Comment for understanding: When I write about the in-mission-jumps, I tend to compare those in TI with those seen in recent releases such as JAD or BP (jump-out/subspace/jump-in), which tend to take slightly more time (might slow down the speed of the gameplay), but tend to replicate the normal jump sequence better.

It should be noted that in some missions, Loadout varies depending on whether the mission is played through the campaign or the techroom. This also might affect DBs using references to events in previous missions. I tried to check both loadout and DB and noted everything in the respective mission log, but for the DBs I can give no guarentee as I didn't cover all possibilities.

Depending on the situation I sometimes specified the Debriefing circumstances, the number of the stage or the condition - hopefully this is not too confusing. :nervous:


-Campaign:

The Mainhall for the Blackwood doesn't show up during the campaign.

Campaign description has translation marks, so I read "Main campaign of FS2" instead.


-Mission 1:
CB 1: The first CB of the campaign, appears a bit like a wall of text- could need a couple line breaks.
CB 2: "201st" needs some color.
CB 4: CB mentions Furies, but there're actually Tempest missiles.
CB 5: "Command" and "Pirates" needs some color.

Briefing 2: Alpha is labled as Perseus although the Myrmidon is the only available fighter.
Possibly have something less dramatic description like "Ensure the safety of the GTC Advocate" as goal? The player is actually told that nothing will really happen (though the expectation that something will happen is most likely there).

Loadout: I have access to EMP missiles - intended?

There's no directive for destroying the Gunship.
No directive for destroying White.
Generic directive for protecting the Advocate?
It is possible that the GTR Hephaestos gets disabled. I don't want a better mission designer, just ship-subsys-guardian-threshold (meaning the DB stage can be deleted then).
It would be good if the pirate fighters would jump out too once the mission has been completed.

When the gunship departed the mission comes to a standstill as the Orestes doesn't arrive, there is also no message about the departure.

The gunship itself does not seem to have any impact on medium aside killing fighters - my wingmates attacked it on their own, probably disarming it in the process, and the Advocates hull did not drop by 1%.

Messages:
"Comm Signal" => get a comm. signal // without .
"Automated Regenerative Armour" => Basically semi-sef repairing // self
"Support Ship" => bout damned time. // 'bout?
"Advocate Arrives" => GTC Advocate to terran fighters // Terran
"Capacitors Blown 3" => We're gonna have to call out a repair ship. // I don't know about English military terms, but isn't he actually doing just that? Also, do they have no direct link with regional Command?
Would it be possible to have a message or 2 after the first wing of Red is toast? Something like "Welcome to Enif"? Would make the beginning of the mission a bit more lively.

Debriefing:
Hepheastos destroyed/Advocate live: "the your squadron were supposed"
2 failure stages have no Recommendation text.
Hepheastos destroyed/Advocate destroyed: "  " between 2 words. Also, I'd guess that the Pirates feel rather motivated through their success rather than using it as legitimation.


-Mission 2A

I can remove all my wingmates from loadout.

Briefing 3: "over a  hundred" => "  "

The in-mission jump appears to be a bit outdated (atleast it's not current "style").


-Mission 2B

"Transmission detected" doesn't fit into the HUD gauge (M02B-HUD_Gauge.png). 

There's another wing called Alpha floating in about 20k distance.

I'm having Beta on the wing mate list long before they arrive, although they don't appear anywhere in the mission.

The messages "W - Port engine" and "A1 - Deadly Force" have no head anims.

Message "BW - Reinforcements Late" is missing a . .

Maybe some "Audio only" Head ani for the Pirates?

Why is Alpha 1 marked on the escort list?

The ETS indicators are still visible during the camera footage.

The camera doesn't reset. OK - After half a dozen attempts I figured out that I have to press 1 myself. Some of the issues below are still there however.

((Message "A2 - Atlantis" which informs me about a disabled freighter is being send by Alpha 2, who is right next to me - intended? -- I missed the directive to switch to camera mode at first as I was focused on reading the messages.))

((The fighter used as guncam is rather... hyperactive? It is constantly adjusting and rarely faces the freighter. Perhabs it would be better if it had only the AI goal to approch the ship from a distance and then no orders/waypoints or something like that. - probably only happens when you don't switch to footage. -- Probably obsolete when done automatical.))

Am I supposed to hit Alt-J at some point during the video sequence? When I did, the screen faded to white briefly, but aside that nothing happened and I continued to see the camera ship fighting and floating in space until my fighter was shot down somehow.

2nd attempt- I hit Alt-J earlier and several times (didn't do this the first time as there was no direct instruction in the messages), same result. The Pirates are defeated (self-playing on easy) this time and after Beta departs I'm left with following screen (M02B-Ending.png) for minutes. In the end I managed to jump out and proceed to the next mission.

3rd test: I intentionally attacked the pirates directly after they arrived, causing the Capel to be destroyed by the gunship - so far so good, but I received following as DB (M02B-Debriefing.png): 
-Part 1: "wold" => "would". The gunship in combination with the fighter make it impossible to defend the Capel (except cheating of course), so "light skirmish" doesn't really fit.
-Part 2: Victory DB
-Part 3 + 4: I'm not sure but I don't think the freighter was mentioned in messages yet, atleast I didn't see (for sure this one) the "Switch to camera feed"-directive, so it's also kinda misfitting too (and I'm sure the flight officer won't debrief me about it if I botch up the mission).
Tried the same again (techroom), this time I got following: M02B-Debriefing2.png

4th test: I intentionally fired after the "Switch to guncam"-directive appeared, then pressed 2; instead of the freighter I saw how the gunship attacked the Capel.

5th test: When I decide to stay behind I have to face no consequences for refusing orders. When pressing RTB my ship flies to the 2nd location first, which is then immediatly followed by the propper jump-out.

6th test: When I open fire and depart before the Capel is destroyed I receive a "No Debriefing available" (played through techroom).

Possibly the easiest way to fix all these things would be to switch to the camera feed automatical, complete with weapon-lock (so that the player can't break things anymore) and "fade-out/end-mission"-mission failure if the player refuses to jump to the 2nd location within a minute.


-Mission 3A:

Briefing 1+2: Could need some colored text.

I can remove all wingmates from loadout.

The Vasudan freighter has IFF Unknown, meaning I can shoot it down and don't face any consequences aside a broken mission.

I can jump out - what doesn't make that much sense to me since I'm right next to Blackwood station.

Message "BT - Freedom of Passage" => Bluetonge


-Mission 3B:

Briefing: "Sabre", "Ranger", "Cottongrove" and "Bluetongue" need color.

Are the fighters NTF or pirates? If they are pirates, it'd be good to have them jump out at the end.


-Mission 3C:

Briefing: "NTC Jacobite" needs color.

After the arrival of Libra Gamma talks about another wing of Lokis, although they're Hercs.

No directive for destroying Scorpio.
No directive for destroying/disabling the cruiser.

The bombers fire their Stilettos from over 2km away, what is pointless as they are either shot down or due to the arrival vector from directly behind crash into the Aeolus' rear (which is also a thruster, but no engine subsystem and hence wasted).
=>Possibly a bad idea, but maybe give 1 or 2 of Gamma some heavy ordnance (Cyclops) so they fire at close range and deal heavy damage, so there's some more reward for keeping them alive?

Would be nice to have messages for disabling the cruiser and bringing it to 30%, would make the mission more lively.

Message "We're it I'm afraid 1" => "None taken Alpha 2." should be "note".
Message "First Wave A1" => "Don't let the damage the bombers!" should be "them".

Messages "Stay Close G2", "Stay Close G3", "Stay Close G4", "Var EE Hostiles G2", "Scorpio attacks Gamma 1", "Var HH Hostiles G3", "Var GG Hostiles G4", "A1 Gamma dead", "Jacobite Defeated Gamma 2", "Jacobite Defeated Gamma 2" and "Jacobite Defeated Gamma 3" have no head anim.

Debriefing:
Last DB stage: "Rescure forces"
There's no DB stage if you safe the Ranger in the previous mission, only the ones when you failed to do so.

While playing the mission through the techroom (Jacobite destroyed, all of Gamma intact) I see following DB: M03C-TechroomDB.png. Probably the linking of events in the previous mission is troublesome.

The success DB (Gamma intact/Jacobite gone) is a bit short yet. Story-wise, I haven't heard much about the NTF Remnant yet, so somebody might talk about something like "WTF are they doing here"; also it might be good to have the Bluetongue convoy with that the mission actually started mentioned again (although very briefly).


-Mission 4:

Briefing: "Haydos" needs some color.

I'm seeing an ETS grid during the intro cutscene.

At the very beginning I see a message that just shows ":".

The text is very difficult to read with the EMP lightning.

The Wyvern explodes very heavy for a transport. I got killed on Easy with ~50% shield and 70% hull.

The particle spews from weapon impacts on the Gas Refinery seem to fall down at a very high speed. (M04-ParticleSpew.png)

"Destroy Yellow"-directive became true immediatly after appearing.

No directives for destroying Red and Gold.

The goal "Prevent pirates from capturing the Lemnos" doesn't fail once they depart with the miner.

It is possible to jump below the safe distance when you decide to head back after you made it to the height once.

One of the Alternate Types (shipname classes) is called GTFr Posiedon.


-Mission 5:

Briefing 3: Icons for Alpha and another object are at screen rim or entirely off-screen. "manoeuvrability". "Hostile fighters" needs color.

Loadout: I can remove all my wingmates. There are 5 addontional Myrmidons available (tested through techroom), and 5 Herc2 and Perseus each although only 4 can be replaced - 1 should be enough though since I'm Alpha 3.

The in-mission jumping sequence needs to be fixed- the warp is completely off.

"Destroy Harpies" and "Destroy Fighters"-directives have no counting number. The former directive also becomes true if the Gunships depart, so "Neutralize Harpies" would be more fitting.

No directive for disabling the Septimus, it appears only when it already departed (immediatly false).

It takes almost 2 minutes from the arrival of the Gottingen until it docks with the transport- any chance to shorten this? If not, maybe some dialog?

Staging point navbouy is still targetable (150km distance). Due to the large distance from the mission center, some models seem to be vibrating if you look VERY closely (like external cam) and move - seems to be a derivate of the issue I reported here: https://www.hard-light.net/forums/index.php?topic=95004.0

The Gottingen shouldn't arrive when the Septimus departs (it does). The mission breaks (standstill) in that case, and no message regarding the departure of the Septimus/failure of the mission. No RTB directive nor can I jump out.

Debriefing 3: "respoonsible" - nice typo though, "cort martial".


Somehow the red-alert between the missions didn't work, I had 39% hull left in M5, 100% in M5B. Can't tell for the weapons as I rearmed just before I jumped out. 2nd run - again 100% hull, secondaries are refilled too.

One question I had on the plot though - would it be possible to rename the HEO to SOC? I think it makes the plot and the connection with the GTVI a bit easier to understand with quite many factions around.


-Mission 5B:

Message "Times Up" has no Head-anim.

The in-mission jumping sequence needs to be fixed- the warp is quite far off.

There's a blip called Zhang-Heng-Back and it's targetable.

The first mission goal is called "Dock with Blackwood" although I'm getting new orders almost immediatly.

Zhang Hengs prefix is GTSc.

"Protect Zhang Heng" doesn't become true.

Return to Base-Win directive becomes true immediatly after appearing.

For some reason I can't jump out, I don't get a "Engine unable to jump" warning either.
2nd attempt: Ran into the same problem again, had to edit the campaignfile and mission to continue.
I don't know the deal about red-alert here, but since it didn't work I can't tell how it effects the rest of the campaign.


-Mission 6A:

Briefing 1: Crimea station has a GasTank as ship class (in all stages). "Alliance" and maybe "drydock" need color.
Briefing 2: "enough o attack" - typo. I don't know, but I think the "Most likely nothing will happen today, everything will be quiet and fine"-thing has been a bit worn-out by now. It's reasonable as there might have been several "invisible" missions where indeed nothing happens, but still.

I have no mission goals at the beginning.

I have access to EMP missiles again.
I also have access to Harpoons, although the only available fighter (Myrmidon) can't use them. And I can remove all wingmates from loadout.
When playing through the techroom there're 4 addontional Myrmidons available which are unnecessary.

The 2 "Destroy or evade fighters"-directives don't show the number of hostile ships.

Message "Bomb" => "They must be planning on destroying the cruiser!" - grammar?
Message "Not for today" => "Today", "dentify" - also, the message should be rather "explain your presence", as the station already identified them.
Message "Repeat" => "Crimea Statoin"

The RTB directive with "Alt-J" might be unnecessary if there's immediatly a red-alert.


-Mission 6B

Message "What're you hoping to achieve" => "We can't stay here forever."-should be "We can stay here forever, while you can't." or something like that.
Message "Affirmative" => "Epsilon wign"

"Disengage Sensors"-directive doesn't become false if the civillians get destroyed.

When I refuse to disengage the sensors I'm receiving 2 RTB directives in the end.

There's a "Docking Pad 24" with no purpose.

GTSc Dirac => GTSC, also there're some messages with this.

Debriefing

DB7 "there's just no other options", "chance of winningm"
Recom: "lives int he balance"


I'm able to continue the campaign even when I don't disarm the sensor and the civillians get killed.


-Mission 7A:

CB2: "pirate vessels" and "pirates" need color.
CB4: Maybe Z-Z without the " " marks like in M5? "Pirates" needs color.
CB6: "GTW-5b" and "Prometheus cannon" have different colors.
One thing I'd like to see mentioned is that the GTCv Admiral Wolf is an SOC ship, what isn't stated until they come to capture you, and the other ships shown there are all regular GTVA.

Briefing 3: All briefing Icons are half off-screen.

I can remove all wingmates from the loadout list. CB mentions that I can access Herc II but there're only Perseus and also no Myrmidons. There're also 0 Circes and Harpoons available. CB mentions Firestorm missiles, but there are none in the loadout.

The Refute is spawning particle at a very high speed that look almost like Flak weapon (but certainly aren't) for some reason (same as the Gas Refinery in M4).


-Mission 7B:

Messages "Inbound Bombers" and "Inbound Bombers 2" are almost identical, could have more variance.

Message "K1 Escort" is being sent by Command; "We'll cover the Wayland and the Unut back to Blackwood." seems to miss "on their way"?

Training Messages "Afterburner/Shields/PW Offline" have the last star in a different line.

The mouse courser doesn't disappear after the player selected the function to override.

For some reason there's a dublicate Alpha 4 55km away, probably didn't jump due to rearming? There's actually a Alpha 4 at the cruiser too.

Debriefing 1: "Pilots, It's days"
Debriefing 2: "ordinance", "This isn$semicolont all"


-Act1RosatiCS:

Briefing 1: "alliance", "victom"
Both stages need some color.

Loadout: I have full access to all weapons in the campaign including Kayserstrahler and Cyclops. On the other hand, I can only fly Myrmidons again. Also, I can remove all wingmates if I desire to do so.

The Phobos-class GTCv Admiral Wolf is renamed to Admiral Po.

There is no DB aside the recommendation text.


-Mission 9A:

There are no goals at mission begin.

There are no directives.

Messages "CGO: State your business", "CGO: Data received" and "A1: Christ four" have no head-anim.

"No Debriefing available for this mission"

No "No RTB"-debriefing.


-Mission 9:

Whenever I get hit an impressive list of subsystems shows up. (M09-SubsystemList.png)

There is an issue with the HUD gauges- the one on the left is overlapping the head-anims, the text on the right one is cut off by the screen (M09-Gauge1.png/M09-Gauge2.png).

One of the Satis freighters got attacked by its own escort (hostile vs neutral).

Directive "Dock Antioch" becomes true immediatly after appearing.

There are no directives how many fighters are after me.

It should be explained which buttons activate the EMP grenades, this isn't mentioned anywhere.

When I switch the difficulty from "Easy" to "Medium", the mission becomes (for me) impossible to complete.

Debriefing 1: "- shge wont like it"

Storywise, I think sending an Orion to extract an Hermes shuttle is quite... heavy. Elseway, I think there is a fighterbay for the Deimos which could be put upon the GTCv Churchill.


-Mission 10:

Fiction file: punishable by court marshall => shouldn't it be court martial?

CB 1: "the GTVI – but" - unknown character. Several words in the CB still need to be colored.

Directive "Stay clear of fighters" becomes true immediatly.

The CB stated that I would use a Maxim, but the only weapon I have is a Akheton (no secondary weapons).

The messages have no head anims - intended?

Message "Reactor scanned 3": "  ".

Whenever I've been spotted, I'm receiving no further directives afterwards, nor do I get responses for subsystem scans without previous directives, etc, breaking the mission.

It should be noted that scanning the subsystems not in the right order will not be rewarded; at best with a plausible reason.

After I've been spotted once some fighters are chasing me (sometimes an entire wing if I try to run away, then just a single fighter that decides to let go of me again for no reason as long as I was staying near the miner ship). Also there's nothing I can do to get rid of the pirate fighters again, even if I fly 30 km away from the miner and 6km from the closest fighter.

Since usually only the capship was firing at me, I managed to scan all subsystems (on easy, without cheating), but even after I did that nothing happened anymore (i.e. messages, directives etc...), nor did the goal become true.

"ERROR: Tracking status lost" - text doesn't fit into the gauge box.

Subsystem highlight script would be nice.

The Gauge in the upper left tells me from the beginning that the drone is ready, but I don't know how to deploy it, even after pressing all keys nothing happens.

The DB I received afterwards didn't seem very smoothly (M10-DB.png). Or is this correct?

Finally I made it once through the scanning part of the mission. The instructions regarding the use of the drone are contradicting- at first I'm told to head for the pipes to deploy the drone, then that I should do it in open space. Also, there is no subsystem called "Coolant pipes" on the miner. Even though I pressed every key again no drone appeared. I have absolutly no idea what I should do.
There's no dircetive too (IIRC).

The analysis of the miner ship before deploying the drone overlaps with the main HUD, atleast the center should be turned off.

Debriefing 4: "enmgines", "sdeem". Also, the DB talks about disabling the engines - what makes fairly sense to me - but the mission was about blowing up whatever "Coolant pipes" are.

There's no "No RTB" debriefing, instead the general "mission failure"-DB shows up.


-Mission 11:

Briefing 4: One of the briefing icons is half off screen. "Pirate vessel" and "Pirate" need color.
Briefing 8: "Pulse bombs" and "Pirates" need color.
Antioch icon needs to be mirrored.

I can remove all wingmates from the loadout. There're 0 addontional Kaysers available - intended?
According to the loadout screen, Beta has only 1 secondary weapon, Kappa bombers don't have any secondaries.

There's a message "Alpha, use your Trebuchets to disarm the gunships", but it wasn't mentioned during the briefing, it isn't also pre-selected as Alphas secondary arms.

"Incoming Missiles"-Gauge can be removed once all missile turrets are destroyed. Also, it partitially overlaps with the headanims, and it doesn't look as good as the gauges I've seen before.

Turret highlighting script for the missile launchers would be good.

"Disarm Pirate Base."-directive without . .

The War Cry rams the pirate miner and gets stuck.

For some reason several pirate wings (Silver, Grey, Green, White, Black, Red, Purple) ended up 25km away and then head back to the battlefield. Seemed to happen only once though IIRC.

Message "Aggro?": "Is it aggressive." => ?

The Phobos-class GTCv Admiral Wolf is renamed to Admiral Po again.

There's no goal to destroy the pirate base at the beginning.

If the player doesn't disarm the pirate vessel entirely it can be destroyed without the arrival of the Aesir corvette (the messages are there however), also neither the "Disarm pirate base"-directive nor the goal become true. I can't continue the campaign in that case.

Debriefing?

((As for the ending of the mission - I think would it be possible to have Alpha jump after the Aesir ship, or probably better put Alpha 3 under AI control and automatically switch to camera feed showing the encounter like in M02B, with the ending showing how Alpha lands on the Antioch. If this feels to repetetive with the next mission, I'd suggest to remove the post processing from the final cutscene to have it more like a "normal" closing cutscene.
3rd attempt - let the mission end after the miner is killed and switch directly to the ending cutscene.)) -- most likely the ideas are all bad, hopefully I can come up with something more interesting.


-FinalCutscene:

I'm getting the warning that there are 10 weapon classes missing.

Mission doesn't use the standard EP skybox yet.

Cutscene doesn't end automatical, nor can I jump out.

I'm a slow reader, could the messages be logged? I wasn't able to read the longer ones in time.

Motion-debris-override SEXP for cutscene?


-Modpack

None of the new ships and weapons has an entry in the MV_Exp_Ship_Flashes.cfg/MV_Exp_Wep_Flashes.cfg yet, causing all custom ships to lack addontional death roll explosions/flash.

Some CBAnims have landed in interface folder - not an issue, just wondering.

PVFR Ma'at still has PV prefix. Should be renamed. Affects Techroom and "Act1M3a - Back in Black.fs2".

There's a low-res TGA (used in the .eff) and a high-res DDS version of AeWep1; the TGA version should be deleted and .eff should uses the high-res version instead.

ShockwaveD (used only by D-Bomb) seems to have several frames at the beginning either missing or overwritten. Effect doesn't work as the frames have only a 3-digit instead of the needed 4-digit number.

Thruster01 is already part of MVP_2018.

There are a TGA and a DDS version of both Spaceball1_Main2.tga and spaceball1_lights.tga.


AeXCv Xolotl: LODs have a different offset than LOD0, no paths, several textures seem to be dublicates that have only different names, no smoothing (although that is only a problem look-wise). What is the X in the prefix standing for?

Custom Ulysses: Thruster not attached to Subsystem.

Orestes: turret04-destroye => turret04-destroyed

GTI Bretonia: Offset of DebrisLOD is wrong. communicationb (Subsystem LOD1) and communicationa are both in LOD0. Turrets and subsystems have no paths.

GTI Blackwood: ComDock4 has no path specified.

GTI Veles: Offset is wrong. Mass should be checked too, it is very high compared with FS2/MVP models.

GTVT Wyvern (both versions): Debris03 and 07 have their textures on the inside of the model. I was told that the INF team is working on an improved model, but I have no details whether it's being improved/swapped out or whatever.

GTT Corsair: I've got Glow and Normal maps for that ship (from Exile).

GTF Icarus: Offset of the DebrisLOD is wrong. Docking point has no properties.

GTF Tyr: The antennas are outside of the shield mesh.

Super-Hermes: Thruster is not attached to engine subsystem. See Mission9 for handling in-game.

CivDepot#Armed: Not all subsystems in model "CivDepotArmed.pof" have a record in ships.tbl.

Gas Refinery: Not all subsystems in model "Refinery.pof" have a record in ships.tbl.

GTI Blackwood, GTI Bretonia and the Gas Refinery have Vasudans as Species.

SCv Sesha: turret12 and turret13 are named different in the pof than in the table. The ship uses the retail maps (those ending with A) instead of the MVP ones. Thruster is linked to Engine01 although the subsystem is just called Engine. Mass is higher than that of a Sathanas.

GTGs Harpy, Mobile Mining Facility, GTCv Phobos, CTC Praetor, SCv Sesha and AeXCv Xolotl are missing "Check Hull"-flags for their turrets, some of those on the GTI Veles are commented out.

Svalin: Thrusters are not linked properly to engine subsystems. There's a turret03-destroyed left. Paths need to be fixed. Debris LOD is slightly offset.

Is there a reason why the SJ Sathanas is present in Warships-shp.tbm?

There is also a copy of Standard Flak in TIWeps-wep.tbm.


-Techroom

Following ships entries have their translation marks not removed: GTI Blackwood, Constellation, GTI Asteria, GTI Veles, GTF Tyr, GTGs Harpy, Gas Refinery, TGas-1, GTT Corsair.

Also, all history entries are still being overwritten due to their translation marks.
"The Epsilon Pegasi Sector" and "Piracy in EP" have both an approaching Sathanas as anim. "Piracy in EP" could be merged with the main entry, or extended (but then called "Piracy in Epsilon Pegasi"- looks more formal).

Following ships//weapons are visible in techroom, although it appears to me that they shouldn't: Comet#Armed, GTT Wyvern#Armed//Tempest#Primary, None#Blank

Several player weapons don't have their translation marks removed, making the only distinguishable via icon/techroom model.