ShipPackA

This is a way cool Star Wars Ship pack containing many new Star Wars Capitol Ships

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This is a way cool Star Wars Ship pack containing many new Star Wars Capitol Ships

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Type:
Imperator I-class Star Destroyer
Combat Designation:
Capital Starship
Length:
1600 meters
Shields:
Twin shield genrators:
62,000x2 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
70,000 Critical
Weapons:
31 'Turreted' Heavy Turbolasers (18 Fore, 12 Port, 12 Starboard, 5 Aft)
10 Ion Cannons  (4 Fore, 2 Port, 2 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Imperator II-class Star Destroyer.

Type:
Imperator II-class Star Destroyer
Combat Designation:
Capital Starship
Length:
1600 meters
Shields:
Twin shield genrators:
68,000x2 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
74,000 Critical
Weapons:
33 'Turreted' Heavy Turbolasers (20 Fore, 14 Port, 14 Starboard, 5 Aft)
10 Ion Cannons  (4 Fore, 2 Port, 2 Starboard, 2 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
N/A

Victory I-class Star Destroyer.

Type:
Victory-I Star Destroyer
Combat Designation:
Capital Starship
Length:
900 meters
Shields:
2 Generators:
40,000x2 (Port, Starboard, Fore, Aft, Dorsal Ventral)
Hull:
60,000 Critical
Weapons:
24 'Turreted' Turbolasers (8 Fore, 6 Port, 6 Starboard, 6 Aft)
34 Concussion Missile tubes (10 Fore, 10 Port, 10 Starboard, 4 Aft)
10 Tractor Beam projectors (6 Fore, 4 Port, 4 Starboard)
Combat Loads:
5,000 Heavy Concussion Missiles

Installation:
Extreact to BC Root (c:\program files\activision\star trek - bridge commander)
Launch the game.
Check mutators.
Play.



Notes:

Tested with NanoFX 2.0 BETA. Required for muzzle flash effects

*Concussion missile arcs are segregated. Single, Foreward, Port, and Starboard are all different 'Spreads'. Aft tubes only fire when the 'Single' spread is selected. 

*The 'Forward', 'Port', and 'Starboard' spreads will fire up to 10 missiles each. This is not suggested for ship to ship combat. For anti-ship, the 'single' spread is suggested. Others are designed for orbital/plantiary assault.

**Shield reading not quite accurate. Use of two shield genrator systems not supported by NetImmerse engine. '???' in place of shield system.

***Ion Cannons are on a torpedo script. Small bug here. NetImmerse engine does not allow multiple pulse weapon systems. I've managed to reduce the damage radius on the ion cannons so they should only take down the targeted system, and no surrounding systems. It does, however, damage the hull. Working on this.

In Next Version:

In the next version, I plan to use the following if possible:

- Fighter launch/recovery
- More canon hyperspace effects
- Ion cannons that only disable systems and penetrate shields
- Improved back-up shielding on Calamari cruisers.
- 'Wash'-style engine glow effects.

Key:

*  Portraying to Victory-class Star Destroyer only
** Portraying to Imperator I and II Star Destroyers only
*** Portraying to ion cannons in general

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Thunderchild


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Registered 3rd November 2002

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