Upgraded Nephilim Ships Added To WCSO MUPDefianceIndustries has made short work of the challenge to integrate Dark Sentinel's Nephilim ships into his Secret Ops Model Upgrade Pack. Both the Devil Ray and Manta are now successfully flying in the Vision Engine. A new batch of screenshots below shows off how the new hotness below. It's really fantastic to see the active players from several different mod projects collaborate where their talents are complementary. This isn't the only example - at least half a dozen other significant undertakings this year leverage each other and share resources to make the community's output even better.
So I got all of DS's bug ships into the game. So far no issues. I played through Ella 4 (or is it 5) - the mission where you have to escort the Plunkett and two Murphys back to the Cerberus. Anyway there's a huge furball when the capships jump in. Bunch of Mantas, 2 Devilrays, felt it would make a good test. No issues at all, the game performed like it would with the low poly models. Now there aren't any high poly Tigersharks, Panthers, or capships yet (but there are a few Excaliburs), but so far the engine is handling what I can throw at it nicely. I failed to get a decent shot of the Manta B, but it's in there.
As a happy bit of serendipity, the spec maps add a really nice touch to the Manta. There are times when the fighter is out of direct light and it looks like a hole against the stars, you can't see it except for the targeting reticule. Then it'll roll or jink and the spec catches the back lighting and you can catch some of the iridescence. It's a neat effect anyhow. I'll try and get a video of it.
Great work @Dark Sentinel!