TCR Project List Update
Want to say something off topic? Something that has nothing to do with Trek? Post it here.
posted on September 29th, 2011, 3:31 pm
Here are the current projects as they stand in the priority list as well as a description and what I intend to do with the project. Projects highlighted in red are Fleet Operations projects
Track Request by an NR2003 Racing League
Description:
Top priority project that I have a deadline for. The details are known only to me, and the league that requested the track.
Buildable Warp-Ins
Description:
There has been an increase of interest in this mod so I have made a few tests and changes to it to make it more balanced as I intend for it to be balanced. If you feel that it is unbalanced, you can disable Starfleet Command, the construction of Warp-Ins, or both by switching technology trees before the game starts.
You can build the Steamrunner, Nebula - San Francisco Type, and Nova - Rhode Island Refit vessels at the Antares yard. You can build the Galaxy, Nebula - Rigel Type, Nebula - Yoyodyne Type, Descent, and Teutoburg vessels at the Eraudi Yard.
Intentions:
Before I make any more changes, I want more 1v1 tests in the form of replays to be made so I can gather as much information as possible about how to better balance the mod. These test should be conducted as 1v1's and be a variety of Federation vs and use all possible avatars to test the balance on a per-avatar, per-faction basis.
Newport News Speedway
Description:
This 1/4-mile track is being revamped to make it easier to navigate. The racing surface is generally 30 feet wide, but I've added an extra 10 feet on the inside line of the corners to make passing easier. This is a fictional track. This track is previously known as the TCR Raceway.
Intentions:
I intend to release the track for rFactor, but not for NR2003.
Tereana City Superspeedway
Description:
This fictional track is 4 miles in length with multiple infield courses. With a 70-foot wide racing surface, there's plenty of room to travel in rows 7 or more wide. The high bankings of the track ensure that you can go full throttle all the way around. The apron is designed so that to pit, drivers can go onto the apron, maintaining full throttle, and gradually slow down from 250+ mph.
This track was initially released as a beta version under the name "TCR Superspeedway Unrestricted."
Intentions:
I fully intend to release this track for both NR2003, and rFactor, but the infield courses and pit-out apron will not be available in NR2003.
NASCArFactor
Description:
This is a conversion of NASCAR SimRacing into rFactor. There will be two primary variations of this mod. One using the stock NSR items, the other using enhanced physics and track geometries.
Intentions:
I intend to get started on this once the Newport News Speedway is released and work on it at the same time I'm working on the Tereana City Superspeedway. There will be two primary variations of this mod. One using the stock tracks and physics, the other using corrected/updated tracks and physics. But abandoned/fictional tracks will not be updated.
Tereanan Empire Mod
Description:
This mod is going to put a new faction into Fleet Operations which will contain 3 playable avatars and 1 non-playable avatar. The Tereanan Empire is Earth in origin, but did not join the Federation. The Tereanan Empire is going to require a defensive stand against an opponent to start out because they will start the game with no starbase and the constructors needing to be warped-in. Because you won't have the resources to build a starbase, and building a shipyard, then the ships, will generally take a lot longer than the other factions, the Tereanan Empire comes equipped with various defensive mechanisms to protect the Tereanans early-game. Poor use of these defensive mechanisms will lead to your demise.
Intentions:
I intend to continue working on this mod once the NASCArFactor mod, or the Tereana City Superspeedway is released, whichever comes first. I'll be releasing this mod in stages starting with only the early game ships and stations, then later releases will include later-game ships and stations, until finally, all intended ships and stations are released.
Miscellanious
Description:
There are some projects that have not been started, but the ideas for the projects have either been mentioned or stored on a file and will be worked on after many of the above projects are released. Current mentioned projects include the A2 rebalance project, and the New Century mod. About 20 race tracks also fall into this category. So many ideas, so little time.
Intentions:
Most of these projects will be on hold until the above list is cleared out. Some of the projects that fall under this category have been canceled. The A2 rebalance project is one of them. The New Century mod isn't really "canceled" but is not a priority and most likely will not be listed for quite some time in detail.
Track Request by an NR2003 Racing League
Description:
Top priority project that I have a deadline for. The details are known only to me, and the league that requested the track.
Buildable Warp-Ins
Description:
There has been an increase of interest in this mod so I have made a few tests and changes to it to make it more balanced as I intend for it to be balanced. If you feel that it is unbalanced, you can disable Starfleet Command, the construction of Warp-Ins, or both by switching technology trees before the game starts.
You can build the Steamrunner, Nebula - San Francisco Type, and Nova - Rhode Island Refit vessels at the Antares yard. You can build the Galaxy, Nebula - Rigel Type, Nebula - Yoyodyne Type, Descent, and Teutoburg vessels at the Eraudi Yard.
Intentions:
Before I make any more changes, I want more 1v1 tests in the form of replays to be made so I can gather as much information as possible about how to better balance the mod. These test should be conducted as 1v1's and be a variety of Federation vs and use all possible avatars to test the balance on a per-avatar, per-faction basis.
Newport News Speedway
Description:
This 1/4-mile track is being revamped to make it easier to navigate. The racing surface is generally 30 feet wide, but I've added an extra 10 feet on the inside line of the corners to make passing easier. This is a fictional track. This track is previously known as the TCR Raceway.
Intentions:
I intend to release the track for rFactor, but not for NR2003.
Tereana City Superspeedway
Description:
This fictional track is 4 miles in length with multiple infield courses. With a 70-foot wide racing surface, there's plenty of room to travel in rows 7 or more wide. The high bankings of the track ensure that you can go full throttle all the way around. The apron is designed so that to pit, drivers can go onto the apron, maintaining full throttle, and gradually slow down from 250+ mph.
This track was initially released as a beta version under the name "TCR Superspeedway Unrestricted."
Intentions:
I fully intend to release this track for both NR2003, and rFactor, but the infield courses and pit-out apron will not be available in NR2003.
NASCArFactor
Description:
This is a conversion of NASCAR SimRacing into rFactor. There will be two primary variations of this mod. One using the stock NSR items, the other using enhanced physics and track geometries.
Intentions:
I intend to get started on this once the Newport News Speedway is released and work on it at the same time I'm working on the Tereana City Superspeedway. There will be two primary variations of this mod. One using the stock tracks and physics, the other using corrected/updated tracks and physics. But abandoned/fictional tracks will not be updated.
Tereanan Empire Mod
Description:
This mod is going to put a new faction into Fleet Operations which will contain 3 playable avatars and 1 non-playable avatar. The Tereanan Empire is Earth in origin, but did not join the Federation. The Tereanan Empire is going to require a defensive stand against an opponent to start out because they will start the game with no starbase and the constructors needing to be warped-in. Because you won't have the resources to build a starbase, and building a shipyard, then the ships, will generally take a lot longer than the other factions, the Tereanan Empire comes equipped with various defensive mechanisms to protect the Tereanans early-game. Poor use of these defensive mechanisms will lead to your demise.
Intentions:
I intend to continue working on this mod once the NASCArFactor mod, or the Tereana City Superspeedway is released, whichever comes first. I'll be releasing this mod in stages starting with only the early game ships and stations, then later releases will include later-game ships and stations, until finally, all intended ships and stations are released.
Miscellanious
Description:
There are some projects that have not been started, but the ideas for the projects have either been mentioned or stored on a file and will be worked on after many of the above projects are released. Current mentioned projects include the A2 rebalance project, and the New Century mod. About 20 race tracks also fall into this category. So many ideas, so little time.
Intentions:
Most of these projects will be on hold until the above list is cleared out. Some of the projects that fall under this category have been canceled. The A2 rebalance project is one of them. The New Century mod isn't really "canceled" but is not a priority and most likely will not be listed for quite some time in detail.
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