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Wing Commander Ship Pack (beta 1)
Filename: wing_commander_ship_pack_beta1.0.zip


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3.66 MB
beta 1
BES12000
1525
05-14-2006
Ships


Average User Rating: 6.8
Number of Votes: 13
Related Files:
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- C13 Ragnarok (2.0)
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1 Other Files by BES12000:
- WingCommander Thunderbolt


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Wing Commander Ship Pack (beta 1) - File Description  


Description:
Here is the first wing commander ship pack, it contains several ships from the game imported to Bridge Commander



Wing Commander Ship Pack (beta 1) - Screenshots  
Screenshots:
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Wing Commander Ship Pack (beta 1) - File Download Options  

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Wing Commander Ship Pack (beta 1) - Readme  
Readme File:
Im BES12000, I did the first Thunderbolt Heavy Fighter, I can be contacted on BCU forums or by my email bes12000@yahoo.com
Here is my Wing Commander Ship pack
It includes these ships:
Vesuvius Heavy Carrier with fighter launching capability( if you have Tech Framework 1.1 or newer)
Thunderbolt Heavy fighter
Excalibur Heavy Fighter
Problems with resizing the Arrow fighter has prevented me from including it in this Version of the pack
Instructions:
First thing,please Delete all files having to do with the Wing Commander Thunderbolt if you have downloaded it,because this ship pack has a newer one and files may conflict..
Place each item in its proper path, it will be laid out by folder(yes I know redundant folders),all files will follow the right path so you shouldnt screw anything up.
you may have to use the BC mod installer to get the ships to run in-game
if you want MORE fighters to launch u need to go into the Bridge Commander\scripts\Custom\Carriers and edit Vesuvius,open with notepad or python and just change the number by Thunderbolt and Excalibur
also the Excalibur has an optional cloak, be warned though if the ship cloaks it will die faster due to weak hullstrength, to get the cloak working you must open the Excaliburs hardpoint file(Excal.py) and place this line at the very bottom and make sure it looks like the others:
prop = App.g_kModelPropertyManager.FindByName("Fighter Cloak", App.TGModelPropertyManager.LOCAL_TEMPLATES)
if (prop != None):
pObj.AddToSet("Scene Root", prop)
THIS IS A BETA VERSION!
so since its a BETA I want helpfull reports on what needs to be fixed,including balance issues,since I tested this ship and fighters on my OWN(more uberized) refits of the stock ships..
also let me know if certain sounds dont work..
has NOT been tested with NanoFX,or ATP, just the shuttle launching framework
I did not test it on any of the downloaded files from BCFiles
when reporting to me what needs to be fixed please include what you have tested it on so I can form a list of stuff to download.
Known bugs..
NO GLOWS! ,I know im working on it currently, I just started doing the modeling thing and ill get glows down soon..
Vesuvius has a mesh error,clearly visable in-game,left front fork on the bottom,im not seeing it in MAX or Milkshape..
game crashes after 15min,havent found the problem yet..
no fighter cloak yet for the Excalibur(yes its sposed to have one,and it can fire while cloaked,the first two shots anyway,then the cloak fails),trying to put together a stand alone fighter cloaking system without the need of ATP.
Im using an old Variant of the Vesuvius, there is a newer model out with different textures and hull changes etc...that will be done later.
need fighter AIs and AIs for the Vesuvius,smarter ones..
sound cuts out due to too many weapons firing,to be fixed soon
not really a bug: not all fighters have been made,still missing some, they will be done soon, and I will try to get Kilrathi enemy for you to fight once im better at modeling.
no icons in quickbattle menu
weapon icons in wrong spots
Tactics
Not really any tactics,the AI is stupid though, so if it wont fire weapons when turning to the left or right try manual firing, also the top weapons fire rarely..
launching fighters when in a crunch will increase chances of survival...normally
launching the Thunderbolts first will enable them to use their torpedos on enemy targets,IE damaging them considerably,then launching the Excaliburs to finish the job they have higher damage missiles and weapons.

DISCLAIMER(s):
All ships and gun sounds were created by, and are Copyright of Origin Systems Inc, and were removed from the game using decompression programs made by Origin Systems Inc and are also copyright of Origin Systems Inc.
Permission is required if ANY part of this ship pack will be used in anyone elses mods or ship packs,also Permission is required if you have done model/texture enhancements of these ships and would like to release them.
if you would like permission please post it on BCU forums or contact me at bes12000@yahoo.com


Wing Commander Ship Pack (beta 1) - User Comments  
The following comments are owned by the user that posted them. BC Files is not responsible for their content.

Total comments: 9 | Last comment: 08-29-2009 at 13:18

 #1 - OMG!!! - 05-14-2006 at 09:04
Saquist
From: (Houston Texas)
Joined: September 18th, 2003
Posts: 1813
I was like the first person to play the game!

But what am I looking at?

 #2 - 05-14-2006 at 10:32
JamesTiberiusKirk
From:
Joined: November 11th, 2004
Posts: 1720
Maybe a suggestion, nanofx blinkers could be placed where the engines are, that would make a nice effect.

but its great, keep it up!

 #3 - 05-15-2006 at 08:57
vorlon3
Joined: September 16th, 2002
Posts: 142
Now, all we need is those ships from Wing Commander Prophecy, including the Confederate Megacarrier..... Oh, yeah....IT'S SHOWTIME!!!!

 #4 - Khaaaan! - 05-15-2006 at 10:20
Myxale
From:
Joined: December 16th, 2004
Posts: 272
Rock

Love the WC Stuff!

 #5 - Excellent! - 05-16-2006 at 01:16
kahless5
From: (Deck Five)
Joined: May 20th, 2004
Posts: 313
i cant wait to see where this goes. The final version should be REALLY sweet!Two Thumbs Up!Two Thumbs Up!

 #6 - Excellent - 05-16-2006 at 08:17
CaptJono
From: (Washington state)
Joined: September 30th, 2002
Posts: 79
After the Thunderbot release, this kind of thing was sure to happen! Let's see some more. Good Job

 #7 - 10-31-2007 at 12:17
witchunter180
From: (Macon)
Joined: January 15th, 2005
Posts: 281
Something should really be done about the mutually-assured-destruction shockwave from the carrier- even if you manage to destroy it, you die from the resulting explosion (minimal distance to escape the shockwave is about 500 km, currently) But really cool concept; I love the wing commander gamesstick out tongue

 #8 - 08-29-2009 at 12:25
FekleyrTarg
From: (Vienna)
Joined: June 14th, 2006
Posts: 504
I've been a WC fans for some months now and I like the WC games. Especially the post-Privateer ones.
So I look forward to install this pack to my BC install.
And I look forward for any future versions containing all WC ships.

 #9 - 08-29-2009 at 13:18
FekleyrTarg
From: (Vienna)
Joined: June 14th, 2006
Posts: 504
Ok, I've just tested the pack.
I've enjoyed re-enacting the battle between the TCS Vesuvius and the TCS St. Helens.
But I'm a little bit disappointed at one point: The Vesuvius was extracted and converted directly from the original" WC4: The price of freedom". I think you should've rebuilt it from scratch or converted the version from the Prophecy add-on "Secret Ops".

But I like this pack anyways.



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