Looking for Stock Sovereign.py Hardpoint -1 reply

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#1 6 years ago

Hey guys. I'm looking for a absolute stock Sovereign.py hardpoint to work with as a baseline for some minor tweaks. My intentions are for mild improvements to all systems without adding anything additional. I've looked through countless full ships and hardpoints and most are considerably more powerful than what I'm after and several have inaccurate targeting points. If anyone could point me to one that is exactly like the stock Sovereign.pyc hardpoint that comes with the game, it would be greatly appreciated.

Kind regards, Windsor




nebula

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#2 6 years ago

You can find it in the SDK.




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#3 6 years ago

Thanks so much, Nebula. I've played STBC almost as long as it's been out, but only been modding (more like adding) for a couple of months now and had no clue they were in that. I see me doing some Warbird, Vorcha, Bird of Prey, Akira and Ambassador mods soon now that I know where to find the stock .py for them. Thanks again!!!

Kind Regards, Windsor




nebula

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#4 6 years ago

haha Ya welcome :D

btw I'd check out Bridge Commander Central.




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#5 6 years ago

I've been to Bridge Commander Central before and done some reading. Is there any files there that might not be on here?

I've about come to an end with finding new mods on this site that I like and that work or play nice with other things I'm not willing to lose. I have just about every option I ever wished there was in the game added. I have a good amount of ships added to.

Now I'm just trying to balance things out. My MVAM Galaxy could clean my stock Sovereign's clock and that is kinda bugging me. I like the stock Sovereign phaser/torpedo setup so none of what I was finding was what I wanted. I'm hoping I could increase everything mildly and come to a level a bit above the MVAM Galaxy. I plan on keeping the default torpedos, but having it arm quantums first and increasing the reload rate and the amount if the faster firing cleans me out to quick. Phasers I plan on mild power and recharge rate increases and the same goes for the shields. Warp core power curve tweaking is in order as well as a mild increase in impulse power. I imagine I'll make the hull a bit stronger to. It's going to be lots of trial and error. So far, the only real mods I did myself was adding quantums and increasing the torpedo count to the USSIntrepid ship model that only came with 40 photons. I really like that ship, but the 40 photons was taking the fun out of it.

There's a few nice meshes and textures for the Sovereign I came across, so I'll probably replace the stock ones when I'm done with the hardpoint. I'm just hoping the scale size of the new meshes don't throw off the targeting points. I've never tried this before so I'm clueless. It's been about 2 and a half months of learning process, so this is just the next phase. :)




nebula

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#6 6 years ago

all new sovs come with proper hps that add a more canon feel to the ships. also stock ship scale and canon scale don't match.(new sovs)

if you want a great mod experience get km 2011.10 (all ships hp py files are there)(best to make a sep bc install for it)

btw BCC is the main modding hub for BC, most people and info go there. the forum we are on now is a ghost town.




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#7 6 years ago

Things went pretty well with my hardpoint tweaking. I got the impulse engines to do exactly what I wanted on the first guess, which was pure luck. Phasers took 2 guesses, shields and torpedoes took like 3 but I'm still undecided if I want the rear ones to load 1 or 2 each. Prior to tuning the phasers, 2 was the answer, but I think I'll leave it at 1 for now. Hardest thing was the warp core. I probably went back to tweak that at least 20 times, but I'm pretty happy with the results now. Sensors got a little nudge hoping I could run them at less power and still have a good range. I haven't really tested to see how that came out since I've been doing one on one battles trying to find a good balance against other ships. Everything else I left stock and I'm pretty content with how it came out.

Thanks for letting me know about the mesh scale not matching. I kinda figured that would be a problem. I may look for a retexture for the stock one because I like my hardpoint. I play through the viewscreen, so what my ship looks like is not that critical to me because I'm not looking at it, but it would be nice if I could improve on it for times I'm up against it.

I did some warp core tuning on a Excelsior/Miranda kitbash called the USS Jupiter. If you are not familiar with it, it's a quad nacelle dual warp core ship. I found it to be a fun ship to use, but it seemed to lack in warp power for a ship having 2 warp cores. A few minor tweaks later and it was more logical for it's design and much more fun to use.

I was oblivious to the whole BC modding community and didn't find out about KM until the summer of 2010. I have an older version of it on one of my drives somewhere. Sadly though by about 2008, my BC CD had become to scratched to use so I've had to resort to other means to keep playing and I can't get KM working that way. It's why I'm building my own...and having lots of fun in the process. I think I enjoy the modding as much as playing now. I suppose if I downloaded the latest KM, I could yank some stuff out of it though.

One question I do have that maybe you could help me with. I currently have a TOS Miranda class that I'm fond of, but also came across a DS9 era one that I like to, but that one overwrites my TOS one. How do I get both to install?

I'll have to register at BCC when I get a chance. Thanks for letting me know.

Kind Regards, Windsor