Jump to content

rob04

Member
  • Content Count

    57
  • Joined

  • Last visited

  • Medals

Posts posted by rob04


  1. I have made a small update to the v1.26 download.

    -Fixed a problem reported by Rob04 where a walrus becoming stuck on a bridge could cause the bridge to be detected as the obstruction, allowing the walrus to fall through the bridge.

    -Fixed a crash reported by solrac42 when exiting from manual timewarp if a walrus is detected as stuck.

    Thanks for the reports.

    Thanks for all the work that you do on this fantastic and essential mod. :D


  2. Updated to v1.20:

    ---Added options for FOV (field of view). The first option controls the normal FOV and can be set between the game's standard 60 degrees anywhere up to 120 degrees. The second option controls the maximum FOV. When your vehicle is moving, the field of view will gradually expand up to this value. When the vehicle slows, it will return to normal. Note: Either of these options can be disabled by setting them to 60. For weapons with zoom functions to work properly, it is essential that the zoom key in the customization menu matches that in the main options menu. For views that do not have a zoom function, the zoom key can be used to toggle the FOV on and off. This is useful for mantas when you may want to have a short period of close quarters combat with the standard field of view.

    ---All keys used for the mod's functions can now be individually set in the new Key Bindings page in the customization menu.

    ---Scout drone can now dock on autopilot by pressing the dock key. This replaces the auto dock method which was previously used (feature requested by faber42).

    ---Added new hotkey option for generating a quick auto-save. This function is similar to the F5 quick save, with the major difference that these saves are visible in the saved games list and are resumable after a crash, and so they offer protection from crashes that the normal quick saves do not.

    ---Added option for timed autosaves. This interval can be set to anything between 1 and 20 minutes.

    ---Added warnings for the carrier's fuel level.

    ---Added fix for a rare glitch in the game which causes units to fall out of the map and become trapped inside the island's terrain.

    ---Several minor improvements.

    Thanks again to Rob04 for continued playtesting and feedback.

    Download page HERE, or go directly to the file HERE

    Thanks for all the great work you do on this mod. It makes this game so much better. This mod is essential when playing this game. I never play this game without it.


  3. Hello, I have updated again to 2.6. This is mostly to include all official patches up to 1.7.0023

    Some tweaks were removed for this version and may make it back in the future.

    I use your NoFilmGrain mod and Gripmod2 with Species' Deadlyislands mod. I can see that the film grain is gone when I play Carrier Command: Gaea Mission on my laptop computer and I notice more power in the walrus when it's climbing hills. When I first played the game, I thought the walruses seemed kind of weak when I tried to drive them up hills under manual control, but your Grip mod has improved them quite a bit. Good job. Thanks.


  4. I'm also glad to see that BIS is still supporting this great game with patches. The carrier laser and walrus shield are great additions! The manta torpedo has been successfully fixed.

    Unfortunately, I noticed a few problems.

    1. The changelog for the 1.07 patch says that the "Launch Drones" button was fixed. It does not seem to be fixed. It has the same problem as before. If you produce defense drones and transfer them to your carrier, then all of these drones get destroyed and none are left on your carrier, the "Launch Drones" button will still be highlighted when it should not be. Also, it still says "Drones Docked" on the right side of the screen instead of "N/A" or "No Drones".

    2. If the gun in the forward turret gets destroyed, it repairs itself very quickly and without delay like it is regenerating itself. There is no "destroyed" graphic. The graphic shows the forward gun intact with no flames or smoke even though it already exploded and a verbal message already said it was destroyed. Also, it can still be fired when it is supposed to be destroyed.

    3. The side turrets seem unusually difficult to destroy. It took 8 rockets and 10 plasma cannon shots, all at close range, to destroy my forward right turret. If it's this difficult for me to destroy my turrets, it's also probably just as difficult for the enemy to do so. This might not be a problem if the enemy carrier's side turrets are equally difficult for the player to destroy. I haven't tested that yet.


  5. That is indeed true, but i still find the projectile to be too slow. I'd like a cannon that behaves like..well... a cannon. Think the Mako cannon in Mass Effect. I agree that there are too many arc weapons. The grenade launcher is fine, the Howitzer is quite good,(apart from the whole aiming issue) the other two... i avoid as they're just not fun to use to me.

    I personally would like just the howitzer and the HEAT. I like the plasma cannon. I understand your point about the plasma cannon's projectile speed being too slow, but other than that it seems to be a fairly good weapon that fires level.


  6. what really annoys me with arc weapons is the barrel straight in your face when aiming high.

    Yeah, that annoys me too. It blocks my vision especially when firing multiple times at a target. I thought it would have been better if there were maybe just two arc weapons and the other two could have been replaced with two other weapons or maybe one other weapon and a shield like the manta has. The walrus could use a shield.


  7. -A proper walrus tank cannon. One that shoots in a reasonably straight line in stead of the weird grenade launcher scenario. It could be a bit lower damage to compensate for the fact that it actually can be aimed at things.

    The plasma cannon that the walrus has seems to fit your description of a walrus cannon that you want. It fires straight, not on an arc. Personally, I think there are too many walrus weapons that fire on an arc. There are 4 of them (grenades, HEAT, howitzer, and shell). At least they have the plasma cannon that shoots level.


  8. Hello,

    thanks for reporting this. Should be fixed in the next patch.

    I had a similar experience to Crotaro. What I did was I fired my carrier's shell gun at the pier of an island, but the pier wasn't destroyed. To make sure, I fired many shells at close range. I know all or most of the shells hit the pier. There wasn't even any smoke. I then launched a manta, fired its weapons at the same pier, and my manta destroyed the pier quickly and easily. I know it is already going to be looked into for the next patch, but I wanted to mention my experience to possibly give further information on this matter. I also think there is something wrong with the shell gun damage.


  9. 13. Moderate: Enemy walrus having what I believe is "HEAT" weapon, do instant kill damage to your walrus no matter how much armor. One shot kills anything and everything on the island. They also seem to nearly instant kill max armored max shielded Manta. This type of weapon would sink a carrier in real life in a single shot. It's as if they have a carrier grade rail-gun launching explosive rounds at you. You may as well call it "death gun".

    You are right, but could it be that these walruses have howitzers instead of HEAT guns? I'm not certain, but howitzers might do more damage and have a longer range than the HEAT guns. That might explain, at least to some extent, how the enemy walruses are getting "one shot kills".


  10. There is a problem with the torpedoes always exploding when dropped by a manta. I recently looked at the feedback tracking site http://www.carriercommand.com/feedback/my_view_page.php and someone from BIS said they are aware of the problem and will fix it in the next patch. The date this was posted was August 5, 2013. This means, in my opinion, that there should be another patch. When it will be released is the question, though.


  11. Well yes, those little missile turrets are heat seeking, but they are hardly a threat to the carrier and easily taken out. I'm talking about the big cruise missiles that came from the islands in the original game, maybe of similar damage to torpedoes, something worth launching flares for.

    Yes, I see what you mean. I think I remember what you are referring to because I had the original game back in 1988 and played it often on my Atari 1040ST. Thanks for the clarification.


  12. Carrier flares are not implemented. There's a function in the code for launching them, but calling it just causes a crash. They wouldn't be useful anyway, as none of the damage your carrier takes comes from heat seeking missiles. Maybe they were going to have hammerhead missiles launched from the island like the original game had, and it never made it.

    Manta flares definitely do work though, you will hear them launch when trying to escape from a missile lock.

    I think there was a game I played one time in which I arrived at an island and there was an enemy turret near the coast and I think it launched missiles at my carrier. I don't know if I had carrier flares at the time, but nothing happened with the flares if I had them. I don't recall if my carrier was damaged or not. I'm not sure that this was a missile turret. If it was, however, then do you mean it wouldn't have damaged my carrier because none of the damage to the carrier comes from heat seeking missiles?

    I can't tell about manta flares too well because I stopped using them long ago in favor of shields. I'll take your word for it that they work.

    I wish the devs would either remove the carrier flares or make them work. I'd rather they make the carrier flares work, but only if there is (or will be) a use for them.


  13. I have never seen the carrier flares working and I don't know if there are even any graphics for them. All I know is they are supposed to protect the carrier from incoming missiles and their use is supposed to be completely automatic. It just seems like they don't do anything, but I'm not sure. All of this is true for the manta flares as well.


  14. the walrus body has two slots: one at the front and one in the middle (when you have at least medium armor), in the menu the weapon always shows in slot 1, but on the actual vehicle the weapon goes to the middle mount.

    It might be that some lighter weapons go in one mount and other heavier weapons go in the other mount although they are both called slot 1. This could explain why some weapons are 360 degrees and others are not.


  15. Walrus has three slots for equipment.

    First slot is used by "small" guns (mg, laser, gatling), second slots is used by capsules and big guns (shell, plasma, missiles etc....), third slot is used by support items like ammobox, computer...

    Walrus cannot equip two weapons at once.

    Thanks, Tomas. Will the player be able to place weapons or items in the second slot of the player's walruses in a future patch? It would be great if something can be placed in slot 2 of the player's walruses.

×