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cjSTXIfinal (Final)
Filename: cjstxifinal.zip

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cjSTXIfinal (Final) - File Description  

This is my final version of the two ships from Star Trek XI, I have seen enough shots
of them in all the various trailers out and completed them. They have plenty of detail, yet do not create conflicts.

There were also several structural changes to the ships and completely redesigned bridges all based on the show. Also fixes to the color of the beam as red (correct color used in the movie) as well as sound changes so it doesn't crash as it did in the Beta. The sounds should also be close to what will be in the show, and the registry is placed correctly on the Kelvin and Saladin and the Enterprise, Eagle (also added) and Constitution Class ships have the correct registry type, replacing my not so good looking Beta's with the correct type.

I also added the TOS men from Star Trek (included) that I completed to use as the default pilots of the XI pack, all with working phasers with both resistence and flashpoint versions included.

The weapon file now has finalized moderate tracking torpedoes, both final red (xi pack) and blue USS Achernar and ISS Enterprise. Meanwhile I added a TOS white tracer beam to simulate the old TOS repeating photons to the Achernar subtype and Terran Empire cruiser. There has been some saucer texture reworking as well.

These addons are all finalized, and also all addons required are included in the pack and have been tested in both Flashpoint 1.20 and Resistence 1.96.

cjSTXIfinal (Final) - Screenshots  
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cjSTXIfinal (Final) - File Download Options  

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cjSTXIfinal (Final) - Readme  
Readme File:
This is my STXI ship FINAL pack. - CJSTXI FINAL

This is my Final version of the Star Trek XI ships, I was able to see
enough screens of the ships to build a fairly accurate design of them
and decided to complete them now.



THESE ARE Final versions
New Ships including five hero ships
Constitution Class STXI, Saladin Class XI,also Achernar Subtype of
Constitution refit (my old Alpha XI version reuse and upgrade)
Achernar Subtype, USS Achernar, Terran Empire Cruiser,
ISS Enterprise, Constitution Class STXI, Saladin Class XI,
USS Enterprise STXI, and USS Kelvin STXI, Monoceros Class, and
USS Eagle STVI(STXI style), and USS Kelvin STXI, Monoceros Class,
and Terran Empire Destroyer - Display Name appearance
Ships are animated--
Engine Glow, Exterior Lights, Interior Displays
All shutoff and turn on appropriately
Weapons Fire and Damage displays on all bridges
Ships have a detailed bridge

cj_ftex - (uprated) main texture file
cj_fbtex - new weapons file and Achernar subtype, Monoceros and
Terran Empire ships requires cj_ftex
F11STXI - Constitution and Saladin STXI ships requires cj_ftex,
cj_fbtex and T4fed (to pilot by default)

T4fed - Star Trek TOS men

Accurate Weapons and strength
Various Weapons and types per ship type and role
Accurate ship strength and scan range, Hero's are stronger and faster
Massive Improved Flight, Can now pull out of DIVES as well as the
reduced collisions, the Avionics are armored better and can sweep
Accurate bridges and hull designs have been done on XI ships
Monoceros was included because it strongly resembles the new Kelvin.


Ships function well on ofp and resistence 1.20 thru 1.96, tested on 1.20, 1.91, and 1.96
This is a final pack
All ships have a detailed bridge, transport 24-36 personnel, and have transport like
boarding or large boarding radius, also some can heal, have running lights, tracers (like beam),
and lighted hulls depending on design
Some bridge details were cut to keep ingame operation smooth and to
keep the addon size reasonable.
Phasers and Torps have all been reworked with sound effect changes to
prevent crashes
Star Trek 11 addon requires new TOS men (included ver. 1.96 and ver. 1.20)
to pilot by default (works without them if empty)
Weapon addon uses Default OFP crew currently, sides are west fed. and
east Terran Empire.
Blue Photon and new Red one have tacking ability
Sounds on XI should be fairly accurate
AI handles them very well too

Not actual scale, due to flight problems when enlarged
Recommended Maximum flyinheight 110 to 125 depending on map for
multiple waypoints, (higher altitudes are okay for single waypoints)

Made by CJ, please feel free to edit or do whatever you want with them, have fun!
These addons go well with the other space addons already out there.

Again To BIS and Codemasters for designing a great game
To The Whole Ofp Community for keeping the game alive and creating great addons
and mods
To Acacyn and Phil Commando for their star wars addons and other works
To those who distrube material and maintain the ofp sites
And To Burner for his spacemod as well
And To BIS and Codemasters for the textures and game as well

I am still working on my other addons for ofp, and intend to do these
and them for AA and OFP2, pending on time.

BIS, Nor Codemasters, Nor myself are responsible for any problems with these addons
or If your PC goes beserk.

Star Trek is a registered Trademark of Paramount.

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