Music is awesome! I like the Unity webpage, I used it in a real training as background. Just awesome!
Yes, it is. The work of Tarvis and Laserschwert to research the iMuse system and to synthesize the MIDI files into digital quality is outstanding. It's one of the reasons that keeps me pushing forward with this project. :)
DS tracks against capital ships? I support this idea! DS tracks are T3M13, T3M14, and BH5, BH6, which is quite not enough!
I strongly believe the following scenario: you are battling a capital ship, getting hits, then multiple hits just ran out of shields, the situation is really intense. You have to get your ass out there as soon as possible! Divert all power to engines and FLEE from the danger. That is why FL sounds and feels like it.
I think the DS track is underused, and fighting a capital ship deserves a more dangerous theme than the usual dogfight (that is based on the sequence in Ep IV where the Falcon fights 3 TIE Fighters).
About the Flee track, I understand what the devs were trying to achieve, but I don't think it totally captures the feeling. The FL track is kind of sad, or a downer. While the event of losing my shields during a combat would be quite more adrenaline inducing that what that track inspires to me. (More below)
Training music near minefields? Yes, that should be good, but very rarely happens to be no other craft around. BUT when it happens then CR/AX kicks in which is horribly soft for a minefield situation, right?
I think there should be themes that have more weight than others. And in case of two wanting to play at the same time, one of them has priority. For example, in the mission to capture frigate Priam on a B-Wing, it is surrounded by a minefield. I think Capital Ship theme (DS) should have priority over Minefield Theme (TR), and that over Dogfight (DG).
I am still not sure when the CR theme plays and when the AX theme plays.
About failing mission. Nobody could convince me it is hard to code. If an objective to be destroyed hypered out, then it is a fail. If an objective to be survived is destroyed, then obviously it is a fail. How hard can this to be coded? It is possible to have some complicated events where it is not easily coded, but to be honest, it would be the 10-20 percent. BUT! I, personally, wouldn't do it! Why? Well, it is very frustrating that you fought for nothing and know this when you finally decide to leave and see the end breifing. This builds character! If someone tells you, whatever you do right now, is worthless, then you just quit and try again. No, this is too easy. When you first encounter the above mentioned situation you will pay waaay more attention to mission objectives later!
Well, I go on with my rambling about the FL theme. In my opinion FL stands for Fail, and it was meant to be played when the missions objectives are failed.
I agree with you that it feels strange that couldn't add a mission failed check. I don't know why, but I totally believe that they meant to put that in the game, and somehow they couldn't.
And I base my assumption of the FL theme. It sounds totally like a "mission failed" tune, not a "shields down" tune. In fact, in no other game in the series there is a "shields down" tune, and they all have a "mission failed" tune, even XvT, with it's crappy music system.
It builds character, sure. :D But for the same reason, then, they could have removed the Mission Complete check. You should know when you are done, then go home. Right? :)
Besides, they added Mission Failed check on all other games in the series. That tells you how much they wanted it there.
Even if it builds character, I think it goes against the accepted principle of not having "walking dead" moments in a game. In the sense that the player might keep on flying a mission, destroying enemies, protecting freighters from bombers, time passing, etc, while is has already lost the mission and that serves no purpose.
That made most players unhappy.
In general, X-Wing was quite opaque in respect of the mission objectives.
They were stated in an informal way during the briefing, but not clearly listed as a list until you returned from the mission.
In most missions, I remember just hypering out at the start of the mission to have a look at the list of objectives to know what I was supposed to exactly do. Then fly the mission again.
X-Wing was considered for long time the hardest in the series, not because the AI was excellent or the missions impossible. But mostly because it was the game where the player had the least amount of information about what was going on. I don't think lack of information is a merit.
They added the Hints page to every mission from Imperial Pursuit and on, and I think that was a great improvement for enjoying the game. The film room was used before that to observe the behavior of the different flight groups on missions that you kept on failing. At least I know I used it mostly for that. That was the only way to identify critical enemy flightgroups that sneaked past your defenses and went straight for your freighters or containers.
But you cannot really expect nowadays players bothering to do all of that to get thru a mission. They will just ragequit and never touch the game again. (Remember how this series died out, compared to the more popular Rogue Squadron series of pew pew missions)
All in all, I don't know why, but to me it feels that they attempted to add the Failed Mission check. They couldn't, then they reused the FL theme for something else that they didn't plan to.
Damage issues. It seems, that no collosion detection is running between AI ships vs. AI ships, just player vs. AI ships. But I got myself into a CRV. Unfortunately, I could not shoot (I might have to hack a bit of its weapons ;-) ), so I decided to ram things. Well, this is a no go as well! There's no collosion detection between these things. How sad... :-)
I have seen, though, two freighters crashing against each other and exploding for that. Also, I have seen that between fighters and a star destroyer or cruiser. They crashed into the capital ship and exploded.
I have also seen freighters and corvettes flying thru each other. Fighter flightgroups flying shuch a tight formation that they glitch into each other. Y-Wings attempting to disable shuttles, and flying thru them. And transports and shuttles entering a frigate in formation, and doing so thru the hull instead of thru the hangar bay.
There is definitely something wrong going on there.
About T/As. I had some trouble figuring out what is the craft in X-Wing called 'Advanced TIE'. It is similar to Vader's x1, same panels, but the fuselage is different. Probably, devs didn't want us to think that Vader is coming, it seems x1 is his personal craft. So, Advanced TIEs could be used in numbers, because it is different. Who knows...
I think it is supposed to be the X1, but for some reason they didn't put the horizontal fuselage part on the model. Maybe they didn't plan to add that ship at all (you saw that it looks like an afterthought in the data files), and in the last moment they got the green light to do it, and for that they just modded a TIE Interceptor model by pasting the TIE Bomber panels to the sides.
I am pretty sure there were more than one unit of the X1 prototype made, so it doesn't have to be only Vader having one of those.
However, I think there was an attempt to retcon this particular look of the X1 in the game by calling it the X2
As it says there, in the 98 edition of X-Wing they didn't give a d*mn and replaced the model with the TIE Avenger from XvT, that was developed way after the Battle of Hoth. In general, that edition was a huge "We don't give a d*mn".
About cockpits. I strongly support your idea of "I prefer creating 3D versions of the orginal X-Wing game cockpit layouts."!!
The XWAU have 3D cockpits that try to resemble those in the movies. But the cockpit dashboards in the movies serve no other purpose that being scene dressing. They don't attempt to make any sense, or be functional, useful, or even good looking.
I know that the canon is the movies, and the movies are the canon. But the dashboards in X-Wing make more sense than in the movies, and those are the dashboards that we should have. In the TIE Fighter short film
, the creator made use of the cockpits as seen in the TIE Fighter videogame, and it feels much more real for that.