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PostPosted: Mon Feb 05, 2018 7:28 am 
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Since my computer is still facing problems and probably will so for a while longer I decided to publish some modules I am working on. Please keep in mind that specially AI's and scripts are still under construction and the entire project is somewhere in the middle.

Comments / feedback / ideas / are more than welcome.

I would be more than happy if one of our graphics gurus is interested / got spare time to improve / modify some of the ships.

To view or download follow this link, its playable but still got plenty bugs: Galactic Navy Extend


Functions
========

A collection of Navy ships, easy to access:
a pool of more than 60 Navy ships and stations, most independent from the original OXP so no need to add ship versions not necessary

Synchronization of Military Fiasco, Behemoth and Galactic Navy:
similar ship names for all 3 OXP's
same Tech Level and Market for carriers and stations (WIP)

Additional ships:
in all 3 OXP's more ships are added, specially Galactic Navy got a lot more variations. There shouldn't be any interfering with the missions (I hope).

Specific escape pods for every ship:
depending on the ship mass a number of escape pods with Navy officers are waiting to be rescued

A lot features (but not all) from sparas Galactic Navy Additions are included.


New ship variations
=================

Image
Sidewinder Gunboat - a larger version of the Sidewinder Escort, equipped with 2 additional gun mounts

Image
Navy Sidewinder-X

Image
Asp Mark II Slayer - the most deadliest variant of the Asp Mark II the Galactic Navy ever created, elite-squad in interstellar space

Image Image
Recon Elite Squad - Barracuda (Scout) and Barracuda (Assassin)

Image
Andromeda BattleCruiser - a smaller version of the famous spaceship, less cargo but faster


New insignia
===========

Image
Galactic Navy new (originally designed from ADCK)

Image
Galactic Navy Reserve new (thanks to an idea from BlackWolf)

Image
Galactic Navy Medical Corps

Image
Medical Anaconda and Medical Boa Class Cruiser (Neolite)


Software
========

Required:
BigShips OXP, without you will never see some ships
Behemoth, adds the famous Behemoth carriers

Recommended:
Email System OXP, a better solution for incoming messages
Sniper Gun, unlocks some ships
Military Fiasco
Galactic Navy
Medical Anaconda (Oolite), just adds another GNAS

Incompatible:
Escape Pod Tweaks OXP, replaces sometimes rescued officers with random crew and therefore reducing the bonus


Legend
=======

Most people still remember the day when all what was left from 3 carrier-groups were some escape pods
floating in interstellar space. Wave after wave of Thargoid ships, including new types like carriers,
left nothing to return to their base.

Another major reorganization was in order and it had to happen quick because every day men and material
were lost. The Navy Commander-in-Chief and the High Command managed in less than a year to build a new
structure:

A Galactic Command was established to coordinate (and watch) the 14 Sector Commands. Moreover it controlled
several battle- and carrier-groups by its own which could be fast deployed as support for Sector forces
when needed.

At well known Thargoid gathering locations in interstellar space well armed Navy bases and outposts were
build to act with the elite strike force of Asp Mark II Slayers as first line of defense. Sadly under the
pressure of the daily slaughters some of the pilots became unstable and went AOWL to join a secret
brotherhood of renegades or mercenaries.

To replace the loss on material and ships some productions were outsourced to private shipyards, adding
additional ship types to the fleet. The perspective of selling thousands of ships all the time cleared
the way for big discounts.

With (a lot) more ships serving in the Navy the structures of battle- and carrier-groups became more
flexible. While the number of ships in each group now was 17 various types of the same class could be
found. New elite squads were formed while others just reorganized.

In cooperation with local system governments a joint force, the System Guard Navy, was founded. While
mainly consisting out of local ships the Galactic Navy send some support like medical ships,
minesweepers and Constrictor Scouts. The big discounts that applied to the Galactic Navy made it possible
to sell selected ships cheap to local forces as well. Together with the generous offer to sell some
(aging) Navy constructions this tactic earned enough credits to further upgrade the new Navy.
In peace times the SGN supported Galcop and acted as defense (and attack) fleet for the local system
government, rumors have it that even assassins, pirates and smugglers were using the SGN-identification-
code. However, in case of a Thargoid invasion a Galactic Navy officer took over command to lead the
ships into battle.

To replace the loss on crews it was decided to hire for specific assignments mercenaries, officially
called contractors. Organizations like the Cosmic Wild Cards could never be trusted but they had
excellent pilots. Assigned to System Guard Navies and the Galactic Navy Reserve they proofed soon to
be furious fighters.


Personal remarks:
===============

Since there were never considerable naval forces mentioned the Galactic Navy is not according to original Elite/Oolite canon.
However if there are powerful enemies from outside known space you will build up Navy forces and you will build up quick. Galactic Navy is just a continuation of the canon never written before.

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Last edited by montana05 on Sun Aug 05, 2018 2:59 pm, edited 19 times in total.

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PostPosted: Thu Feb 22, 2018 7:51 am 
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Looking forward to this and the system guard, and was thinking the Night Adder by Ace Ships would be an awesome addition as a light fighter or escort.
It is just a very good looking ship and I feel it deserves a good roll.

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PostPosted: Thu Feb 22, 2018 1:17 pm 
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Quote:
Looking forward to this and the system guard, and was thinking the Night Adder by Ace Ships would be an awesome addition as a light fighter or escort.
It is just a very good looking ship and I feel it deserves a good roll.
Thank you, it will take a little more for a Beta-version. The reasons why I published kind of early were

A) my computer problems, now fixed but I lost my entire C-drive and a lot data I wasn't able to backup
B) the help for graphic modifications, while its not essential it still important to have the right outlay

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PostPosted: Mon Feb 26, 2018 1:50 am 
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Found a Galactic Navy Insignia in the forums here that someone was working on and incorporated it into a symbol that could or might be transferable to ship textures.
https://i.imgur.com/Bq5DOPS.png

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PostPosted: Mon Feb 26, 2018 2:40 am 
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Quote:
Found a Galactic Navy Insignia in the forums here that someone was working on and incorporated it into a symbol that could or might be transferable to ship textures.
https://i.imgur.com/Bq5DOPS.png
It looks great, unfortunately I updated most ships to an insignia ADCK created already, well still could replace or use for another unit like Galactic Navy Reserve

Image

simple insignia I copied from ADCK's Medship :lol:

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Last edited by montana05 on Sun Mar 11, 2018 2:50 pm, edited 1 time in total.

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PostPosted: Mon Feb 26, 2018 3:02 am 
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How I found the one I used was a Google search for Galactic Navy logo, seen said pic and it was from this forum. Not sure what thread or topic.

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PostPosted: Mon Feb 26, 2018 3:10 am 
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Quote:
How I found the one I used was a Google search for Galactic Navy logo, seen said pic and it was from this forum. Not sure what thread or topic.
It looks a lot better than the one I copied. I just uploaded the latest version of the OXP, (same link as on the top of the topic) including all the graphic changes I made, feel free to have a look at it. Since I used my very limited understanding of Photoshop for this task I probably broke most design rules :roll:

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PostPosted: Mon Feb 26, 2018 3:14 am 
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I was just thinking that is another thing I can do for the game or mod makers is design decals and nose art for ships.
Would be cool if an oxz could be crafted to allow players to add such items to their ships.

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PostPosted: Mon Feb 26, 2018 4:54 am 
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Quote:
How I found the one I used was a Google search for Galactic Navy logo, seen said pic and it was from this forum. Not sure what thread or topic.

Image

First test, Cobra Mark III-G from Galactic Navy Reserve :wink:

Edit: New screenshot including a new insignia consisting of Galactic Navy and Galactic Navy Reserve merged together

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Last edited by montana05 on Sun Mar 11, 2018 2:36 pm, edited 2 times in total.

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PostPosted: Mon Feb 26, 2018 5:08 am 
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Very nice.

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PostPosted: Mon Feb 26, 2018 5:13 am 
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Quote:
Quote:
How I found the one I used was a Google search for Galactic Navy logo, seen said pic and it was from this forum. Not sure what thread or topic.

Image

First test, Cobra Mark III-G from Galactic Navy Reserve :wink:
Quick thought; might the camo pattern from here be a better match?

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PostPosted: Mon Feb 26, 2018 5:18 am 
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Quote:
Quick thought; might the camo pattern from here be a better match?
Looks much nicer, the textures you see here are the work of gsagostinho but I think I will give it a try when I got more spare time.

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PostPosted: Sun Mar 11, 2018 3:57 pm 
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I edit (update) the first post of this topic (and the other 2 modules) whenever I have some spare time and there are some improvements so once in a while it might be worth to have a look. :wink:

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PostPosted: Mon Apr 02, 2018 9:54 am 
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New texture drafts for Military Fiasco ships:


Image
Leviathan

Image
Rattlecutter

Image
Hydra

Image
Basilisk

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PostPosted: Sat Jun 09, 2018 12:44 pm 
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Some time has past and in the limited time I have to continue the development on this OXP's I came to a new approach. Since its my habit to integrate new ideas I find on the way (now for example, escort formations, new lasers and lasers cannons are used) I recognized that there is no use to past & copy every single ship script. All 3 modules, thanks to the various textures, became quite large so I intend to start a 4th module, small but with a multi-purpose ship script and models and textures used everywhere. For future bug-fixing or updates there will be no need to upload every module again, a small control module should do the job most of the time.

My current alpha-version is based on (a lot) functions so when it comes to event handlers you just could pick the functions best fitting to the designed role. It could be found here: https://app.box.com/s/azwk0e8srzusvibajqqdnulvqdncim2f

I would be happy if some of our gurus could tell me their opinion / improvement suggestions.

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