it is. The Charon's model was a placeholder Paris-class. Since then we have received a better quality and textured Charon model. Not all Halo Wars vehicles will be in. Sparrowhawk included, sorry.
  21. Oh goodness, no. We won't make you go to that much trouble to use our equipment. We will have custom factions and many different units that use all the different types of gear we will have. As well as crates that contain the equipment so you can experiment with the different types. We should have a video made as soon as we finish getting the ODST, Marine, Army soldiers, the Warthog and a few more weapons in game.
  22. SpaceNavy

    USS Iowa

    This... is one of the coolest damn mods I've seen in a while. Finally, true naval ships in Arma. You should definitely consider making other ships to accompany it, such as cruisers or destroyers. And perhaps a USS-Missouri variant! That ship has a place, reserved in my heart. Will the "staying in the same world position" error ever be fixed? It is an engine issue, so it many never be. :(
  23. Yes there a few different ones. One from Halo CE, 2 and 3. My favorite is either 2 or 3's but the helmet Angel mentioned could also be used. We actually already have those two backpacks but surprisingly there aren't many backpacks in any of the Halo games. We may end up using reskinned vanilla backpacks unless we find interesting designs to use. I believe the vanilla Arma backpacks fit the Halo use well.
  24. Possibly. Was thinking about using that for the pilot helmet.
  25. We have a few custom backpacks now, and a we will look into more designs to add. But we aren't replacing anything. If anyone wants to use vanilla backpacks, nothing is stopping you. Were there any designs in particular you were hoping for?
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