dkoraupgrade.rar —
This is an upgrade for the Ferengi D'Kora-class Marauder that will give it a dorsally-mounted forward phaser array and a forward torpedo tube with a six warhead capacity. The ship is loaded with custom photon torpedoes that are colored to resemble the Marauder's other weapons, and the plasma pulses have been made larger as well. The ship is now actually capable of taking on a larger vessel like a Galaxy-class or D'Deridex-class Warbird without getting its ass kicked. Like my other hardpoint downloads, the Marauder may have to have its mass, moment of inertia, and tractor beam power adjusted significantly(my ships are rebalanced with higher-powered tractor beams and larger masses and moments of inertia). Find the file "Galaxy.py" in "scripts/ships/Hardpoints" and open it and find the line which says something like "Galaxy.SetMass("m")" where "m" is the mass of the ship. Take this value and multiply it by 0.8 to get the precise mass of the Marauder, and enter this into the line in the Marauder's hardpoint which says "Marauder.SetMass("whatever")" where "whatever" is the mass that you've just determined. Now take the new mass for the Marauder and multiply it by 1,500,000 to get a decent moment of inertia for the Marauder and enter this into the line "Marauder.SetRotationalInertia("I")" where "I" is the moment of inertia which you've just determined(if your moment of inertia is too small for a ship, an otherwise small tangential force applied to the ship's hull can cause it to spin wildly out of control). You'll then need to adjust the damage values for the tractor beams of the Marauder - use the tractor beam damages from your Nebula-class starship to get decent tractor beam damage values for the Marauder and enter them in the Marauder's hardpoint file.
Programmer: CaptainBryan(CaptainCook/CaptainRussell) Requirements: -Bridge Commander -BCMP(for ship TGL) Information: This is an upgrade for the Ferengi D'Kora-class Marauder that will give it a dorsally-mounted forward phaser array and a forward torpedo tube with a six warhead capacity. The ship is loaded with custom photon torpedoes that are colored to resemble the Marauder's other weapons, and the plasma pulses have been made larger as well. The ship is now actually capable of taking on a larger vessel like a Galaxy-class or D'Deridex-class Warbird without getting its ass kicked. Like my other hardpoint downloads, the Marauder may have to have its mass, moment of inertia, and tractor beam power adjusted significantly(my ships are rebalanced with higher-powered tractor beams and larger masses and moments of inertia). Find the file "Galaxy.py" in "scripts/ships/Hardpoints" and open it and find the line which says something like "Galaxy.SetMass("m")" where "m" is the mass of the ship. Take this value and multiply it by 0.8444444 to get the precise mass of the Marauder, and enter this into the line in the Marauder's hardpoint which says "Marauder.SetMass("whatever")" where "whatever" is the mass that you've just determined. Now take the new mass for the Marauder and multiply it by 1,500,000 to get a decent moment of inertia for the Marauder and enter this into the line "Marauder.SetRotationalInertia("I")" where "I" is the moment of inertia which you've just determined(if your moment of inertia is too small for a ship, an otherwise small tangential force applied to the ship's hull can cause it to spin wildly out of control). You'll then need to adjust the damage values for the tractor beams of the Marauder - use the tractor beam damages from your Nebula-class starship to get decent tractor beam damage values for the Marauder and enter them in the Marauder's hardpoint file. Installation: Extract the RAR archive somewhere and then cut/copy and paste the "scripts" and "sfx" folders to the "Bridge Commander" folder. The "Ship TGLs" folder contains a TGL for the Marauder that will show accurate statistics about the Marauder in the Quickbattle menu in-game. Put the TGL into "BC-Mod Packager/Ship TGLs" and then use BCMP to update the TGL and get it into the game - if there's an error in updating the TGL(bla-bla not valid or whatever), click okay to the error message and then exit BCMP and then bring BCMP back up and update the TGL again - it will update the second time around(Bridge Commander doesn't like it when you try to overwrite the TGLs for the ships that came with the game).
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