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[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

[MOD WIP] Star Trek: Sacrifice of Angels 2 - 0.9.5R Update 7/09/2024

https://www.moddb.com/mods/sacrifice-of-angels-2/news/sacrifice-of-angels-09r-released

Can anyone remember when we used to be explorers? - Jean Luc Picard

 

FED
KLI
ROM
DOM
BORG
NPC

 

12,663,035 views 5,100 replies +12 Loading…
Reply #3926 Top

...

 

That's the Constitution class.

 

They're so gonna confiscate your nerd card for this.

Reply #3927 Top

Quoting myfist0, reply 3925


Quoting Gepard67, reply 3924But the first enterprise movies were with sovereign class (capt. kirk, spok etc.). Galaxy class came later in movies at least.

:typo:

ROFL, Kirk kicked ass on a Constitution class, that's our scout 

http://en.memory-alpha.org/wiki/Constitution_class

http://en.memory-alpha.org/wiki/Sovereign_class

schooled  |-O

 

Constitution-class
Refit configuration
The USS Enterprise-A, a refit Constitution class
Reply #3928 Top

Ah sorry.

I could see the name Enterprise with one of the sovereign class. I thought it is the class which Kirk used.

But Constitution-class is really useless. I dont use it even.

You could give some usefull powers to constitution class maybe.

But I found how to change it. I will try.

Reply #3929 Top

It was mothballed over a century back because it had been antiquated, it's in as the scout purely because sentimental old people put it in as the scout. :)

Reply #3930 Top

Quoting psychoak, reply 3929
it's in as the scout purely because sentimental old people put it in as the scout.

Who the hell are you calling old :annoyed:

Expect a visit from my Klingon friends XD  

Reply #3931 Top

But it is correct how they made.

I was looking. Constitution class was only 300 meters.

sovereign 700 m, Galaxy 640 meters.

Ambassador 526 meters. The relashions are correct.

1 screenshot

left Ambassador, right Enterprise - constituttion class.

 

Reply #3932 Top

That is the VENERABLE Constitution Class to you Mr! :p And yes it is kind of useless in the mod... Except as a scout. Which was the whole point. Starfleet was short on ships so they brought the old girl out of mothballs. Hey, it worked for the Miranda, and Excelsior. The Romulans took this a step further, and brought back their old D-7's, and BoP's.

I took great care to get the ship scales right. We did have to put a cap of 1500 meters on the supersized units to keep the ships and stations from being bigger than planets

Reply #3933 Top

Quoting Major, reply 3932

I took great care to get the ship scales right. We did have to put a cap of 1500 meters on the supersized units to keep the ships and stations from being bigger than planets

It is maybe correct to think in this way. But as result you have ships which move to fast for their size. Maneuvering like they are X-wing fighters, which looks  unrealistic again. When you put them a little bigger you would have also more detail and you could use models with more poligons instead. It would look better even how they move.

The planets should be bigger then how they look in sins of solar empire. It is unrealistic anyway even when you make ships smaller.

Reply #3934 Top

You have to change gravity or physical data when you make ships smaller. I only don't know where it is.

Maybe in gameplayconstants gravWellThickness 1.0 ?

 

Reply #3935 Top

I think I found it.

maxAccelerationLinear 116.000000
maxAccelerationStrafe 80.000000
maxDecelerationLinear 123.000000
maxAccelerationAngular 15.000000
maxDecelerationAngular 24.000000
maxSpeedLinear 351.250000
maxRollRate 15.000000
maxRollAngle 35.000000

 

These values are too high. That should be the reason. Especially maxRollRate, Angle and Angular accelerations. That is the reason why capital ships are fighting like small ships or x-wings.

Also mass is reduced compared to original. Instead of 10000 only 2500 for capital ships.

Reply #3936 Top

 

I changed

maxAccelerationAngular 15.000000
maxDecelerationAngular 24.000000

to original sizes

maxAccelerationAngular 1.000000
maxDecelerationAngular 9.999996

and

maxRollRate 15.000000
maxRollAngle 35.000000

here I also took original values

maxRollRate 2.000000
maxRollAngle 35.000000

for all capital ships.

Mass I also put to 7500 and at borg to 10000

mass 10000.000000

"We did have to put a cap of 1500 meters on the supersized units to keep the ships and stations from being bigger than planets"

Now it looks great really. Capital ship dont fight like small vessels. They really look huge when they fight even you have 1500 meters cap.

But thx for this mod. It is the best for sins of solar empire Rebellion.

Reply #3937 Top

We could use this info for an optional add on. The mass of each ship was pretty specific. Don't want to see the canon zealots crying heresy. I was never a big fan of big ass ships zooming around like fighters. Though the ship speeds themselves are pretty reasonable.

Reply #3938 Top

hello everyone  well i was able to finally install the mod and played over the weekend and even got in an online multiplayer game...just wanted to say  what a great job you guys have done on this just a great mod and great star trek game

keep up the good work

 

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Reply #3939 Top

Glad you enjoy it :)

Reply #3940 Top

A great contender for a new bik intro video  :thumbsup:

Reply #3941 Top

Hey guys.. I've been a big fan of this mod since start... but I did take a long break from SINS .. but I'd like to start playing again.. but with 158 pages I find it hard to find the answers I need lol ?

 

So which SINS expansions does this work with? 

 

Also I have Sins and entrenchment and I am DLing Rebellion as we speak I do need to pick the 3rd on though.. however, with the 1st two I tried DLing the Sacrifice of Angels 2 v0.4.E65 mod and I put in the folder and enabled everything and *poof* nothing works :P


Now I've played your mods before I know they work.. but I can't think what I am doing wrong.. and I've done everything the forums help section said to do? Anyone with patients for the not so computer savvy me love you long time if you help ;) .


I would also love you if you found a way to put ferengi in ala Birth of the Federation haha ;)

Reply #3942 Top

Ferengi are in as neutral militia guarding certain valuable worlds.  If Rebellion is downloading right now, grab 0.6R from the giant flashing LCARS in the main post.

Reply #3943 Top

is it a problem that I dont have the 3rd one?

 

I know I just miss being a ferengi they are so much fun lol .. Did you ever play birth of the federation? The copy right is out so it's legit abandon ware... pick up a copy think Masters of Orion II .. or if you never played that.. CIV in space? If you like TNG you'll love that gem of a game.. she's old but has lots of cool cannon, tidbits, and etc

Reply #3944 Top

oh damn that LCARS graphic is functional lol I thought that was just a fun graphic.. awesome thanks for pointing that out lol

Reply #3945 Top

The buttons on the graphic tell you which version the mod works with.  I wouldn't bother with Original Sins, or Entrenchment any more, because they haven't been updated in a long time. Like the lines under them say they exist only as a courtesy for those that don't have trinity, or rebellion. I doubt they will ever get updated again.

Reply #3946 Top

Weird I am getting a run time error now.. I will delete it and try again I guess *fingers crossed*

 

Nice to see you're still around Stress.. I know this was your baby 

Reply #3947 Top

Ok I don't know what I am doing wrong.. it shows in the mod section.. it's enabled and I applied changes.. but no go :P :( 

 

Reply #3948 Top

Are you using the 1.5 beta?  It only works in Rebellion v1.1.

 

Edit:  I just verified that the archive for Entrenchment still runs in the current version.  You've got at least 1.053 running there if that's the one you're having problems with?

Reply #3950 Top

Instead of constantly stating over and over, step by step, how to install a mod, how a bout you tell us step by step what you did and I will tell where you went wrong.