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It looks like the bow has more slope to it, but the fat funnel is a dead givaway.
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Former beta testers for the old Merchant Fleet Mod, please check your PM's. Anyone who is interested in beta testing and hasn't received a message from me, please contact me on this thread or in private. Thanks. |
got your PM IABC.:D:up:
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Here ! :rock::rock: |
Sweet
I will test if you like Iambecome :up: |
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Im interested as well if you want any more.
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Thanks to everyone who offered to help! I am now finishing up a few more things:
-Skins for the newest ships -A few more ship halves, mainly for the newest ships -Correct draft entries -Changes to the weapons loadouts -Correct top speeds for all ships Once these things have been taken care of I will put together the second beta. Another motor merchant update is below. I revised one of the small motorships so that it was more distinct from its near-sister. The extra funnel should be an obvious feature: http://i33.photobucket.com/albums/d5...titled-1-6.jpg http://i33.photobucket.com/albums/d5...titled-2-6.jpg |
Looks really good IABC. Cant wait to torpedo it.:D
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She is different...and a real good looker http://www.psionguild.org/forums/ima...s/thumbsup.gif
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Looking beautiful as always :up: |
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On the plus side, I have managed to make the second stack a destructible object. It's pretty dramatic, seeing the funnel go flying in the air when you load this puppy with ammunition. :arrgh!: |
If both stacks have thier own ID's,
place a new smoke section in the sim file assigned to the second stack. If one stack is part of another object you can place a node much like an equipment node there then assign it a smoke node in the sim. :up: |
Agree, it's a ID question ^_^ just be carefull, always different IDs for differents things, you know it ^_^
(psin facts, i'm not an expert XD) |
Thanks guys! Now it can pollute the atmosphere TWICE as much as it did before. :rock:
http://i33.photobucket.com/albums/d5...titled-4-8.jpg http://i33.photobucket.com/albums/d5...titled-3-6.jpg |
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