Recently relaunched on Kickstarter, developers Impeller Studios’ new crowdfunding campaign has a smaller goal but much more to show. TIE Fighter (1997), is one of the most interesting space combat simulation projects currently in development. However, this should probably not be attempted by novices, as the process of building these missions is rather involved, requiring table-side edits, a solid understanding of FRED, and basic knowledge of scripting to effectively create a stimulating mission out of.Starfighter Inc., said to be the spiritual successor to X-Wing vs. Witness the side-story single-mission campaign The Blade Itself from Blue Planet: War in Heaven. If done well, a capital-ship flying mission can be as, if not more, entertaining than a well-made fighter-based mission. Additional elements can be added to provide the player with more things do to, such as managing AI fighter wings, and utilizing FRED-created abilities for the capital ship.Traitor detection can be disabled easily in the mission-specs if necessary.Turret control scripts exist, allowing the player to designate targets, rather than leaving it to the AI, or even take control of turrets individually and aim.A new ship flag can remove the "pain flash" that occurs every time your ship is hit.The list of damaged subsystems can be prevented by ship-subsys-guardian-threshold-ing subsystems not intended to be damaged.This behaviour depends on the ships' listed Max Overclock speed value in ships.tbl. For example: a maxed-out engine gauge will cause a Deimos to rank out to 60m/s, but a Hecate will reduce from a normal 15m/s to only 8m/s. The shield gauge will work as normal and the weapons gauge won't do anything (since none of the capitals have primary weapons however, note that weapon energy is FREDded to control turret rate of fire in missions like The Blade Itself), but messing around with the engine gauge can actually cause some ships to slow down dramatically. Switching the gauges between shields, engines, and weapons can cause some unusual effects to occur.Eventually, you be labeled as a backstabber and fail the mission. Your flak and beam guns will frequently hit all fighters that are tied up in dogfights, and your AI allies will start disciplining you for attacking them. You can quite easily commit friendly fire.In 3.6.13 builds, the ships.tbl flag "no pain flash" has been added to work around this. Every time you get hit, even with the most insignificant primary fire, your screen will irritatingly flash red.As your subsystems are damaged, the damage list will grow until it obscures most of the screen.The bigger the ship, the longer it takes to warp out. Mission designers should keep this in mind when requiring the player to flee a supernova in a capital ship. Instead of shooting out forward at incredible speeds, you will be going at a slow pace, and the subspace vortex will take a minute to show up, as will take another minute for you to enter it. Warping out while flying a capital ship is quite different from NPC capital ships warping out.To make your beam cannons fire normally, you have to set a beam-free-all SEXP on yourself. If you're using FSO and send beam cannons unlocked by default in the Mission SPEC, all beam cannons will fire normally, except for yours.Although you have dozens of turrets to do the work for you, having AI-controlled turrets doing all the shooting for you can really get you bored very fast.
Alpha 1 is in a Loki, while Beta 1 happens to be an Orion. This includes freighters, cruisers, capital ships, and even the Colossus.įor starters, suppose that you have 2 ships in a mission. There is a trick that FREDders can do while FREDding a mission that can allow them to pilot ships that they normally can't.