This ist looking great. Installation and setup are super easy. Even configuring the 7 controllers of my sim pit is as easy as it gets (and complete overkill).
I liked the gimmick of configuring your own Astromech.
I didn’t remember it from the original game, but the targeting computer for the long shots in the video is super neat, and something I’d actually expect from a ship designed for space combat. I also like how the game seems to capture the speed that two spaceships heading towards each other would cross at.
I grabbed the mod (scared of Disney, I am), can’t wait to get a minute to actually play it!
Yeah, that targeting computer implementation they did for XWVM is really great idea - in the original it didn’t computed the lead necessary to hit the target (you only got that aiming reticule green color indication if your shot was predicted to hit if the target didn’t changed the course and speed after you fired) - it only showed the target location in your front hemisphere, so I didn’t used it in the original game since you already had that info in that left sphere display.
There is a known issue with this release that causes the debriefing not to load if pilots were assigned. A hotfix will be released soon for this, but in the meantime, you should be able to proceed normally if you don’t assign any pilots in the hangar.
New: A new checkbox under Audio settings will allow the user to disable some musical changes such as playing Death Star theme near capital ships.
New: MC80A Mon Cal ship model is exposed in XW with a custom ship GUID
New: Rebinding control for VR gaze cursor select
New: Added a new Master volume slider.
New: Added new bindings for increasing and decreasing laser, shield, and beam power system settings. These actions will not wrap from full to zero when increasing, or vice versa when decreasing.
New: Added new binding for resetting all power settings to balanced.
New: Added new binding to cycle thru weapon convergence modes.
New: Added new binding to cycle thru cannon fire rate modes.
Changed: Updated to Unity 6000.0.58f2, this also addresses a security issue with previous Unity releases
Changed: Move PPG sounds from radio to cockpit SFX instead. (don’t queue)
Changed: End-of-mission themes (Success and Fail) will play for up to 60 seconds in case of dynamic music, or until certain convenient point in the track in case for XW98 CD Tracks.
Changed: After being tempted by the game to use cheats after failing a mission many times, if the player completes the mission without using cheats, they’ll get “I won it fair and square” achievement.
Changed: X-Wing: Only use the “Red Leader” / “Red 2” messages if the player flight group starts with “RED”.
Changed: Added support for the custom wingman chatter clips.
Changed: Refine radial menu selection to enlarge whole circle and turn red, and turn label red.
Changed: Extra Difficulty ship promotion changes.
Changed: Extra Difficulty T/B promote to shielded T/B, instead of TRN/GUN.
Changed: Extra Difficulty FRT promoted to CRV get their orders changed to ‘Starship’ orders when one is available that is close enough. This activates their turrets.
Fix: #1089 Cruiser Ship and OPT model had hangar and rally point incorrectly positioned.
Fix: #1084 Beam gauge now blanks out the lowest segment when beam energy is less than 1%.
Fix: #1095 (XW) Spawn formations must only rotate on the vertical axis
Fix: #1090 Fair and Square achievement applies to TOD mission context only.
Fix: #1087 Triggers were using the FG entity index rather than the mission file FG index, resulting in incorrect behaviours.
Fix: #1104 OPT craft can now shed their breakoff components
Fix: #1105 Texture limit slider now works correctly
Fix: #1074 Debriefing uses mission sequence number instead of title unless it is a custom mission. For custom missions, the name is limited to 26 characters.
Fix: Fixed binding for Decrease Laser Power Setting not working.
Fix: #870 Added a natural sort and applied it to the tour desk.
Fix: #1041 Capital ship collisions between collision and pivots were incorrectly acting commutatively, causing docking capital ships to be struck by the dockee capital ship (OPT frigate model)
Fix: #1060 For mission goal text, if empty, disregard to avoid empty messages with a period.
Fix: #1067 Can’t change damage assessment systems priority
Fix: #1063 Some goal conditions show “not implemented”
Fix: #1079 When a flight group’s ship type is altered by a sidecar or an Extra difficulty setting, its name and statistics in the message log and mission goals won’t be those of the previous type anymore.
Fix: #1080 Medals display should now scroll as intended
Fix: #1070 Difficulty modifier on shields was not applying correctly