It's so nice to be able to operate upon feedback, then update it to find more feedback in tow. I have no idea how the Red-Tail cloaking image broke like that, but it's fixed now, hopefully. As for the other pointers.. The naming of the files for the Beam II isn't really that much of an issue, though the drone itself was graphically bugged in base AE from the start, being both misaligned and using the two powered graphics in completely the wrong order. In the end though, I decided that my custom graphics didn't really fit it.. it looks like it should be going faster than it is programmed to.Russian Rockman wrote:One issue I've noticed with sMPK was that your Kestrel B cloak image is cut off in the front. I think there was something else that had this issue with being cut off, but I can't remember, sorry.Anyway, in the Shiny! files you can find my attempt at a complete Kestrel B cloak image, if that helps. I'll let you know if I notice any other things as I peruse your files.
EDIT: I have a few other things to add...
1.) It appears that your naming of the Beam 2 images is a little off. According to dlcBlueprints.xml they should be drone_beam_2_... You are missing an underscore, yours say drone_beam2. Also, the alignment on those image seems wonky.
2.) A much needed change I would suggest from vanilla is a buff to the FIRE_EXTINGUISHERS augment. Currently it can not handle 2 fires at a time and sometimes even one fire. I found that changing the value on that augment to 2.0 allows the augment to successfully put out fire before any damage is done to a system. If there are multiple fires in a room though it will still take some time. Unfortunately this does not work for the SLUG_GEL augment.
As such, in the smorgasbord mod thing included there, I 'think' it's being used for graphics of a Beam III that works like an Anti-Ship II with beams, I don't recall.. I've spent today trying my hand at weapon graphics in order to potentially make it a proper thing that could see release without any issues relating to art assets being borrowed. If I can get them to look right, I might include them in the CE patch as well.
And the Fire Suppression thing is new to me, I'll be sure to take a look into it.
EDIT: Updated for the new version-up on CE. Strangely enough, the only things that needed to be accounted for in the base patch were the two new augments, and they almost didn't need to be reworded at all. The core change though was in CE Infinite, which now by default integrates the Enhanced Systems Module, which makes one of the sub modules of the kit null and void. Curiously though, I noticed the usage of some familiar graphics, which could prove comical if what I remember correctly comes into play.
One thing I have experimented with was, after getting bored of realigning crew members and trying in vain to make Humans wear black pants all the time, realigning the internal drones, which are the System Repair, Anti-Personnel, Boarding and Ion Intruders, as well as giving them all the same little shadow effect that is strangely on the Anti-Personnel Drone by default but none of the others. I have yet to properly test these out though, so some feedback could come in handy.