Thank you for your kind words and more than that we are happy to get some feedback from a Mac user. We know that dmg is the standard packaging file for MacOs and we intent to use it. In other words thank you for the tip. Could you please be kind enough to inform us about your Mac model and in what graphics quality you've tested the game? We gonna collect this information for benchmark reasons.Excellent News! Congrats guys!
For your mac release could you use a compressed .dmg disk image instead of .zip. It's more of the convention.
As oppose to doing it in Disk Utility, you can do it with this command in the terminal
hdiutil create -volname nameWhatever -srcfolder /path/to/folder/flat-mac -ov -format UDZO nameWhatever.dmg
Hey Klavs,Is it just me or is anybody else having trouble navigating to the download section? Excited to try it out, but... can't...!
Thank you very much for the feedback. It is really helpful to fine tune the performance of the game.Sure, it's a mid 2010 MacBookPro with a 2.8 Ghtz intel i7 core duo, 8 gigs of ram and a measly Nvidia GT Gforce 330M. I was running it at Graphics Fantastic, 1680x1050. It's understandably a little slow in the 3d concourse, but runs smoothly in game.
We are glad you liked it. We are trying hard to inject a genuine Wing Commander feel into the game. Of course suggestions for improvement are always welcome.this made me very happy. everything from the destiny fx logo screen to the flight deck just feels right about this mod. glad you are working on this!
Hey Capi,Played the revised demo last night on my Byzantine box (Athlon II 2.9 GHz, nVidia 630a equivalent (onboard), 2 GB; played on "It doesn't go lower" graphic setting). Overall the revised demo was a lot smoother than the first demo release. Moving the camera around on Daedalus was a good deal smoother. The "log-in" sequence was still a touch on the slow side. Only part where there was serious lag at all was during the launch sequence when the Daedalus model was in view; when the station went out of view, the sequence smoothed itself out. Love the somewhat subtle X-Wing reference, BTW...
Before you select a mission from the terminal, just follow your way down to the hangar and aim for the Shuttle. It will give you an option for "Free Flight".Gameplay-wise, I like what y'all have done. I was able to clear the mines in the Raptor on the first go; the Scimitar took a few tries (might've helped had I remembered which button launched missile decoys). Haven't tried the course again in the Hornet. Y'all did mention a "free-flight" mode; I didn't see how to get into that necessarily.
Hi Aginor,Ok, I tried the newest version. Here's my report, I hope it is useful:
We really want to unify the world of Wing Commander into this game. In other words, there will be ships flying from WC3/WC4 era together with WC1/WC2 era. Although we have spent hours trying to normalize ship stats we have also decided that In every new ship imported in the game we will re-evaluate the stats of all of them by collecting the community's feedback. As for the weapons. I guess we could decrease the power of the missiles a little but don't forget that there are capitals to come and some of them can be killed without torpedos. Maybe we should re-evaluate the shields for all the ships. Anyhow, you keep reporting your experiences and in time the balance will come.I think the balancing of the shields could still be improved, IMO they are still very weak. and do not allow any errors.
IMO the Hornet should be able to take one missile without dying (shields down, half armor down, second missile on the same side kills), the Scimitar two (one shot kills the shields only, the second the armor and do heavy damage, third is kill when shields are not at max), the Raptor three (the first missile killing shields only), or some similar balancing to distinguish more between the fighters.
We totally agree with you on that. Turrets are firing IRs therefore the firing sequence is the time that it takes for an IR to lock his target. The turrets do not contain unlimited missiles. For that reason it makes sense that the AI should control it's capacity and not waste all of its missile load out on to a single target.Missile turrets fire pretty quickly. But I like the challenge. Maybe they should fire a bit slower, or perhaps not fire new missiles while there are still two missiles chasing the player, not sure. Later in the game when there are longer missions I think people will run out of fuel quickly when dodging missile turrets.
We have already prepared the landing sequences but we could not implement them on this update yet. On the next major update four things will be available. Navs, Goals, Communications and off course landing procedures. Can't give more details on that, more surprises are on the way.Ending the mission is a bit weird, (I guess it is WIP though). What I imagine would be a nice big carrier at the last WP, and you have to fly in from the right direction with slow speed, WC1 style.
Free flight mode, for the time being, only shows off the home base and system "Destiny" and proves that a man flying a shuttle is a sitting duck without guns and afterburner. Let's just say that you will be able to jump from system to system. Can't reveal more, my brother will kill me.I don't understand the free flight TBH. Are we supposed to to something there? Where should we fly? Since there is no map I am a bit lost there.
It is VERY ANNOYING! It is already arranged to be fixed on one of the following updates where the pilot roster will be ready to work.While the computer terminal boot screen is cool, it is a bit annoying. Perhaps only show it once with animation (the first time the player uses the terminal), and after that skip the animation and only show the screen.
To be honest, we have never crossed this phenomenon. But please do us the favour and tell us in what platform you made your tests (operating system) and if you have any gaming peripherals connected (joysticks, gamepads etc.). I will report it as a bug and start to investigate.Sometimes when I enter the mission the ship turns into one direction without me pressing a key. Dunno why. Alt+Tab out of the game and back in solves that.
In time, my good friend, in time.When can we fight some moving targets? A small "full mission" with three waypoints and some targets would be nice, like the first WC1 mission or something like that.