Posted April 25, 2017
![agentrob](https://images.gog.com/63f4a19a4d1d6d3689420d5e3180caf9d9a4e8b7c2a625f912e89b4cee9d474b_forum_avatar.jpg)
agentrob
New User
Registered: Oct 2014
From United States
![Azrapse](https://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_forum_avatar.jpg)
Azrapse
New User
Registered: Jan 2011
From Finland
Posted April 25, 2017
![avatar](http://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_avm.jpg)
Oh forgot to mention. Was wondering with some of the rebel transports would you be able to replace the boxy looking ones with the ones they used in Empire Strikes Back and Return of the Jedi. I always thought those were really cool looking cargo ships and they did a nice job making them in XWA upgrade. I'm sorry I forget the actual name but I think they were called medium transports and had a white coloring. Something like that. Just for future later missions. Again just a suggestion
Not only GR-75 Medium transports would replace the bulk freighters for rebels.
Imperials should use:
- Arquitens cruisers instead of Nebulon-B frigates.
- Raider-class corvettes instead of CR-90 corellian corvettes. Or at least Gozanti-class assault transports.
- Sentinel-class shuttles instead of Stormtrooper transports (although the stormtrooper transport has appeared in some canon source, but its use is extremely rare).
- TIE Advenced Prototypes (TIE v1), or TIE Defenders (TIE x7), instead of multiples of Darth Vader's TIE x1.
Rebels should use:
- U-wings instead of stormtrooper transports or lambda-class shuttles (although it might make sense for them to use stolen shuttles now and then).
- GR-75 medium transports instead of bulk freighters.
However, all these changes would make the game feel quite different and break the balance of the original misisons.
So it is better to have this as a later, optional mod, instead of built-in.
I think Unity can only handle up to 20 buttons per controller.
But sure, we will have a chance to test all of this once we release the demo.
Post edited April 25, 2017 by Azrapse
![FekLeyrTarg](https://images.gog.com/efc780a273eff0c808dc7692ed2049e0f456a167af84e40426480e9bd6edceea_forum_avatar.jpg)
FekLeyrTarg
New User
Registered: Jun 2012
From Austria
Posted April 26, 2017
Mission Selection Screen implemented and international strings supported:
http://www.moddb.com/mods/xwvm/images/mission-selection-screen-in-german
http://www.moddb.com/mods/xwvm/images/mission-selection-screen-in-german
![Det_Bullock](https://images.gog.com/322614775642fe58d118805eee46ef139c1735d97313e83e0ca562e2b7f84176_forum_avatar.jpg)
Det_Bullock
Madman in a box
Registered: Jun 2010
From Italy
Posted April 26, 2017
![avatar](http://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_avm.jpg)
But sure, we will have a chance to test all of this once we release the demo.
Besides, most commercial controllers with that many buttons tend to have profile managers to get around those kind of limits so at least basic 20 button 4 axis controller functionality should already be a good start for most people (the thrustmaster T-16000m has 16 buttons for example).
I'd be really curious to know if any CH Products joysticks would be problematic like some of the Saitek and Thrustmaster mentioned above though, I don't think I have ever played a Unity-based game with mine yet.
Post edited April 26, 2017 by Det_Bullock
![rkinkjr](https://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_forum_avatar.jpg)
rkinkjr
New User
Registered: May 2016
From United States
Posted April 29, 2017
Just saw the newest video, very impressive Azrapse and team members. Well worth the wait :)
![Azrapse](https://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_forum_avatar.jpg)
Azrapse
New User
Registered: Jan 2011
From Finland
Posted April 29, 2017
![avatar](http://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_avm.jpg)
This is the link: https://youtu.be/mKjkD6_PS7M
![agentrob](https://images.gog.com/63f4a19a4d1d6d3689420d5e3180caf9d9a4e8b7c2a625f912e89b4cee9d474b_forum_avatar.jpg)
agentrob
New User
Registered: Oct 2014
From United States
Posted April 29, 2017
I love the updated and actually useful targeting mode on the MVD.
![rkinkjr](https://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_forum_avatar.jpg)
rkinkjr
New User
Registered: May 2016
From United States
![JKing](https://images.gog.com/fe19c6e0cd7445544235f780be23c9ebad2e02dfc534803052a91960bf3936d4_forum_avatar.jpg)
JKing
New User
Registered: Dec 2009
From Canada
Posted April 29, 2017
![avatar](http://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_avm.jpg)
![avatar](http://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_avm.jpg)
This is the link: https://youtu.be/mKjkD6_PS7M
I find the game to be overly chatty, though. One thing I like better in X-Wing versus TIE Fighter is that there isn't always someone talking at you. It would be nice to be able to control chattiness. The "Help me!" cues are useful, mind you.
Overall very, very nice, as usual!
![Azrapse](https://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_forum_avatar.jpg)
Azrapse
New User
Registered: Jan 2011
From Finland
Posted April 30, 2017
![avatar](http://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_avm.jpg)
About turning your head around, definitely yes. As soon as we have the new cockpit interior, we will enable that feature.
![avatar](http://images.gog.com/fe19c6e0cd7445544235f780be23c9ebad2e02dfc534803052a91960bf3936d4_avm.jpg)
I find the game to be overly chatty, though. One thing I like better in X-Wing versus TIE Fighter is that there isn't always someone talking at you. It would be nice to be able to control chattiness. The "Help me!" cues are useful, mind you.
Overall very, very nice, as usual!
But I find weird that you thought that it was less chatty in XvT. I found that game to be a cacophony of voices all the time spamming stuff like
"Message from mission critical craft: they are taking torpedo hits. Message from mission critical craft: their shields are out. Message from missiong critical craft: they hull is damaged. Message from mission critical craft: their hull is heavily damaged. Message from mission critical craft: they are about to be destroyed. Message from mission critical craft. They've been destroyed."
Like non-stop.
We had to lower the volume because it was too much.
Post edited April 30, 2017 by Azrapse
![Det_Bullock](https://images.gog.com/322614775642fe58d118805eee46ef139c1735d97313e83e0ca562e2b7f84176_forum_avatar.jpg)
Det_Bullock
Madman in a box
Registered: Jun 2010
From Italy
Posted April 30, 2017
![avatar](http://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_avm.jpg)
![avatar](http://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_avm.jpg)
About turning your head around, definitely yes. As soon as we have the new cockpit interior, we will enable that feature.
![avatar](http://images.gog.com/fe19c6e0cd7445544235f780be23c9ebad2e02dfc534803052a91960bf3936d4_avm.jpg)
I find the game to be overly chatty, though. One thing I like better in X-Wing versus TIE Fighter is that there isn't always someone talking at you. It would be nice to be able to control chattiness. The "Help me!" cues are useful, mind you.
Overall very, very nice, as usual!
![avatar](http://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_avm.jpg)
But I find weird that you thought that it was less chatty in XvT. I found that game to be a cacophony of voices all the time spamming stuff like
"Message from mission critical craft: they are taking torpedo hits. Message from mission critical craft: their shields are out. Message from missiong critical craft: they hull is damaged. Message from mission critical craft: their hull is heavily damaged. Message from mission critical craft: they are about to be destroyed. Message from mission critical craft. They've been destroyed."
Like non-stop.
We had to lower the volume because it was too much.
But still, comm chat doesn't disturb me as long as there is a variety of voices, both XvT and XWA had a few male and female voices for at least the basic comm soundbites.
![JKing](https://images.gog.com/fe19c6e0cd7445544235f780be23c9ebad2e02dfc534803052a91960bf3936d4_forum_avatar.jpg)
JKing
New User
Registered: Dec 2009
From Canada
Posted April 30, 2017
![avatar](http://images.gog.com/587bf85b2c59291f6f61e47a7aebd4309f0961398f24da72a86bee14d7c7bd9c_avm.jpg)
![avatar](http://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_avm.jpg)
About turning your head around, definitely yes. As soon as we have the new cockpit interior, we will enable that feature.
![avatar](http://images.gog.com/fe19c6e0cd7445544235f780be23c9ebad2e02dfc534803052a91960bf3936d4_avm.jpg)
I find the game to be overly chatty, though. One thing I like better in X-Wing versus TIE Fighter is that there isn't always someone talking at you. It would be nice to be able to control chattiness. The "Help me!" cues are useful, mind you.
Overall very, very nice, as usual!
![avatar](http://images.gog.com/73c8b331038fcb56dddca8535556b29c01f5f191c3cfc9d17409eb1a9ce6d2c2_avm.jpg)
But I find weird that you thought that it was less chatty in XvT. I found that game to be a cacophony of voices all the time spamming stuff like
"Message from mission critical craft: they are taking torpedo hits. Message from mission critical craft: their shields are out. Message from missiong critical craft: they hull is damaged. Message from mission critical craft: their hull is heavily damaged. Message from mission critical craft: they are about to be destroyed. Message from mission critical craft. They've been destroyed."
Like non-stop.
We had to lower the volume because it was too much.
I've actually never played XvT, and barely played X-Wing Alliance. It was just too different for me to enjoy it.
Post edited April 30, 2017 by JKing
![stonky](https://images.gog.com/9daa6d68f78f5480145e856dfb77fb12a0c41b6de147e8b63aac5f26adc76911_forum_avatar.jpg)
stonky
New User
Registered: Nov 2014
From Canada
Posted May 01, 2017
Starting to lay out the hull paneling (simple black lines here, but the finished version will be more subtle with the occasional panel picked out in a slightly different shade of grey, like the original model).
![bunik76](https://images.gog.com/8de7f5ff7f6fa38d002be348c57aa4464d944d0f897e18cd71303d88b6f67629_forum_avatar.jpg)
bunik76
New User
Registered: Mar 2017
From Belarus
![stonky](https://images.gog.com/9daa6d68f78f5480145e856dfb77fb12a0c41b6de147e8b63aac5f26adc76911_forum_avatar.jpg)
stonky
New User
Registered: Nov 2014
From Canada
Posted May 01, 2017
The shield generators stood upright on the Empire Strikes Back model (8 footer) - we decided to reference the ANH/RO model because that's the era that the game takes place in, and on those models the shield generators sit perpendicular to the bridge surface, which is what I've done here.
Otherwise I can tell you that the render that you're referencing isn't a very accurate representation of the 8 footer regardless. :)
Otherwise I can tell you that the render that you're referencing isn't a very accurate representation of the 8 footer regardless. :)