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Posted: Sun Aug 26, 2007 10:55 pm
by Andon
I use the current R4 server and the Beta client.

Get the Beta, get the server from the downloads section, and then get the server update. They should all come with isntructions. It's fairly simple. (I don't reccomend going through the exact process that I've done, as it involves beating the server into submission a few times via the registry)

Posted: Sun Sep 02, 2007 12:21 pm
by aemmon
I'm still fairly new here, but I might be able to help on the fact checking side if you are looking to be true to the show. I know one of the writing staff quite well and they have a ton of background information that never makes it's way into episode form.

I can see if he can get me some of the ship specifics that they worked out. Maybe it will clear up some discrepancies.

Posted: Sun Sep 02, 2007 2:33 pm
by ShadowFox_
call me if you need help

Posted: Sun Sep 02, 2007 4:44 pm
by Andon
The BSG core will not be perfectly true to the BSG universe - Raptors don't have guns, there aren't two kinds of Cylon Raiders (Scouts and fighters), etc. But It'll be as close as I can reasonably get it.

Aemmon - If you could get me the firing rate for the KEWs, it would be very useful. Right now I'm just going on a guess.

Posted: Tue Sep 04, 2007 5:50 pm
by aemmon
Andon wrote:QUOTE (Andon @ Sep 2 2007, 08:44 AM) The BSG core will not be perfectly true to the BSG universe - Raptors don't have guns, there aren't two kinds of Cylon Raiders (Scouts and fighters), etc. But It'll be as close as I can reasonably get it.

Aemmon - If you could get me the firing rate for the KEWs, it would be very useful. Right now I'm just going on a guess.
I sent him a text message and an email yesterday. They're starting work on S4 again this week I guess so it might be a bit if he can even give me anything. Worth a try though /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Posted: Tue Sep 04, 2007 7:24 pm
by Andon
Thanks. The KEWs have (Obviously) been in BSG since the beginning, so I was just looking for a pre-existing statistic. Of course, I could go into one of the episodes and do it manually, but that would be pretty painful, and this is an easy way out.

Posted: Wed Sep 05, 2007 3:31 pm
by aemmon
Andon wrote:QUOTE (Andon @ Sep 4 2007, 11:24 AM) Thanks. The KEWs have (Obviously) been in BSG since the beginning, so I was just looking for a pre-existing statistic. Of course, I could go into one of the episodes and do it manually, but that would be pretty painful, and this is an easy way out.
News from the front. There are two sides to this coin. Some of their staff figure 4-5k rpm for the Vipers and a bit faster for the Raiders. The other contingent of the staff feel 3-4k for the Colonials as they are most likely still using hydraulics or some variant of hydraulics.

Hope that helps a bit. I gather those numbers are a bit much for an Alleg core.

Posted: Wed Sep 05, 2007 3:44 pm
by Adaven
yeah, that is a little high. The hit detection calculations for a sector full of these would lock up your comp.

Posted: Wed Sep 05, 2007 3:48 pm
by aemmon
Adaven wrote:QUOTE (Adaven @ Sep 5 2007, 07:44 AM) yeah, that is a little high. The hit detection calculations for a sector full of these would lock up your comp.
I thought as much. Not sure how you would scale the ratio accordingly. Footage of Viper fire vs footage of another ship's fire?

Posted: Wed Sep 05, 2007 7:31 pm
by Andon
Thanks, Aemmon.

it would end up being 50-66.6 Rounds per Second, a little over double of what I currently have.

Adavan - At first I thought you were right, but I think it's possible, as it is rounds per minute and not rounds per second. And it can easily be offset by limiting the amount of ammo - Something with 50 shots per second would tear through a lot of ammo - putting the ammo at a lower number (Say 1000 per slot for basic) would keep the firing bursts shorter - You'd have 20 seconds of firing just one gun, 10 if you're firing 2, which is the norm for vipers.

Aemmon - Another mission for you, if you don't mind. Well, two. I'd like to know the turning rate for the Cylon Raider - The Viper mark II is said to be something like 2.5 seconds to flip nose for tail in the first series, but I don't recall anything on the Cylon Raider. Having the Raptor turn speed would also be handy, as would the Heavy Raider, but those two are not as important right now. I'd also like to know if the Viper Mark VII has 2 guns or 3 - There's one on the vertical stabilizer that looks like it could be a gun or could be something else.

Oh, and tell whoever you are asking 'Thanks a Lot'