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          | CaptainKeyes
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 Age: 17
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 Posts: 480
 Location: Deep Space Nine
 
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  	  | Wowbagger wrote: |  	  | I think I'm confused, but I'm not sure.  In fact, I'm confused about my confusion.  Perhaps this is what's confusing me in the first place.  | 
 
 
   
 I know the feeling.
 
 And to cpt.Eagleeye, I can't reccomend much more than a reinstall. I've never seen an error like that.
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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  Joined: 15 Aug 2004
 Posts: 1614
 Location: Buxton Staffordshire UK
 
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  	  | Wowbagger wrote: |  	  | Hey, is L_J releasing this or what?  I think I'm confused, but I'm not sure.  In fact, I'm confused about my confusion.  Perhaps this is what's confusing me in the first place.  | 
 
 lol
   
 I was waiting for USS Soverign to post a fix about the going to SR at warp issue.  Then we are good to go.
 In the mean time i'll try to make some sense of what you just said
    
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          | Meteorafallen
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 Age: 20
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 Posts: 390
 Location: Ft. Pierce, FL
 
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          | uh if the warp core is offline how are you sopposed to go to warp?
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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 Location: Buxton Staffordshire UK
 
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          | I mean going to SR while you are actually at warp.
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          | CaptainKeyes
 Lieutenant
 
  
  
 Age: 17
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 Posts: 480
 Location: Deep Space Nine
 
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          | Would that not drop you out of warp?   
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          | _________________
 "We all admire the wisdom of the people who come to us for advice." - Jack Herbert
 
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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 Location: Buxton Staffordshire UK
 
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          | you would have thought so   
 It just carries on tho, i tried to get it to drop you out of warp, but then it would have dropped you out in a blank system in the middle of knowhere, and i was sleepy so thought it would be easier to just disable it for now.
 
 However, perhaps on our next venture, we could create a library which makes it easy to drop out into a system in the middle of knowwhere!
  would make things alot more realistic. 
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          | CaptainKeyes
 Lieutenant
 
  
  
 Age: 17
 Zodiac:
  Joined: 05 Jan 2005
 Posts: 480
 Location: Deep Space Nine
 
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          | ...why not just drop them out in deep space?
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 "We all admire the wisdom of the people who come to us for advice." - Jack Herbert
 
 
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          | Nebula
 CA/KM/BCS:TC Mod Team Member
 Moderator
 
  
  
 Age: 22
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 Location: Michigan
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | Do you mean the system deep space?
 If not then that was what i had planned at first, then
 
 lol 	  | lost_Jedi wrote: |  	  | and i was sleepy so thought it would be easier to just disable it for now. | 
  
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          | USS Sovereign
 Lieutenant Commander
 
  
  
 Age: 24
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  Joined: 16 Apr 2002
 Posts: 541
 Location: Croatia
 
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          | Silent Running v0.5
 I've made some minor fixes and disabled usage of SR while using In System Warp. I believe it is an adequate solution, but I've also found another bug which I'm sorry to say I cannot fix.
 In QB if you restart QB battle while using SR, timer will still be active which will eventually lead to game crash.
 I've had all sorts of problems recently. My ISP had problems, my HDD died. I've bought a new computer so I wasn't working on BC a lot. But as I promissed here it is. Thanks you guys for waiting for me
   
 USS Sovereign out
  
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | mayhemuk
 Captain
 
  
  
 Age: 33
 Zodiac:
  Joined: 19 Jun 2002
 Posts: 1134
 Location: USS Courageous at the outer rim of the Federation
 
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          | This is a great mod, i really enjoyed using it, i was wondering if there could be a version where it doesnt switch off the warp core, see this is what i always had in mind for my Uss Courageous, but being that she is new and advanced she can do the same things without losing the core.
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 Mayhem, with a side order of Chaos.
 
 USS Courageous, I will take her to hell and back, and if she is willing, Beyond.
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          | CaptainKeyes
 Lieutenant
 
  
  
 Age: 17
 Zodiac:
  Joined: 05 Jan 2005
 Posts: 480
 Location: Deep Space Nine
 
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  	  | lost_jedi wrote: |  	  | Is there a game end event? lol  | 
 
 Talk to Wowbagger - he has an end-of-simulation handler. He told me it needs to be adapted for each script, though. So considering how much he's doing at the moment, it might be a while.
 
 
  	  | mayhemuk wrote: |  	  | This is a great mod, i really enjoyed using it, i was wondering if there could be a version where it doesnt switch off the warp core, see this is what i always had in mind for my Uss Courageous, but being that she is new and advanced she can do the same things without losing the core. | 
 
 Level of technology wouldn't have anything to do with it, really. It still is producing a power signature, so it is easily detectable. Turning off all major power sources is the only way I know of to decrease chance of detection, besides the obvious cloaking device.
 
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 "We all admire the wisdom of the people who come to us for advice." - Jack Herbert
 
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
 Zodiac:
  Joined: 15 Aug 2004
 Posts: 1614
 Location: Buxton Staffordshire UK
 
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  	  | CaptainKeyes wrote: |  	  |  	  | lost_jedi wrote: |  	  | Is there a game end event? lol  | 
 
 Talk to Wowbagger - he has an end-of-simulation handler. He told me it needs to be adapted for each script, though. So considering how much he's doing at the moment, it might be a while.
 
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 I wouldn't mind getting my mits on that too
   Take your time wowbagger.  School and life comes first! 
 
  	  | CaptainKeyes wrote: |  	  |  	  | mayhemuk wrote: |  	  | This is a great mod, i really enjoyed using it, i was wondering if there could be a version where it doesnt switch off the warp core, see this is what i always had in mind for my Uss Courageous, but being that she is new and advanced she can do the same things without losing the core. | 
 
 Level of technology wouldn't have anything to do with it, really. It still is producing a power signature, so it is easily detectable. Turning off all major power sources is the only way I know of to decrease chance of detection, besides the obvious cloaking device.
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 Pretty much!
 Just to add tho, the mod is not too complicated to understand and if you go through the scripts you could mod the mod!
   
 Thanks for the kind words btw
  
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | On a double post note:
 (unless anyone has a quick fix for that pesky bug)
 Are we ready to release this beast then? If so i'll get it to BC files with a few screenies.
 
 Lost_Jedi - * check *
 
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          | CaptainKeyes
 Lieutenant
 
  
  
 Age: 17
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 Posts: 480
 Location: Deep Space Nine
 
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          | CaptainKeyes - Engage
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          | _________________
 "We all admire the wisdom of the people who come to us for advice." - Jack Herbert
 
 
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          | mayhemuk
 Captain
 
  
  
 Age: 33
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  Joined: 19 Jun 2002
 Posts: 1134
 Location: USS Courageous at the outer rim of the Federation
 
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          | Ok and cheers you made my bridge commander much better. keep up the good work
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 Mayhem, with a side order of Chaos.
 
 USS Courageous, I will take her to hell and back, and if she is willing, Beyond.
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
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 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | glad to be of assistance  
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          | Wowbagger
 Lieutenant JG
 
  
  
 Age: 20
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  Joined: 03 Apr 2005
 Posts: 270
 Location: Minne-soh-tah
 
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  	  | lost_jedi wrote: |  	  | Talk to Wowbagger - he has an end-of-simulation handler. He told me it needs to be adapted for each script, though. So considering how much he's doing at the moment, it might be a while. 
 | 
 
 *Stuffs chocolate candies into bottom of sofa as he sits up, pencil and paper in hand*  Oh, yeah.  Lots of work here.  Just drowning in it.
 
 Seriously, I am trying to make the rounds with it.  ACO is on the docket right now.
 
 And, L_J: Ready to deploy!
 
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          | USS Sovereign
 Lieutenant Commander
 
  
  
 Age: 24
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  Joined: 16 Apr 2002
 Posts: 541
 Location: Croatia
 
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          | Maybe we release it as it is?!
The bug can be fixed later and I've updated the readme. Now I won't be online for a few days. A lot of work in sorting out my new computer, oh joy!
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
 Zodiac:
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 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | ok then! It will be released!
 I am currently on the linux box at school so I'll get it sent to BCFiles as soon as I get home tonight.
 
 Good luck with the new computer sovve
   What spec is it?
 
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          | USS Sovereign
 Lieutenant Commander
 
  
  
 Age: 24
 Zodiac:
  Joined: 16 Apr 2002
 Posts: 541
 Location: Croatia
 
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          | Old P4 1.8 ghz, geforce 4 64 mb, 256ddr
New P4 2.6 GHZ, ati radeon 512 ddr
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
 Zodiac:
  Joined: 15 Aug 2004
 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | Awsome  Nice one 
 
  	  | BCFiles Team in an email to me wrote: |  	  | Hello John Hardy,
 
 Thank you for your E-Mail to BCFiles!
 One of our staff members will review your E-Mail and deal with it shortly.
 
 Thanks,
 
 - The BCFiles Team
 
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 Consider it sent
  
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          | Wowbagger
 Lieutenant JG
 
  
  
 Age: 20
 Zodiac:
  Joined: 03 Apr 2005
 Posts: 270
 Location: Minne-soh-tah
 
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  	  | USS Soverign wrote: |  	  | Old P4 1.8 ghz, geforce 4 64 mb, 256ddr New P4 2.6 GHZ, ati radeon 512 ddr
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 I just upgraded my computer this week, too!
 Old: HP 1.0 ghz, 128 RAM
 New: Dell 1.4 ghz, 256 RAM
 
 Sovvy, I think I'm going to cry.
   
 RELEASE TIME!  DANCING TIME!
 
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          | JimmyB76
 Fleet Admiral
 
  
 
 Age: 33
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  Joined: 30 Jun 2003
 Posts: 13365
 Location: Rhode Island, USA
 
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          | i am going to move this thread over to mods / downloads forum shortly...   could you please update your first post in this thread with the 0.5 version download (or link to bcfiles?)  thx   
 well done on this mod, btw, guys!
  
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          | Overlord
 Cadet 4th Class
 
  
 
 Age: 109
 Zodiac:
  Joined: 10 Jul 2005
 Posts: 3
 Location: Germany
 
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          | Hi, awesome mod!
But could you make a seperate version or a variable at top, when you press the button it only turns the lights off and nothing else, please?
 
 Regards
 Overlord
 
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          | lost_jedi
 Rear Admiral
 
  
  
 Age: 21
 Zodiac:
  Joined: 15 Aug 2004
 Posts: 1614
 Location: Buxton Staffordshire UK
 
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          | goto the console in BC and type:
 
  	  | Code: |  	  | from Custom.NanoFXv2.NanoFX_Lib import *
 pPlayer = App.Game_GetCurrentGame().GetPlayer()
 CreateFlickerSeq(pPlayer , 1.50, sStatus = "Off")
 
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          | Overlord
 Cadet 4th Class
 
  
 
 Age: 109
 Zodiac:
  Joined: 10 Jul 2005
 Posts: 3
 Location: Germany
 
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          | Thanks, but a button would be nice  
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          | Lord_MalaK
 'Iw ra'wI' Sogh
 
  
  
 
 
 Joined: 10 Mar 2005
 Posts: 612
 Location: Wandering the halls of sanity
 
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          | Great mod,
Just a thought- can this mod be applied to a shuttlecraft ?
 
  
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          | _________________
 taH pagh taHbe'. DaH mu'tlheghvam vIqelnIS.
 quv'a', yabDaq San vaQ cha, pu' je SIQDI'?
 pagh, Seng bIQ'a'Hey SuvmeH nuHmey SuqDI',
 'ej, Suvmo', rInmoHDI'? Hegh. Qong --- Qong neH ---
 'ej QongDI', tIq 'oy', wa'SanID Daw''e' je
 cho'nISbogh porghDaj rInmoHlaH net Har.
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          | Cube
 Astrophysics "FTW"
 General
 
  
  
 Age: 21
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 Posts: 4606
 Location: Sheffield
 
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