You say the great modders have left? From the ammount of activity going on here, I would say the torch has been passed to good hands. You guys seem to have a solid grasp of the computer part of this. I've heard enough already to get that part.
The parts that are missing seem to be planning and research. If you guys can debug some of the stuff you've been debugging, all you really need to write a good mod is a clear target.
As for conflicting with previous mods, or differences of opinions - if too many changes are made and/or if they conflict, it may be necessary to make different versions. Build 13 could come in both "fantasy" and "realistic" versions. Call one the "Real world Build #1". It can still use 90% of the same stuff, but with all the numbers tweaked. If you can get it debugged, make it a toggle in the Buildsettings file. (Your suggestion from the ammo mod.) If not, seperate files. That would surely not hurt. I mean, if something is in the way, go around it. Accomidate everyone. Mods from one could still fuel changes in the other, and twice the projects generate twice the hype - making it more likely to get people with dissimilar objectives involved.
Ron
<!--quoteo(post=143418:date=Mar 26 2006, 11:54 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Mar 26 2006, 11:54 PM) [snapback]143418[/snapback]</div><div class='quotemain'><!--quotec-->
Im one of those aiming for realism, that was the whole idea for my cannon FX mod, to create a more life like realistic experience when firing the guns. i wish i could find a way to actually attach light to the cannon fire
<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the cannon mod.
I tend to worry more about statistical accuracy than "experience". Special effects are cool, but they would not be my first concern. I would think more about how many hits a ship can take, or what kinds of ammo were really in use.
I actually had not noticed that the cannon fire did not really produce any light.
Ron
The parts that are missing seem to be planning and research. If you guys can debug some of the stuff you've been debugging, all you really need to write a good mod is a clear target.
As for conflicting with previous mods, or differences of opinions - if too many changes are made and/or if they conflict, it may be necessary to make different versions. Build 13 could come in both "fantasy" and "realistic" versions. Call one the "Real world Build #1". It can still use 90% of the same stuff, but with all the numbers tweaked. If you can get it debugged, make it a toggle in the Buildsettings file. (Your suggestion from the ammo mod.) If not, seperate files. That would surely not hurt. I mean, if something is in the way, go around it. Accomidate everyone. Mods from one could still fuel changes in the other, and twice the projects generate twice the hype - making it more likely to get people with dissimilar objectives involved.
Ron
<!--quoteo(post=143418:date=Mar 26 2006, 11:54 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Mar 26 2006, 11:54 PM) [snapback]143418[/snapback]</div><div class='quotemain'><!--quotec-->
Im one of those aiming for realism, that was the whole idea for my cannon FX mod, to create a more life like realistic experience when firing the guns. i wish i could find a way to actually attach light to the cannon fire
<!--QuoteEnd--></div><!--QuoteEEnd-->
I like the cannon mod.
I tend to worry more about statistical accuracy than "experience". Special effects are cool, but they would not be my first concern. I would think more about how many hits a ship can take, or what kinds of ammo were really in use.
I actually had not noticed that the cannon fire did not really produce any light.
Ron