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Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Sat Mar 30, 2019 1:54 pm
by Darksaber
Simple if your using a new pilot, and you've played the prologue missions so you see the concourse, but when looking at the Tech Library so view the craft, but then you realize that all the craft are not there, you either have to play through the rest of the missions and you've inspected all the craft, then you'll be able to view all the craft in the tech library.

OR

You can use MXvTED, go to the desired craft slot you can't see and then press "Write" if the craft is unknown this message will pop up
mxvted1.jpg
You will have to do this for each craft you can't see including custom craft, go to each slot one by one and press "Write", you should get the above message, then you click on "Yes", you will now be able to view the craft in the tech library.

I bet not a lot knew about this :D

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Sat Mar 30, 2019 3:09 pm
by capitanguinea
Darksaber wrote:
Sat Mar 30, 2019 1:54 pm
Simple if your using a new pilot, and you've played the prologue missions so you see the concourse, but when looking at the Tech Library so view the craft, but then you realize that all the craft are not there, you either have to play through the rest of the missions and you've inspected all the craft, then you'll be able to view all the craft in the tech library.

OR

You can use MXvTED, go to the desired craft slot you can't see and then press "Write" if the craft is unknown this message will pop up

mxvted1.jpg

You will have to do this for each craft you can't see including custom craft, go to each slot one by one and press "Write", you should get the above message, then you click on "Yes", you will now be able to view the craft in the tech library.

I bet not a lot knew about this :D
*on his knee*
thank you Master.
I should use the version from your Station?

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 02, 2019 3:06 am
by ual002
Couple quick observations/questions:

1. I'm noticing odd behavior from the T-wings. AI seem to take a long time to pull the trigger, lots of following, not a lot of shooting. They have shot before though, I have noticed. Playing as a T-wing, your laser recharge rate doesn't seem to affect laser drain at all for the player. This was just noticed after spawning into a wingmans T-wing after mine got destroyed. I brought the laser charge rate to zero and no matter how much I shot the charge bar never went down. I wonder if the issues are related.

2. A question: I just wanted to clarify I am not missing anything about the landing struts added to a lot of the starfighters. They aren't controlled independently with a different key correct? They deploy along with the S-foils when you hit that key right?

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 02, 2019 4:30 am
by Mark_Farlander
ual002 wrote:
Tue Apr 02, 2019 3:06 am

1. I'm noticing odd behavior from the T-wings. AI seem to take a long time to pull the trigger, lots of following, not a lot of shooting. They have shot before though, I have noticed. Playing as a T-wing, your laser recharge rate doesn't seem to affect laser drain at all for the player. This was just noticed after spawning into a wingmans T-wing after mine got destroyed. I brought the laser charge rate to zero and no matter how much I shot the charge bar never went down. I wonder if the issues are related.

Just tried to fly a T-wing in the simulator and got the same result: the laser charge bars are not affected by firing or the recharge rate level.
The only thing affecting the laser charge bars is transferring energy from laser cannons to shields or from shields to laser cannons.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 02, 2019 5:22 am
by Phoenix Leader
Strange. This is NOT as if there were the "Unlimited Ammo" option always turned ON, because the Unlimited Ammo option only affects the laser charge bars when firing lasers.
Both the laser recharge rate level and the energy transfer from shields to cannons (or vice versa) would normally affect the laser charge bars level with Unlimited Ammo ON.
This is not the case since the cannon recharge rate level is completely ignored, apart from its effect on speed. Never seen such a thing before.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 02, 2019 5:57 am
by Darksaber
Yes it is strange, but I found the problem, this is valid for both the DSUCpv2.6 and XWAUCPv1.6

Thanks to ual002 for the heads up :)

1. Goto the Flightmodels folder open the Twing.ini file in notepad
2. At the bottom you will see:-

[WeaponRate]
...


3. Delete those two lines
4. Save the file
5. Test ingame the indicators will run down

I'll Just mention that it has nothing to do with the line
[WeaponRate]

it was the three periods ... below it that was causing the problem, strange isn't it :) I've checked through all the other *.ini files is was the only one to have the three periods underneath.

I did come across another problem though, there are no torpedo hardpoints on the base opt.
I've included just the base, exterior and ini file, but before download and installing these just do the fix above, it's weird, I guess it's a quick fix if you want unlimited ammo though :)

Link Removed

Please goto Craft Pack Fixes for DSUCPv2.6/XWAUCPv1.6 to Download fix
2. A question: I just wanted to clarify I am not missing anything about the landing struts added to a lot of the starfighters. They aren't controlled independently with a different key correct? They deploy along with the S-foils when you hit that key right?
No different key just the S-foils "V" key :)

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 03, 2019 3:15 am
by ual002
1. Not sure if its related, but the blastboat's lasers seem to be regular blue and the Ions are Purple. Looking at the Opts ini It probably has to do with the weapon color section but I have to admit im not sure what laser is what even with the color legend.

2. Can someone modify your Fontres/Medals/Medals.txt file to give yourself a medal for a quick mission completion and tell me if your award animation plays? The animation plays and then I can click back to the debriefing window, but when I try to back up to the concourse the game sort of freezes and my pilot is then borked and the game doesn't properly load until I select a new pilot. It may have nothing to do with DSUCP but I've modified that txt file before and never experienced this.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 03, 2019 10:48 am
by DTM
A chromatic variety of lasers has been added to XWUCP and DSUCP to make the game more lively. The choice was not made at random. Maybe it's not perfectly "cannon", but it doesn't matter.

It is widely believed in the web, that the color of the beems depends on the gas (ammunition) used by the different factions, and not only by the type of weapon. This would explain many things, above all because in some films a weapon shoots a ray of a certain color, and in another film the color changes.
Obviously, I believe that it is simply an artistic choice, but I do not mind the gas theory, it has its own logic...the color of the lasers could depend on a combination of two factors: type of weapon and gas used. Probably laser colors are a sign of ammo/weapons of better quality.

- pirates and civilian ships shoot yellow stuff, because are factions that think less of quality and more of result, like that can not afford too expensive gas.
- older imperial ships still make use of type of weapons with blue rays, reminiscent of the Clone Wars...as well as local militias.
- experimental ships or wealthy individuals, such as the Black Sun, could use more extravagant ammunitions.

From these my arguments, follows my list, which is NOT questionable and debatable in this topic:
Rebel Starfighter:
X-W: Red Laser
Y-W: Red Laser, Light Blue Ion
A-W: Red Laser
B-W: Red Laser, Light Blue Ion

Old rebel Starfighter (pirate-like starfighters)
Z-95: Yellow Laser

Imperial Starfighter/Shuttle
T/F: Green Laser
T/I: Green Laser
T/B: Green Laser
T/A: Green Laser, RedPurple Ion
T/D: Green Laser, RedPurple Ion
IRD: Green Laser
MIS: Green Laser
GUN: Green Laser, RedPurple Ion
T/Ax1: Green Laser
SHU: Green Laser
E/S: Green Laser
TRN: Green Laser, RedPurple Ion
ATR: Green Laser, RedPurple Ion
L/C: Green Laser, RedPurple Ion
A/S: Green Laser
ZG/S: Green Laser

TIE Experimental (Experimental weapons)
T/E1: Purple Laser
T/E2: Purple Laser
T/E3: Purple Laser
T/E4
T/E5: Purple Laser

Old Imperial Starfighter (republican reminiscence)
TOS/F: Blue Laser, RedPurple Ion
S/B: Blue Laser, RedPurple Ion

Pirate starfighter (cheap weapons)
T-W: Yellow Laser
Z-95: Yellow Laser
R-41: Yellow Laser, BluePurple Ion
CLK/F: Yellow Laser
PNK/F: Yellow Laser
PRY/F: Yellow Laser
ETR: Yellow Laser, BluePurple Ion
MUTR: Yellow Laser

Black Sun starfighter (Advanced weapons)
S/V: Purple Laser
SUP/F: Purple Laser, RedPurple Ion

Mandalorian Ships
FRS: Yellow Laser
PES: Yellow Laser

Civillian Militia (republican reminiscence)
RZR/F: Blue Laser, RedPurple Ion
PLT/F: Blue Laser
SPC: Blue Laser
SCT: Blue Laser

Corellian Transport
YT-1300: Red Laser
FALC: Red Laser
YT-2400: Red Laser
YT-2000: Red Laser, Blue Ion

Cargo Transports (cheap weapons)
CARG: Yellow Laser
CNVYR: Yellow Laser
CTRNS: Yellow Laser
MTRNS: Yellow Laser
STARG: Yellow Laser
M/TRN: Yellow Laser
MOB: Yellow Laser
XIY/T: Yellow Laser
FRT/C: Yellow Laser
FRT/H: Yellow Laser
FRT/K: Yellow Laser

Rebel Starships/Station
CRV: Red Laser, Light Blue Ion
M/CRV: Red Laser, Light Blue Ion
FRG: Red Laser, Light Blue Ion
C/CRS: Red Laser, Light Blue Ion
CRL: Red Laser, Light Blue Ion
A/FRG: Red Laser, Light Blue Ion
GSP: Red Laser, Light Blue Ion
L/CRS: Red Laser, Light Blue Ion
R/CRS: Red Laser, Light Blue Ion
I/CRS: Red Laser, Light Blue Ion
REBPLA: Red Laser, Light Blue Ion

Imperial Starships
M/FRG: Green Laser, RedPurple Ion
STRKC: Green Laser, RedPurple Ion
ESC: Green Laser, RedPurple Ion
INT: Green Laser, RedPurple Ion
VSD: Green Laser, RedPurple Ion
ISD: Green Laser, RedPurple Ion
SSD: Green Laser, RedPurple Ion
VSDII: Green Laser, RedPurple Ion
ISDII: Green Laser, RedPurple Ion

Imperial Experimental Starships
IRS: Purple Laser, RedPurple Ion

Old Imperial Starships (republican reminiscence)
DREAD: Blue Laser, RedPurple Ion

Imperial Outpost
G/1: Green Laser, RedPurple Ion
G/2: Green Laser, RedPurple Ion
G/3: Green Laser, RedPurple Ion

Civillian Starships/Installation (cheap weapons)
CRKC: Yellow Laser, BluePurple Ion
L/FRG: Yellow Laser, BluePurple Ion
B/C: Yellow Laser, BluePurple Ion
PLT/1: Yellow Laser, BluePurple Ion
PLT/2: Yellow Laser, BluePurple Ion
PLT/3: Yellow Laser, BluePurple Ion
PLT/4: Yellow Laser, BluePurple Ion
PLT/5: Yellow Laser, BluePurple Ion
PLT/6: Yellow Laser, BluePurple Ion

Static Defances
LAS BAT: Yellow Laser
GPLT: Yellow Laser
G/P: Yellow Laser
GW/P: Yellow Laser
LASER RING: Yellow Laser
LASER RING: Yellow Laser
Mines: Yellow Laser
DSUCP

TIE Phantom: Green Laser, RedPurple Ion
E-Wing: Red Laser
T-70: Red Laser
Eta-2 Actis: Green Laser, RedPurple Ion
Naboo N-1: Green laser
ARC-170: Green Laser, RedPurple Ion
V-19: Blue Laser
TIE Lancer: Green Laser, RedPurple Ion
X-Wing Partisan: Green Laser
Y-Wing Clone Wars: Blue Laser, RedPurple Ion
TIE Scimitar: Green Laser
Modly Crow: Yellow Laser
Raven's Claw: Yellow Laser
Sith Infiltrator: Green Laser
Coruscant Heavy Courier: Purple Laser, RedPurple Ion
TIE Fighter Mining Guils: Green Laser
R22: Red Laser
TIE Fighter Special Forces: Green Laser
TIE Fighter Firs Order: Green Laser
TIE Reaper: Green Laser (I suggest Black Laser, but it should be a choice by General Trageton...)
Jedi Starfighter: Green Laser
Droid Tri-Fighter: Red Laser
Vulture Droid: Red Laser
Droid Bomber: Red Laser, Light Blue Ion
Quasar Escort Carrier: Green Laser, RedPurple Ion
Arquitens: Green Laser, RedPurple Ion
Venator: Blue Laser, RedPurple Ion
Valiant: Blue Laser, RedPurple Ion
Munificent Frigate: Red Laser, Light Blue Ion
Recusant Destroyer: Red Laser, Light Blue Ion
Mon Remonda: Red Laser, Light Blue Ion
MC90: Red Laser, Light Blue Ion
MC104: Red Laser, Light Blue Ion
Acclamator: Blue Laser, RedPurple Ion
Providence Destroyer: Red Laser, Light Blue Ion
Mod Strike Cruiser: Red Laser, Light Blue Ion
Reef Home: Red Laser, Light Blue Ion
Home One:: Red Laser, Light Blue Ion
Tycon Battlestation: Green Laser, RedPurple Ion
Predator Star Destroyer: Green Laser, RedPurple Ion
Vindicator Cruiser: Green Laser, RedPurple Ion
Rand Ecliptic: Green Laser, RedPurple Ion
Vengeance Battlecruiser: Green Laser, RedPurple Ion
Dominance Battlecruiser: Green Laser, RedPurple Ion
Warhammer Cruiser: Green Laser, RedPurple Ion
Trade Federation Battleship: Red Laser, Light Blue Ion
Katana: Yellow Laser, Light Blue Ion
If you do not agree with the list above, you may modifie the .ini files in your Flightgroups folder.

Lasers, TurboLasers and Short Medium and Long

Code: Select all

Green/Red = 0 Depending on Imp or Reb
Red/Green = 1 Depending on Imp or Reb
Purple = 2
Yellow = 3
LightBlue = 4
Blue = 5
RedPurple = 6
BluePurple = 7
Black = 8
Ions

Code: Select all

LightBlue = 0
Blue = 1
RedPurple = 2
BluePurple = 3
Feel free to open a new Topic to discuss about the colors of the laser. Regardless of the discussion, what has been decided for XWUCP and DSUCP will not be modified.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 03, 2019 11:41 am
by rogue518
Thanks DTM for the breakdown of laser colors for the XWAUCP 1.6 and DSUCP 1.6 very helpful... :)

Sincerely, Rogue518

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 03, 2019 12:28 pm
by ual002
I have no problem with the above list as long as its just not a mistake. Out of curiosity, and before we move on to my second request for someone to modify their medals.txt file and observe the functionality of the awards ceremony animation, I am curious what the source for blue lasers is. Was it the clone wars show?

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 03, 2019 3:57 pm
by Phoenix Leader
Battle over Coruscant in Episode 3 - Revenge of the Sith is plenty of Republic capital ships firing blue lasers.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 03, 2019 4:22 pm
by ual002
Ok, fair enough, I forgot that according to lore it was a pre-clone wars design. Anyway... moving on.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Mon Apr 15, 2019 12:59 am
by Kriegmacher
Can someone point me to a list of which slots the XWUA ships occupy? I'd like to add some custom ships and I don't want to overwrite any others, and it's been too long to remember which slots we can use.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Mon Apr 15, 2019 11:58 am
by Darksaber
If your asking in this thread, then you have already seen it, it's on the page you downloaded the DSUCPv2.6.exe from

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Mon Apr 15, 2019 12:20 pm
by Darksaber
This Fix will remove the Escape Pod patch in Skirmish Mode, which was included with both DSUCPv2.6 and XWAUCPv1.6 installers.

Link Removed

Please goto Craft Pack Fixes for DSUCPv2.6/XWAUCPv1.6 to Download fix

Removes
set team = 9 for escape pods / pilots
enable escape pod / pilots ejection on skirmish missions
set escape pods / pilots order to null

If you wish to reapply any of the of the above please visit
viewtopic.php?p=156873#p156873

And download the latest version Xwa Exe Patcher from
https://github.com/JeremyAnsel/XwaExePatcher/releases

Thanks
-DS

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Mon Apr 15, 2019 3:09 pm
by Kriegmacher
I read that page thoroughly, and other than a lot of stuff I don't understand about S-foils, I didn't see a list of ships and which slots they occupy. I also checked the Readme for that info, and I didn't see it. I've seen the list before, so I know it exists, and I'll probably figure it out once I have time to open some of the tools. Sorry to bother you.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Mon Apr 15, 2019 3:29 pm
by Darksaber
I'll make it a little easier for you, all craft slot have been filled in the DSUCP, you can replace them though, here is a direct link to the page and section I'm talking about

https://darksaber.xwaupgrade.com/craftp ... html#empty

If you have installed the XWAUCP all empty slots have been enabled, but remain empty, it's up to you if you wish to add custom craft to these slot, but you'll need knowledge of editing or adding craft.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 16, 2019 4:38 pm
by Kriegmacher
I'm using XWAUCP. That's why I posted the question on the XWAUCP forum. All I was attempting to ask was which slots the XWA native ships fill, and which were empty. I apologize for not having been more clear, and also for not being as knowledgeable about this stuff as you.

I've added ships before, but it's been a few years. MXVTED or whatever it's called (I don't have it open at the moment) is throwing out a ton of errors when I attempt to open any .shp files, and frankly, I'm just not prepared to swallow abuse from you with a smile and a "thank you sir" in order to attempt to troubleshoot it at this time. And I still don't know which slots are available for use, so I'm just going to drop it. It's not that important. Have an exuberant day.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 16, 2019 6:00 pm
by capitanguinea
you should check the shiplist.txt files. There you get all the slots unused. They are the ones with the "DoNotUseMe" clearance (they were slot provided for further expansions).
That end what I know about adding a ship, I am sorry
If I may, can some one explain me if the .exe files in Darksaber site, installa automatically a ship in a determinated slot? I am very tempted by Tie Interdictor... But a little shy.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 16, 2019 6:12 pm
by Darksaber
If you still look at the list on my site it shows which slot have been filled, these are exactly the same slots which haven't a craft in them in the XWAUCP or you could simply look at the Shiplist.txt, it shows all the unused slots.

The slot that don't have a craft in XWAUCP are

33
34
35
36
37
38
39
40
41
42
49
66
67
68
69
70
86
87
88
89
90
103
104
108
109
112
113
114
116
117
118
119
120
121
122
123
124
125
141
151
152
183
184
185
186
187
188
189
190
191

All these slots have been enabled so adding craft should be easier, but remember, if your adding craft to go numerically start at slot 33, 34, 35 and so on

Don't start at 33 then add a craft to say slot 120 :)

Also slot 33 to 42 are for Fighter type craft
Slots 49, 66 to 70 are for Shuttle type Craft
Slots 86 to 90, 103, 104, 108, 109, 112, 113, 114, 116 to 125 are for Freighter type craft though you can add fighters
Slots 151, 152 183 to 191 can be used for Starships or Stations

If you want to add craft though you might as well just installed the DSUCP, as it has all the craft that are in the XWAUCP plus all the empty craft slot are filled with custom craft, it would have been a lot easier than trying to add them your self.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Tue Apr 16, 2019 10:53 pm
by Driftwood
Darksaber wrote:
Tue Apr 16, 2019 6:12 pm
If you want to add craft though you might as well just installed the DSUCP, as it has all the craft that are in the XWAUCP plus all the empty craft slot are filled with custom craft, it would have been a lot easier than trying to add them your self.
To follow up on this statement, the reason being is that if you want to add custom SKM, Hull, Map, .dat images to match your ships, it's easier to reference the DSUCP .dat files for the specdec numbers rather than by referencing the unedited text files.

The bad part though is deciding which ships you want to replace, since most of them (for me) are auto-includes. Thinking about it though DS, the TIE lancer and Cyclone, Vampyre, Reaper (sorry GT also) usually goes bye bye. One thing I would love to see in the future is the reintroduction of the X-TIE, and the DIE-Wing. Maybe the Vornskyr to your pack. I don't know why but I prefer those over some of the TIE variants.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 17, 2019 1:07 am
by ual002
Updated uglies, the U-wing, and Gozanti class ships seem well more relevant to me than the "TIE lancer and Cyclone, Vampyre, Reaper (sorry GT also)" I would also vote that on the Ep7 and 8 craft considering they are lazy copies of Ep 4 craft, just like the movie itself. :o

Sorry that was super mean, but the prequels seem like expert film making next to the sequel trilogy for some reason.

Now that I think of it we could use an updated sentinel landing shuttle and a Zeta-class cargo shuttle.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 17, 2019 2:49 am
by Darksaber
I don't know what version of the DSUCP your using but the Cyclone and Vampire haven't been in the pack since about v2.3/v2.4?

As for the other craft that are mentioned, they are in DTM's REBCP which replace some of the Tie varients, as for the other craft you'll have to manually install them your selves.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 17, 2019 3:13 am
by ual002
I was doing that already for personal installs DS, but for MP/COOP installs it was well too complicated for everyone. At the very least, (speaking both to DTM and DS) I would recommend adding the U-wing somewhere to the pack at some point, because until the movie R1, the rebels were lacking a unique VIP style landing shuttle. I think its loaded with some sort of turbolaser at current, which may be overkill though.

But I digress.

I am still chugging along testing different aspects of DSUCP, making Allied tutorials, and thinking about updating the backdrop infographic for mission making.

Re: ***NEW*** DSUCP v 2.6 Release *** NEW***

Posted: Wed Apr 17, 2019 4:30 am
by Bman
Keep in mind we can always temporarily substitute a given slot with any custom craft on a per mission file basis without having to go through all that extra work. (Plug-n-play). For the U-Wing you could substitute the Sentinel Landing craft for example, if the U-Wing is meant to be more like a shuttle than a fighter. The key thing to keep in mind as DS wrote above is the type of craft for the expansion slots i.e. fighter, shuttles, freighters, stations and so forth. Those group of slots have slightly different behaviors/attributes the game engine expects and processes--for a lack of better words. But they can be tweaked. The only issue I'm not clear about a/t/m is the Hull Icons. For example, would the U-Wing Hull icon show up if you were piloting it? We would first have to make the Sentiel Landing craft flyable (and it will be in future) so everything else falls into place. Jeremy released a recent patch for .dat files but I don't know if that includes using hull icons. Haven't tested it yet. If so then you're good to go. :-)