Max_Caine Posted May 16, 2014 Share Posted May 16, 2014 (edited) Mod Complete! THIS WORKS WITH: Version 1.0 I've been recently re-enthused with a desire to shake Air Combat out it's pedestrian by-the-numbers environment, through combining loadouts and UFO stats to change up how both cap ships and fightercraft operate. I had previously made a UFO mod (the first Flying Circus). Going back to it while I learnt a lot from it I can see that I was more trying things out for the sake of trying them out and pandering to my personal predjudices (like a 4-missile Foxtrot). This second Flying Circus' goal is to make Air Combat a challenging environment where skill is an improveable asset and a lack of skill doesn't automatically mean "FAIL". I'm going to be looking at all the UFOs, and I'm going to try and model them as closely as possible to the "eras" in which they fall. Here's the link to the mod: 2nd Flying Circus if you're interested. That link should stay constant - each time I update the mod, it will replace exactly the same files. So, where to begin... The Fighter Having read a lot of comments about the fighter, we all know how much of a pushover it is. Seriously, for an alien interceptor, it's really easy and quite yawnsome to take down. It's primary weapon is its two missiles, which are quite nasty if they connect - each one does 100pts of damage, so if they hit, the first would hurt, the second would kill. However, the missiles travel very slowly and are very easy to dodge, so I improved the speed and tracking of the fighter's missiles. It's still quite possible to dodge them (as you will see), but it requires a better sense of timing. I've also increased the range on the alien's gun and at the suggestion of a poster whose name escapes me, I boosted the radius on it. So, in total: Missile Speed: 12000 (x2) Tracking: 110 (x5) (!) Gun Range: 3000 (+500) Radius: 22 (+4) Here's some videos of the alien UFO in action. First one with the standard Corsair: [video=youtube;R00Wk4qOvSk] You can see how the missiles have a strong curve. IF you come straight at the fighter, they can't curve enough to hit you. If you come at an angle, they will hit you. Edited June 2, 2014 by Max_Caine Quote Link to comment Share on other sites More sharing options...
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