<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title><![CDATA[First Strike Forums — Some thoughts regarding space...]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=5689</link>
		<atom:link href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=5689&amp;type=rss" rel="self" type="application/rss+xml" />
		<description><![CDATA[The most recent posts in Some thoughts regarding space....]]></description>
		<lastBuildDate>Mon, 01 Oct 2007 08:25:22 +0000</lastBuildDate>
		<generator>PunBB 1.4.5</generator>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79871#p79871</link>
			<description><![CDATA[<p>So apparently since the argument strayed to tie vs x wing speeds noone else agrees that:<br /> o<br />1: The Y wing is overpowered:</p><p>I posted this on another post but After playing about 20 space rounds I have watched time after time the Rebels doing almost 10X the kills of the imperials. The Y wing is fast, manuverable, durable, and sports decent firepower. I dont think its a coincidence I got 4 gold stars piloting/gunning a y wing and a 1-11 ratio in a tie</p><p>2: If the hitboxes thing cant be fixed I see spacebattle being a lot less fun:</p><p>I dont know how many shots (turret, aircraft etc..) I have seen bounce off the enemy hull without damage. They will be flying downwards exposing the top of the ship and I will put 6 shots directly on it.. all of them hitting and 0 damage sometimes 1 out of 6.</p><p>I agree dead on center shots should do more damage but that shouldnt be the only way to damage them.</p><p>I understand your limited by the engine but I think its a huge downer for space battles.</p><p>-Mal</p><p>ps Dont take it personally I understand this is beta and things will be fixed. It has an enormous amount of potential but when I start hearing.. &quot;Nothing we can do about it&quot; I start to worry</p>]]></description>
			<author><![CDATA[null@example.com (Malvolio)]]></author>
			<pubDate>Mon, 01 Oct 2007 08:25:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79871#p79871</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79722#p79722</link>
			<description><![CDATA[<p>Yeah im not saying they are all absolutely correct, but short of lucas arts database itself its the best hard data we have (by best i simply mean most reliable, not absolutely reliable).&nbsp; And being consistant with all the books iv read, which is quite a few, id say its not far off.</p>]]></description>
			<author><![CDATA[null@example.com (ViLeHunTer)]]></author>
			<pubDate>Mon, 01 Oct 2007 00:40:17 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79722#p79722</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79705#p79705</link>
			<description><![CDATA[<div class="quotebox"><cite>mechag2 wrote:</cite><blockquote><div class="quotebox"><cite>ViLeHunTer wrote:</cite><blockquote><p>Very true vreki, although that just isn&#039;t very practical for the game or movies as im sure you realize <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />.&nbsp; So as some fs member said, not sure which one, they aren&#039;t using proper &quot;newtonian physics&quot; for space flight.&nbsp; And your also correct in the fact that i was talking strictly top speed rather than acceleration, tie fighters do have a slightly faster acceleration than x wings, but thier top speed is the same.&nbsp; And btw, us star wars nerds don&#039;t even bother converting to real world units, its MGLT here (Micro-Gravity Linear Tolerance).<br />Top speeds:<br />tie fighter: 100 mglt<br />x wing: 100 mglt<br />tie interceptor: 111 mglt<br />a wing: 120 mglt<br />b wing: 91<br />Theres a lot mroe where those stats came from <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> all from x wing alliance&#039; database, which i think they would tend to trust more than wiki <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />.</p><p>And no blitz i havn&#039;t experienced any jetwash, just kinda sat in behind a nebulon b and I wasn&#039;t taking any damage.</p></blockquote></div><p>The specs for the X-wing &amp; T.I.E. sims are inaccurate. I wouldn&#039;t quote them if I were you. <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> Same goes for Wikipedia/Wookieepdia... especially. Much of the info is horrendously wrong.</p><p>Technical accuracy to Star Wars lore is very important (and there are a few things that should be corrected), but game play will always take precedence for this type of game. This isn&#039;t a simulator afterall. lol</p></blockquote></div><p>Star Wars Flight Simulator X</p>]]></description>
			<author><![CDATA[null@example.com (ShinjiKoon)]]></author>
			<pubDate>Sun, 30 Sep 2007 23:55:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79705#p79705</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79703#p79703</link>
			<description><![CDATA[<div class="quotebox"><cite>ViLeHunTer wrote:</cite><blockquote><p>Yes i realize that gameplay comes first, in fact i stated just that in my previous post.&nbsp; But, im not sure why you think those specs from the x wing series are incorrect, they are the only hard stats there are (with the exception of wiki stats which like you said, are just wrong), and lucas arts themselves made the games, making them as close to the movies/books as possible.&nbsp; I guess im just not sure where anyone could get more reliable information than games that were designed specificaly to simluate star wars space combat, i mean, if there is by all means let me know, id love to read up more on it <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" />.</p></blockquote></div><p>Unfortunately, LA is notorious for not reining in devs who stray away from established LFL tech specs in their games (even LFL is notorious for doing that, although on a lesser scale). Gameplay and balance are obviously going to take precedence, but too often is the line crossed and they result to cheap tricks that butcher the characters, craft and weapons we all know and love. The Battlefront games are a prime example of how far they&#039;re willing to let it go. *shudders*</p><p>The specs in the old X-wing/T.IE. sims Larry Holland and his crew at Totally Games created differed greatly from the technical specs LFL material contained. To this day, LFL still hold to the specs they had set, as they should. But don&#039;t ask me why Larry didn&#039;t conform to them or why LA or LFL didn&#039;t keep them in check. Because, honestly, I&#039;d like to know too. lol With LFL being who they are, any contradictions EU material has with LFL material take a back seat in the heirarchy of Star Wars canon.</p><p>Given the fact that the X-wing &amp; T.I.E. Fighter games were suppose to be &quot;simulators&quot; coupled with their extreme popularity among gamers (they were still great games afterall), they set an inaccurate precedence for future games to follow. Again, LA and LFL never kept Star Wars lore in proper check (or with any other form of media such as comics, toys &amp; novels). I believe they consider it a non-issue. As a result, there are contradictions, inaccuracies, and inconsistencies galore. Not only between the films/LFL material &amp; EU, but even between EU material &amp; EU material. Which is truly unfortunate for us Star Wars tech nuts. We gotta spend extra time weeding out all the contradictions and garbage. *sigh*</p><p>Pretty much all of us know about the abomination that is wikipedia/wookieepedia. lol It&#039;s almost become completely useless for finding reliable information. *rolls eyes*</p>]]></description>
			<author><![CDATA[null@example.com (mechag2)]]></author>
			<pubDate>Sun, 30 Sep 2007 23:44:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79703#p79703</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79692#p79692</link>
			<description><![CDATA[<div class="quotebox"><cite>Canadiens1160 wrote:</cite><blockquote><div class="quotebox"><cite>ViLeHunTer wrote:</cite><blockquote><div class="quotebox"><cite>Killer3wok wrote:</cite><blockquote><p>not really -.- the Ties get blown apart in about what 3-4 hits the x-wings take more then that because they need the time to loose the Tie or get a friend to help them thats why there are squads and team mates plus...comon its starwars thats how it has been forever changing that would just make more people mad</p></blockquote></div><p>Since when should an x-wing have to wait for a friend to take a tie off him? X wings are imperial designed space superiority fighters that should be able to take on 3-4 ties at once in the hands of an experienced pilot (i realize this would cause balance issues in a game).&nbsp; But maybe it would be possible to make it so that the imperials always had 2/3 of the people and the rebels 1/3? and then make the x wings as powerful as they should be? If you want lore examples, rougue sqaudron could take out an entire imperial star destroyer single handedly along with its entire compliment of tie fighters/interceptors/bombers withough losing a single pilot, flying x wings of course. (again, i realize that much unbalance simply wouldn&#039;t be possible in a game, but 1 tie fighter should not be a match for 1 x wing).</p></blockquote></div><p>Please don&#039;t start throwing lore around <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>X-Wings = slower, stronger<br />TIE Fighters = faster, fragile</p><p>FS seems to keep pretty close to this, at least for me.</p></blockquote></div><p>like WWII with american and japan!</p>]]></description>
			<author><![CDATA[null@example.com (ShinjiKoon)]]></author>
			<pubDate>Sun, 30 Sep 2007 23:25:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79692#p79692</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79685#p79685</link>
			<description><![CDATA[<p>Yes i realize that gameplay comes first, in fact i stated just that in my previous post.&nbsp; But, im not sure why you think those specs from the x wing series are incorrect, they are the only hard stats there are (with the exception of wiki stats which like you said, are just wrong), and lucas arts themselves made the games, making them as close to the movies/books as possible.&nbsp; I guess im just not sure where anyone could get more reliable information than games that were designed specificaly to simluate star wars space combat, i mean, if there is by all means let me know, id love to read up more on it <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" />.</p>]]></description>
			<author><![CDATA[null@example.com (ViLeHunTer)]]></author>
			<pubDate>Sun, 30 Sep 2007 23:03:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79685#p79685</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79682#p79682</link>
			<description><![CDATA[<div class="quotebox"><cite>ViLeHunTer wrote:</cite><blockquote><p>Very true vreki, although that just isn&#039;t very practical for the game or movies as im sure you realize <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />.&nbsp; So as some fs member said, not sure which one, they aren&#039;t using proper &quot;newtonian physics&quot; for space flight.&nbsp; And your also correct in the fact that i was talking strictly top speed rather than acceleration, tie fighters do have a slightly faster acceleration than x wings, but thier top speed is the same.&nbsp; And btw, us star wars nerds don&#039;t even bother converting to real world units, its MGLT here (Micro-Gravity Linear Tolerance).<br />Top speeds:<br />tie fighter: 100 mglt<br />x wing: 100 mglt<br />tie interceptor: 111 mglt<br />a wing: 120 mglt<br />b wing: 91<br />Theres a lot mroe where those stats came from <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> all from x wing alliance&#039; database, which i think they would tend to trust more than wiki <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" />.</p><p>And no blitz i havn&#039;t experienced any jetwash, just kinda sat in behind a nebulon b and I wasn&#039;t taking any damage.</p></blockquote></div><p>The specs for the X-wing &amp; T.I.E. sims are inaccurate. I wouldn&#039;t quote them if I were you. <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> Same goes for Wikipedia/Wookieepdia... especially. Much of the info is horrendously wrong.</p><p>Technical accuracy to Star Wars lore is very important (and there are a few things that should be corrected), but game play will always take precedence for this type of game. This isn&#039;t a simulator afterall. lol</p>]]></description>
			<author><![CDATA[null@example.com (mechag2)]]></author>
			<pubDate>Sun, 30 Sep 2007 22:47:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79682#p79682</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79295#p79295</link>
			<description><![CDATA[<p>that and adding spaces inside the transporter ships and battleclass ships like in GC, i would like to see that again to watch the oncoming (ship) while laz0rs are flying by seats around the pilot and gunners and a place to repair.<br />that was the best part i liked in GC (space)</p>]]></description>
			<author><![CDATA[null@example.com (Seneca)]]></author>
			<pubDate>Sun, 30 Sep 2007 08:03:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79295#p79295</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79289#p79289</link>
			<description><![CDATA[<p>is it possible to add some lights-window in the Star Destroyer? <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (TK8177)]]></author>
			<pubDate>Sun, 30 Sep 2007 07:18:07 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79289#p79289</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79227#p79227</link>
			<description><![CDATA[<div class="quotebox"><cite>ShinjiKoon wrote:</cite><blockquote><p>i think you should implament capital ship boarding eventually, since they dont move, and you can walk around in them, i&#039;m sorry but that would be just awesome even though it would be extremely hard to pull off</p></blockquote></div><p>Instead of boarding the cap ship on that map, maybe....... a new map that is nothing but one big boarding scene. The troopers have already landed or docked on the rebel ship. The troopers have to get to the control room to take the ship.&nbsp; The rebel soldiers defend. Like a titan game.</p>]]></description>
			<author><![CDATA[null@example.com (50bmg)]]></author>
			<pubDate>Sun, 30 Sep 2007 03:31:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79227#p79227</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79206#p79206</link>
			<description><![CDATA[<p>Nice post rybot!</p>]]></description>
			<author><![CDATA[null@example.com (BoC_Terry7144)]]></author>
			<pubDate>Sun, 30 Sep 2007 02:14:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79206#p79206</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79202#p79202</link>
			<description><![CDATA[<p>I forgot to add that the same usersettings.con file is also found in your FirstStrike directory. I&#039;ll add that in there now. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| rybot)]]></author>
			<pubDate>Sun, 30 Sep 2007 02:02:35 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79202#p79202</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79201#p79201</link>
			<description><![CDATA[<p>rybot is my new hero.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 30 Sep 2007 01:56:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79201#p79201</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79196#p79196</link>
			<description><![CDATA[<p>If there ever was a post that deserved a &quot;make your own damn mod&quot;, this would be one of them. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>I made the post more reader-friendly for fun. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><br /><p><strong>1. There seems to be a lot of lasers flying around. Have you considered implementing overheating?</strong></p><p>Overheating had been discussed prior to release and we will consider it for the next release.</p><p><strong>2. You guys made space combat more bearable by adding icons showing where enemy fighters are. These icons make me fly around in circles like a dog chasing it&#039;s tail. What should I do?</strong></p><p>The problem lies with the player who thinks that, if they fly around in a million circles, they will eventually catch up to the enemy they are chasing. This is rather silly and not recommended by the devs. Of course you could try flying the opposite direction and meet them face on, but that would require participation on the players part. The mod is only as fun as you want it to be.</p><br /><p><strong>3. When firing at the enemy ships from the side, the lasers seem to not do any damage to the enemy space craft. It seems that the hit boxes are broken, is there a fix for this?</strong></p><p>I&#039;m afraid to say that there is no fix. This is an issue dating back to BF2 as well. Have you noticed that 99.9% of the time you can only destroy an enemy airplane with missles? it&#039;s the same problem. The engine tries to compensate for lag by trying to predict where the enemy will be according to it&#039;s current flight path. This results in the client predicting that it will hit the enemy (hence the sparks) but the server says that you missed. For a more detailed explanation, and even a pseudo fix, please read the following.</p><div class="quotebox"><blockquote><p>Usersettings.con</p><p>This file is found under your \Program Files\Electronic Arts\Battlefield 2142\mods\bf2142\Settings directory. There are two particular settings of interest here which are reported to help reduce the inaccurate feel /hit detection of weapons fire in BF2142:<br />(the usersettings.con is also found in the \Program Files\Electronic Arts\Battlefield 2142\mods\FirstStrike\Settings directory)</p><p>SettingsManager.floatSet GSDefaultLatencyCompensation 0.100000</p><p>This setting controls latency (or &#039;lag&#039;) compensation, which involves the game attempting to offset the delay between information being sent from your machine to the server and back again (as measured in milliseconds by your Ping). In games without client-side latency compensation, you have to lead your target by a certain amount, since whenever you fire a weapon your bullets will actually register in the game world with a delay equal to your Ping. In BF2142, whenever you fire a weapon, whatever appears in your crosshairs at that particular moment is registered as being hit, regardless of where they actually are at that point in time. This removes the need to predict where your target will be based on ping delay, and makes the game feel more responsive. However it can also introduce quirks like ducking behind a wall and still being hit.</p><p>In any case, this setting controls the default latency compensation applied, and the normal value is 0.100000 = 100ms. Some people claim that by adjusting this value to match your average ping in the servers you play, it can improve hit detection. For example, if you typically have a 50ms Ping, setting this to 0.050000 should improve the feeling of accuracy in the game. To be honest having experimented with this setting in isolation I didn&#039;t notice much difference either way. I believe the latency compensation is actually dynamic, only starting at the default value given in this setting, and adjusting to match your average ping over time. However even if it isn&#039;t, in general you can try to match your Ping with this setting to see the results. Note that lowering this setting well below or above your average Ping will only add to lag and may decrease your accuracy at best, so stick with keeping it equal to the Ping you get on most servers.</p><p>SettingsManager.U32Set GSInterpolationTime 100</p><p>Interpolation is a technique used to increase the smoothness of an online game. Basically interpolation is the prediction of where a particular moving object or character is currently located in the game world, based on data received on where they were and where they are. For example if an enemy soldier is running across the screen, interpolation allows their movement to appear fluid, calculating their predicted movement across the screen even though your computer is receiving only periodic updates of where they actually are. So instead of seeing a person jerkily warping from point to point, you see smooth animated motion all the way along. This especially helps to keep things smooth if/when packets are momentarily lost between the server and you; the game knows where the player currently is, where they were a moment ago, and calculates and displays the movements in between.</p><p>By default, Battlefield 2142 appears to have a 100 millisecond buffer for interpolation. The problem with this is that while making things appear smoother, it also means that when firing upon a fast-moving object you may miss where they actually are as you&#039;re effectively facing an additional 100ms delay. At least that&#039;s the theory, and in general in my experimentation I found slightly improved hit detection results (and no noticeable increase in jerkiness) by using a lower value of 50 or even 30 for this setting. Note however that this variable should not be set too low (and certainly not a value of 0) as it will result in increased warping/jerky movements, and if you generally have a ping higher than 100 you shouldn&#039;t lower this setting. For those who do try this, also remember that the improvement from lowering this setting is not dramatic, since we&#039;re talking a difference of say 50ms (1/20th of a second). However particularly in situations where your opponent(s) are moving fast and/or erratically your accuracy should be noticeably improved.</p><p>It is important to understand that the generally inaccurate feel of most weapons in BF2142 is intentional, as realism has been sacrificed for the sake of gameplay. Techniques to steady your aim such as going prone and using short bursts can help improve hit rates. Furthermore it appears that much of the time the lack of hit registration is due to lost packets. I&#039;ve noticed the Battlefield series suffers quite a bit from packet loss, often manifesting as serious warping or jerkiness, getting caught against walls or other barriers, and incidents where you can appear to be firing at an unmoving target at point blank range and still somehow miss with most bullets; information is being lost to/from the server.</p><p>The key thing to note about both settings above is that unfortunately neither I nor anyone else knows for sure what the real story is - only EA/DICE know the truth about how their netcode works, and they&#039;ve stated nothing to clarify these settings. What I&#039;ve written above is based on my own experimentation, understanding and research about these settings. For the most part I haven&#039;t found any problems with PunkBuster by using the recommended settings above, though some servers may be very strict and not allow these values to be changed. If altering these values seems to make things worse for you, or you experience more jerkiness, lag or disconnections, reset them to the defaults shown above and leave them be.</p></blockquote></div><p><strong>4. I noticed I have a hard time telling how damaged capital ships are. I would appreciate it if you added a health bar to them.</strong></p><p>We hoped that by not adding health bars we would encourage teamplay by players making organized attack runs on the capital ships until it is destroyed, not lone players making random bombing runs because they want the kills when it blows up. If there is enough players who request health bars for the capital ships we will see what we can do about adding them.</p><p><strong>5. The ships in the Star Wars universe come in all different shapes and sizes. How are these ships balanced?</strong></p><p>All the ships in FS are balanced by class and team. Bombers are bigger, slower and easier to hit, but they have also more armour. Bombers are not&nbsp; intended for space superiority and usually require fighter support. <br />Also the imperial craft are smaller and faster, but take only a few hits to destroy them, rather than the rebel counterparts that are bigger and not quite as fast, but require more hits to take them down.</p><br /><p>I hope that clears up some of your questions. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| rybot)]]></author>
			<pubDate>Sun, 30 Sep 2007 01:24:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79196#p79196</guid>
		</item>
		<item>
			<title><![CDATA[Re: Some thoughts regarding space...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=79171#p79171</link>
			<description><![CDATA[<p>TBH , i stopped reading about halfway thro no.2</p><p>Tho, thats not to say i dont agree with his points</p>]]></description>
			<author><![CDATA[null@example.com (Bandu)]]></author>
			<pubDate>Sun, 30 Sep 2007 00:40:07 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=79171#p79171</guid>
		</item>
	</channel>
</rss>
