advanced graphic makers.
program.[/b] http://www.federationshipyards.com/BC-Mod/Products/dotnetfx.exe Main Features: - Install BC-Mod (*.BCMod) Files - Uninstall BC-Mod (*.UnBCMod) Files - Extraction to Default BC Folder or a Custom Folder or your choice - Viewing the contents of a BC-Mod file - Drag and Drop selected files while viewing a BC-Mod file
newest version out there. New warp effects are added, such as warp speed control. Also this mod will dramatically enhance the stock effects. In change giving you a whole new perception to the word “explosion”. Here are a few more Details: [quote] NanoFX 2.0 Features: -BridgeFX -New Experimental Effects for the BETA, look for more effects in the Future! -CameraFX -Haven’t had time to do much more with this, same as 1.0 -ExplosionFX -Upgraded Explosions with new Sparks and Debris! -SpecialFX -Plasma Trails - Based off of Sneaker’s work with NanoFX Particles -AtmosphereFX - Clouds and Glows around Planets! -BlinkerFX - Blinking NAV Lights on Ships, they work now! -Weapon FlashFX - Flashes from the Weapons firing on a Ship! -WarpFX -Better Cinematic Cut scenes when warping, with Nacelle Flashes! -ETA Counter and Free Movement while at Warp -Select a Warp Speed to get to your Destination Faster or Slower [/quote]
rewritten from scratch and has been made more user friendly. It has something for every ones taste. If you want to quickly create ship plugins, Basic BCSMC is the right choice for you (just point and click). If you want to create multiple plugins at once, Fast BCSMC is the choice for you. If you like to customize plugins fully, add techs for your ships or customize ship descriptions in great lengths Advanced BCSMC is the tool for you. It allows you virtually to customize all aspects of a ship plugin. If you like to edit plugins, you can use the Plugin Editor which can load most of the plugins out there. If there is a problem with the plugin it will notify you. It is also capable of importing TGL based descriptions created by BCMP. It can import them directly to a ship plugin or merge them with the ships.tgl (file which holds all ship descriptions). It is recommended to import the descriptions to the plugin file. For N00bs out there, there is a detailed guide on how to create a modded install (N00b 101). There is also a tool which creates a shortcut for you which you can use to launch BC in TestMode. It is fully compatible with older mods as it can extract BCMod files, which are of an older standard. BCUT also can create BCMod files, if you are a modder you can package your mods now with BCUT. If you want to install mods automatically, Mod Installer is the right choice for you as it automatically recognizes all mod installation types and takes appropriate measures. You can install any mod with a couple of clicks. You can use it to create sound plugins for you weaponsengines. It can also edit and create TGL Files, it is also capable of loading "corrupt" tgl files which no other tgl editor will load. You can use it to fix those broken files so you won't have to lose any data. It can backup your BC scripts folder which you can always restore at a click of a button. It is also capable of creating Ship Carrier plugins and is capable of uninstalling Ship Mods. BCUT allows you also to tweak up values in your ships hardpoint, please note that this feature does not replace MPE fully. You can also add FTech to Torpedo script with a couple of mouse clicks. It comes with the latest Foundation build, however it also allows you to install the Basic Foundation. As old BCSMC, BCUT also comes with NanoFX Atmospheres Fix and QB Description Fix. Remember to install QB Description Fix if you use Ship Description Writer for your descriptions.
used freely and modified just as much to your heart's content. I do however wish that if you redistribute this profile anywhere that you give me some credit as the original, creator and producer.
plugins. Unified Main Menu is a new mod from MLeoDaalder that completly replaces the way that the Mutators menu works within foundation. Instead of the "mutators" button there is a "customize" button. Clicking this button brings up a side menu which allows the user to set up their config menu. Once ur config menu is set up it encorporates mutators, and third party config panels such as nanofx2b. To say this is a work of genius doesnt do it justice, this mod has the scope to revolutionise the way modders make mods.
This has been a hell of a lot of work for all those involved with this project, but it has finally paid off, because this mod is utterly awesome. As well as the separation feature, the Prometheus has some excellent sound effects and hardpoints to go with it adding to whole experience. Other excellent aspects of this include the dramatic separation cut scenes and the fact that these ships - when set as AI - will separate given certain conditions (i.e. damage factors, etc...) All in all, this file is right up there with NFX2, as the finest examples of what can change a mediocre game into the game it always should have been and will continue to keep BC going for many more years. And this is not an exaggeration - download now and see with your own eyes.
rewritten from scratch and has been made more user friendly. It has something for every ones taste. If you want to quickly create ship plugins, Basic BCSMC is the right choice for you (just point and click). If you want to create multiple plugins at once, Fast BCSMC is the choice for you. If you like to customize plugins fully, add techs for your ships or customize ship descriptions in great lengths Advanced BCSMC is the tool for you. It allows you virtually to customize all aspects of a ship plugin. If you like to edit plugins, you can use the Plugin Editor which can load most of the plugins out there. If there is a problem with the plugin it will notify you. It is also capable of importing TGL based descriptions created by BCMP. It can import them directly to a ship plugin or merge them with the ships.tgl (file which holds all ship descriptions). It is recommended to import the descriptions to the plugin file. For N00bs out there, there is a detailed guide on how to create a modded install (N00b 101). There is also a tool which creates a shortcut for you which you can use to launch BC in TestMode. It is fully compatible with older mods as it can extract BCMod files, which are of an older standard. You can use it to create sound plugins for you weaponsengines. It can also edit and create TGL Files, it is also capable of loading "corrupt" tgl files which no other tgl editor will load. You can use it to fix those broken files so you won't have to lose any data. It can backup your BC scripts folder which you can always restore at a click of a button. It is also capable of creating Ship Carrier plugins and is capable of uninstalling Ship Mods. BCUT allows you also to tweak up values in your ships hardpoint, please note that this feature does not replace MPE fully. It comes with the latest Foundation build, however it also allows you to install the Basic Foundation. As old BCSMC, BCUT also comes with NanoFX Atmospheres Fix and QB Description Fix. Remember to install QB Description Fix if you use Ship Description Writer for your descriptions.
It will damage the targeted system without touching the shields. Also improves the Armor and makes it easier to add to your ship.
particular). Sub Menu is already a well established script, this new version only adds to its legacy. Recommended Download
for you. This mod now allows for properly hardpointed ships to use the Slipstream Drive. This ability will not interfere with your normal warp abilities, being a "totally independent" drive, not a modded version of warp. This mod comes with Tutorials and a .pdf manual. That will show you the "In's and outs" making your own custom hardpoint. This mod come with some exceptional abilities. Including the ability to disable the "Arriving at" text banner while in warp or slipstream, Using slipstream for in system warping. Customized navigational points and much more! The Author has a selection of ship hardpoints included. The United Main Menu features on this mod makes the Slipstream Framework "very" user friendly. This mod comes with eight [b]"near canon"[/b] graphic effects textures and sound effects. Where "YOU" the player have freedom of choice. Just play the video in the Main Menu too view some stunning examples of your choices. To customize your slipstream tunnel. So, get ready to [b]"break"[/b] the final barrier in [b]"Faster than light"[/b] travel! Definitely Download Worthy!!
vessels Added the Typhoon-class (I won\'t spoil this one for you people who like my other work)
systems, ships, stations etc then the standard version. I found no bugs during my testing of the mod, and I highly recommend its use to anyone who frequently plays quickbattle. As the readme has indicated it is important to start the game using -TestMode to access the Quickbattle Replacement. If run without -TestMode, only the default QuickBattle setup will be accessable. This mod also gives access to a lot of functions, such as an MP3 player, emergency turn (which I did not get to work properly, other then that it damaged my systems), in-system warp, abandon ship etc. These functions are accessable both with and without -TestMode.
explain them, let’s just jump to the list of some of the features of the mod: -Makes Planets and Suns in the game generate an gravity well, which will pull ships whithin it's radius. -Includes the set called "Psi's Blackhole", which contains a blackhole. -Has an menu in UMM to set some options of GravityFX. -Can make torpedoes create an gravity well upon impact, with the use of plugins. -Can make ships have an gravity well, if they have an gravity generator subsystem. -Can also make ships not to be affected by any gravity well, with the use of plugins. -Includes the System Map, which is a window opened in the science forum, that shows a map of the surroundings of the player, including planets, ships, etc. -Includes another menu in science called "Gravity Sensors Menu", which shows gravity-related info about ships, and also has some other features. -Includes a menu in enginnering called "Gravity Generator Options" which shows the status of the player's ship gravity generators, allowing you to change the power of them aswell. -Can show information about some objects on the BC 3D map. And some other options and features, covered deeper in following topics on this readme. And MAKE SURE to read the Full Readme, which is contained in the RAR file, after you download GravityFX v1.0 [b] ***** WARNING!! PLEASE NOTE!! *****[/b] Do NOT use the .exe installer. As it turns out, the .exe does not install a GFX folder, which it's absence causes a BSOD. So please instead install this manually, by copying the contents of the folder "Manual Install" into your BC Directory. Apologies for any inconvenience. ------------ REQUIREMENTS ------------ - BC 1.1 - Foundation - EarthFX (also know as "Planet Classification Script") [included] - Unified Main Menu [optional (strongly recommended)] With this you'll be able to set some nice settings for GravityFX in the game configurations menu.
will not provide support for the programs use. This is a Command Line Program. NOTE: I'm Planing on writing a GUI Program, witch I will support a somethime
\"Galaxy + Carrier\" 1.1: -Some minor Bugfixes -Added some minor changes for Multiplayer -Added support for MLeoDaalder KeyFoundation, can be found here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=15481 1.0: - Release by the new Shuttle Launching group -Re-enable collision detection after launch - Admiral Ames, jwattsjr -Makes the Seconday Fireing working - mldaalder, defiant -Useful changes to the ftbMissionLib - Sim Rex -Additional Bug Fixes, some minor new functions - Defiant 050102: - Added Launcher, LauncherGroup, and LauncherManager - Carriers now contain Launchers and/or LauncherGroups instead of containing \"ships\" - LauncherGroups contain arbitrary sets of Launchers. - Launchers require *TWO* hardpoints (important for future releases): -> an ObjectEmitterProperty named \" OEP\" -> a HullSubsystem named \"\" NOTE: It would be wise to have both subsystems colocated at the same XYZ coordinate on the ship - For each Launcher/LauncherGroup, a \"Launcher #\" and \"Type: #\" button pair is generated in the GUI 050502a: - User-definable AIs may be specified on a per ship type basis - Launched objects are optionally commandable on a per ship type basis 051102a: - Carriers are now \"plugins\" defined in /scripts/Custom/Carriers. See the included /scripts/Custom/Carriers/Dauntless.py for an example. There have been some changes to Carrier modules since 050502a. 051102b: - Fixed a bug introduced in 051102a where a Launcher can launch more ships than it contains. Return Shuttles Changes (old) Version 0.7b: Big bug fixes Version 0.6b: Code cleaned up Version 0.5b: Re-formatted the .txt file from UNIX to Dos. Version 0.4b: Added the Possibility to exclude Tractors for Docking Version 0.3b: File scripts/Custom/Carrier/SetMaxShuttlesInBay.py is no longer used. Update your Carrier files instead (see Install.txt).
to the BC Directory. This new build (BCUT v.184.108.40.206) corrects the bugs reported in the last addition. Also new features were added to keep up with the current tech mods being released. The new fixes are... [b]* Bug Fixes for the 220.127.116.11 Build * Ship Uninstall Enhanced * Added support for Fed Ablative Armor (FTech) * Support for more Ftech techs added (support for Frontiers tech pack added also) [/b] I would [b]"Highly Recommend"[/b] this utility for those who like to customize their BC install just to their liking.... Definitely Download Worthy!
allows for the beautifull maps on allot of ships to shine when they before had to choose between nano fx and normal explosions and specular. Enjoy NOTE: this is not compatible with KM1, UMM or any other mod that replaces the Mainmenu.py. if you have any of those, you may alternatively disable the fix bright glow bug feature in the Nanofx Config's Explosions menu to allow speculars to work.
for BCMI and BCMP. This new version comes in either an automatic .exe installer. Or you can install the scripts manually. With the 5.6 version you will be able to access some innovative new features... The ability to create ship plugins (defs). Creating submenu, CWS 2.0 and SDT code for you. Multi ship plugins suitable for large scale ship packs. The power to fix ship plugins which were disabled by BCMP. Allows fast multiple creation of plugins using Fast BCSMC. definite nOOb input protection. The ability to edit already existing plugins. Secure mode which will ask for your consent when saving a plugin can be shut down. Each modes options output location can be predefined. [i][b]- Quick Battle Ship Description Fix (BC Modification) - Can extract & install older BC Mods (BCMod files) - Can create Sound Defs for you (sound plugins, if you hear no sound ingame) - Can backup your BC critical files - Can restore earlier made backups - BC Foundation 2008 (BC Modification) - NanoFX 2.0 Targetable AtmospheresSuns Fix (BC Modification) - Multiple language support - Support for custom skins[/i][/b] USS_Sovereign new improvements for BCSMC makes using your modded install more "user friendly". This will be a great addition and I [i]" Highly Recommend"[/i] this utility for those who would like to keep their modded install more stable, and customizable. Check it Out.... [i][b]* Microsoft Net Framework:[/b] http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en[/i] [i][b]* BCSMC v.18.104.22.168 Patch[/b] http://bridgecommander.filefront.com/file/BCSMC_v5602;92142[/i]
viewer comes with a pre-selection of ships ported from Bridge Commander. The ships and planets will be highly detailed. This is includes .BMP maps that give the viewer an "unimagined" level of detail, not seen even in the BC modding scene today. You can also control your backgrounds, ship movement and such. Just to give you a taste of what's to come. The Main Goal of this project is too break away from the "confines" of the (old and dated) Bridge Commander game engine. With NanoFX GE's potential. We will be able to take the best of Bridge Commander and expand to new and exciting Horizons. This [b]"IS"[/b] the real deal folks. We have some of the most talented people in our modding community today, assisting Nanobyte to this end. In order to use this utility. You [b][u]MUST HAVE THE FOLLOWING[/u][/b] Microsoft .NET Framework 2.0, A decent video card that supports Pixel Shader 2.0 w/ 3.0 capabilities and 2/13/2007 DirectX 9.0c installed on your PC. If you don't have them, this utility will not work. [b][u]**PLEASE NOTE: THIS IS NOT A MODIFICATION FOR BRIDGE COMMANDER, BUT A STAND ALONE VIEWER WITH SAMPLE SHIPS THAT WERE PORTED TO IT FROM MODDED BC.**[/u][/b]
Reflector (ST: Armada fans will love that), Breen Energy Drain Weapons, and Advanced Tractors. These weapons have to be seen to be believed. Download ASAP!!
indicators quickly and easily. Even complex overlays, such as TMP vessels, or the Concord\'s 26 phaserbanks was fully completed by me in around a half hr, and it does not take long to get used to this program.
percentage on the shield display which can be very useful. Although as already mentioned this is for those that don\'t have the current version of the Kobayashi Maru Modification. [quote] This file directly comes from the Kobayashi Maru Mod: If you already have Kobayashi Maru (current Version is 2010.02), you already have this.[/quote]
diamond. It is about taking away the corner cases of the Bridge Commander scripting system that when triggered, which at the very least, only provide a small warning in the console, but could have as much impact as actually crashing BC, or somewhere in between, as a black screen. And DiamondBC aims to take these problems away, or at the very least, soften the blow. RedistributeShields is one of those mods, its aim, to make BC _not_ freeze when you call RedistributeShields on a shield generator of a ship that does not have all the same maximum shields for all vectors.
the name of the author, so make sure you back up your current quickbattle.py before you install this. Also, make sure whatever other things you install afterward do not overwirte this file with another version.
current Foundation Build for 2008, as the last BCSMC build were missing some Foundation files. Over all this will be a useful utility upgrade for those of you who like to customize their modded installs. And if you install the current BCSMC v.5.6 with this patch, You can have the most current Foundation build with out having to search the archive on BCFiles to fine the Foundation files. Check it out! Link to the Full BCSMC v.5.6 mod... [i]* Bridge Commander Ship Menu Creator v.5.6 [url]http://bridgecommander.filefront.com/file/;91634[/url][/i]
Warp Speeds of ships. Max Warp speeds have the effect on the sliderbar allowing you only to slide up to the max designated speed. Cruise Speeds represent 'safety' speeds, beyond those speeds Warp Engines start to degrade based on a mathematical formula. You won't have to define speeds for each ship, this is only an addon feature. By default Change Warp Speed will presume that Max Warp and Cruise Speeds are 9.99.
resulting damage can kill your Engines till the end of the fight.
Boost power to any ship's individual phasers and torpedos from each ship's unique hardpoints. Though I haven't tried it yet- I did noticed a "Load and Save" option as well. So if you like to get the most out of your favorite ships? Download ASAP
quickly after version 1.0 went out things got fixed so this is 1.1. - Better Klingon Academy Texturing - Fixed bug that slowed down object loading - Made a lot more error catches - New file cacheing mechanism for the engine also makes this tool significantly faster - Star Fleet command texturing improved thanks to updated specs from Brad - Fixed a few user interface bugs - Made texture searching a bit more flexible. Now if importing a file that uses texture IDs as paths, it can fall back to trimming off the path if the texture wasn't found with that path. IE is crashing...brb to finsih this..
and it installs mods for you. What more can you ask? BCMod creator lets you create BCMod files also known as BC-Mod packages to distribute your mods. Aside for these 2 new features we have fixed a couple of bugs and made the navigation through BCUT a little bit easier. [i]* Changes -Fixed a bug in HP Tweaker when you couldn't update Max Condition for repair subsystem -Navigation menu tweaked and enhanced -Fixed animation transition flickering on some themes -Fixed tab flicker -Added BCMod Creator -Added drag & drop support and context menu support for BCMod Creator -Fixed a bug when Ship Uninstaller in extremely rare cases wouldn't delete all ship related files -Theme 3 is now the new default theme -BC Tools tabs reordered -Added Mod Installer -Added drag & drop support for Mod Installer -Small bugfixes[/i] As always if you already have any older version of BCUT installed this version will detect it and will offer you to upgrade that installation to the latest version. Check it out. [i][b]* Net Framework 2.0:[/b][/i] [url]http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en[/url] [i][b]Alternate Download Link:[/b][/i] [url]http://www.bcs-tng.com/portal/?q=bcsmc[/url]
comes in self extracting .exe file. So all the hard works is done for you. This utility will give you greater control when editing your tactical icons. You will need Net Framework 3.5 SP1 or higher for this utility to work. The new (TDIE) should allow anyone use to making their own HP's heart beat just a little faster, lol. Here are some of the features that this new utility will extend to you... [b]* Autoload Icons * Auto Apply changes made to Hardpoints * Change Icon Background * Show Non-targetable Systems * Arc/Indicator Editing * Manual Arcs/Indicators switch * Damage Editing[/b] I would say that this mod is practically "nOOb" proof. but that is a contradiction in terms. Regardless, I would definitely recommend this utility for the Novices and seasoned Hardpointers... Worth taking a look at! [b][i]* Net Framework 3.5 SP1 or higher:[/i][/b] [url]http://www.microsoft.com/downloads/details.aspx?FamilyID=ab99342f-5d1a-413d-8319-81da479ab0d7&displaylang=en[/url]
a battle, so you can quickly recharge it. The backup power used by Cloak systems, and just enough for a short time, but with the recharge ability, you can use the cloak while you want.
(except torpedoes). The overload isn't free, the engines, shields and weapons overload costs 20% power from the ship main battery, and will cause some damage to the overloaded system. The core overload is free, but it can cause damage to any of the ship systems. (four overload option included to the core, more power means more damage :) ) When a system is damaged, you will see nice effects at the system coordinates from nanoFX.
good information (better than the previous version) but be warned when it is on you will get game lag, So if your just going to be playing, check the mutator. Authors note: Console Tracker is a simple script that will automaticaly log the console to a determined file (default is 'scripts\Custom\ConsoleTrackDump.txt').
interface scripts to update the colour scheme to a more DS9 era standard, the mod also replaces the stock cursors and cursor scripts so that at 1600x1200 and 1280x1024 the cursors are not stretched from 1024x768. There are also new Targetting cursors and a new background for the console. This Full version also includes all the main menu movie files that were in the origional Beta. Since I made this I'll let you guys rate it.
pods will be jettisoned from your ship. A nice touch of realism for BC.
Galaxy mod pack found here: http://bridgecommander.filefront.com/file/Galaxy_Class_Mod_Pack;26627 And MVAM infinite found here: http://bridgecommander.filefront.com/file/MVAM_Infinite;26555
:) If someone can try it and let me know how it works Id be gratefull.
keystrokes. Before it was 80-100ms(human speed). Voice commands for all Korbus, Felix's Tactical and Maneuver commands Voice command to switch torpedo type "Switch torpedoes" Voice command to switch high/low phasers "Switch laser intensity" Voice command for the 4 different guests/tactical, Picard, Data, Korbus, Ambassador Saalek. Fixed the "Ship status number one". It was not working properly. And other changes too. Enjoy
self is damaged. The enemy will do what it can to elimate you and the base if need be. You must hold the base till reinforcements arrive
them as \"Offline\" The Shields are Arranged in vectors as cannon with the show, Fore, (Front), Aft (Rear), Port (Left), Starboard (Right), Dorsal (Top), Ventral (Bottom)
have to manually dock with the starbase. No one can ever find the right speed when in a battle because there are only two possibilities: Too slow or too fast.... With this modification you have plenty of choice! Now you have the right impulse speed for battle and when you give Kiska the order to intercept a target, you can now experience an even higher top speed and also with this mod you can reach points on the map that you never ever had the possibility to do before!
Information you may need. the previous version will be overwritten http://bridgecommander.filefront.com/file/Stock_Plugin_Override;104395
beam/powered armor is exhausted. The script is compatible to BCS-The Beginning's engineering menu fix. Hopefully in this version BCS*TB is really completely optional. Thanks to USS Sovereign for the heads up.
diamond. It is about taking away the corner cases of the Bridge Commander scripting system that when triggered, which at the very least, only provide a small warning in the console, but could have as much impact as actually crashing BC, or somewhere in between, as a black screen. And DiamondBC aims to take these problems away, or at the very least, soften the blow. Projectiles is one of those mods, its aim, to make BC _not_ crash when a projectile (be it a torpedo or a pulse) isn't found or doesn't contain all required functions for a projectile. When a ship loads such a faulty projectile, it will replace that projectile with a completely safe one, itself. Which is the one and only projectile we can rely on to be present in your BC installation when you install this mod (which is a single file).
log10(x) frac(x) finds x! Trig Functions are: sin(x), cos(x), tan(x) and inverse functions are: Isin(x), Icos(x) Itan(x) Note a r in front is used to for use with radians the format BC uses by default. dtr(x) and rtd(x) convent between degrees and radians and visa verse CheckBits(x,n) returns the state on the nth bit of x SwapBit(x,n) changes the state TurnOnBit(x,n) sets it to 1 TurnOffBit(x,n) sets it to 0 GetBits(x,n1,n2) returns the value in the bits n1 to n2 SetBits(x,n1,n2,y) set the bitsn1 to n2 to the value of y ChangesVersion 1.1 - The pow(x,y) command now attempts the build in function, which I found out about, if it fails, it uses my version, this will improve speed, for people how BC has the function working. I’m leaving my one in until, I can be absolute sure of why I’ve had errors when try to use the build in function in the past. - Add support for inverse tan the command is Itan(x), and rItan(x), which I had been able to work out when I made the previous release.
the warp core to be totaled to the usage of all the ship systems. Best of all, I programmed buttons to automate the replacement of values, after you copy the .py to separate sheet. For more details on how to use, read the .txt files I put in the Tutorial folder.
of their install. The required models links are below for easy reference. You must have them in order for the two modified plugins to work. So, Go forth and reak "Untold Chaos" in the Galaxy! [u][b]REQUIRED MODS[/b][/u] [i]* Imperial Death Star II: http://bridgecommander.filefront.com/file/Imperial_Death_Star_II;30966 * Doomsday Machine: http://bridgecommander.filefront.com/file/Doomsday_Machine;39970[/i]
ship pack can be found here: http://bridgecommander.filefront.com/file/Sarajevo_Ship_Pack;24715 There is some vital information; you need to read the readme.
to provide an alternate for dial-up users The Mod edits stock interface scripts to update the colour scheme to a more DS9 era standard, the mod also replaces the stock cursors and cursor scripts so that at 1600x1200 and 1280x1024 the cursors are not stretched from 1024x768. There are also new Targetting cursors and a new background for the console. If you did download the beta you must install this [i]after[/i] the beta. Since I made this I\'ll let you guys rate it.
QBautostart.) Would love to see an MVAMInfinite compatible version of this.
Scottpkeene\'s J-class model first: http://bridgecommander.filefront.com/file/Scotts_JClass_Cargo_ship;29869
for protecting an friendly ship or base from enemy attack. As stated by the Author, this mod was made to be more compatible with QBautostart Extension v.0.5.
music files and CD's to play on the Bridge set. It can get boring pulling Bridge Duty especially on the night shift. Think of it as "Starfleet Subspace Radio" for the troops. I would suggest this mod for someone 'experienced' with handeling .PY scripts. This is "NOT" a plug and play mod. The mp3 files from your own PC will have to scripted in manualy. That having been said... Just load in your favorite mp3's or CD and Rock On!!
Commander. This update will no longer conflict with the SFC Marine Capture Mod by NXDefiant. Check it out...
finally makes contact with Starfleet Command. This is a self extracting mod and you will need certain models to run this senario. The mod comes with it's "own" mutator button. And the system map(s) set up is intresting and complex. In one map your on your own. As you as "commander "of the Prometheus have to fend off the Feds and Romulans. In the second map You and the Feds go after the Warbirds. So if you think you can handel the Romulans and keep Command of the Prometheus? Download ASAP!
ability to warp to points on a planet's individual system(s) in combination to warping into the Planet's space/map. For example, you can now warp to orbit a planet. and any point in a designated map. Like in the Sol 6 "Saturn" system map. This mod will activate a cinematic sequence, the ship will jump to warp in a variety of "cool" combinations. Though I did notice a slight "wobble" effect when one made a warp jump to a nearby star. But is dosen't effect game play. This is "Definately" worth taking a look at.
need to start the game in test mode for those. And explanation of how this is done can be found in the sticky thread in the Help section of the forum.
get![/b] Get it [b]NOW[/b] and host your server for even bigger, better battles!