I just played through a couple of the missions; my overall impression so far has been somewhat mixed. The mods are very good - excellent renders in particular, both in the mission and the menu backgrounds - but the missions need some work. The gameplay balance is pretty good for the most part, but there are a lot of consistency issues and mission bugs. At the moment it is looking more like an alpha-type version due to the bugs and stuff, but it definitely has potential. Here is my usual bug report listing for new campaigns: (this is mostly just stuff intended for bugfixing)
general:
• there are a considerable number of spelling/grammar errors in various places, the only major one being that the Daedalus fighter is spelled Deadelus, so if you change that you will need to change all instances of it in the missions too. If you double-check all the text (command briefs, briefings, messages, tech descriptions, etc.), you will probably catch most of them; just watch the comma usage and run-on sentences.
• a few of the tech room animations have some letters that are much darker than the rest and difficult to make out; this might be due to their having the 0-255-0 color and thus the black background showing through.
• the message "head" animations only appear for a split second due to the length of the sound file; put in some extra delay at the end of the file to correct this.
• the Daedalus and Aurora look great but there is some weird effect in the back of both ships where a couple of lensflare-like circles flicker at all times; I'm not sure if this was intentional or not.
• what exactly is Icarus? I thought it was the code-name for that person, but then they talk about "destroying all related materials" or something.
mission 1:
• beginning is very confusing; who are you fighting and where/when does this mission take place?
• many of the messages come out garbled due to nebula interference, so you might want to have the pilots repeat a few of them.
• I think this takes place after the main FS2 campaign, so you need to have some reason why most of the weapons are not available.
• one of the objectives has the default "mission goal text" for its name.
• I blew up all the enemy fighters and waited for several minutes, but no further messages came and after jumping out I got a "no debriefing for mission" message; I think I failed the mission, but it let me pass to the next one anyway.
mission 2:
• the briefing was again confusing, but this time it must have been due to my not knowing what happened in the last mission.
• how did a person survive in a cargo container? I doubt those things have any life support at all...or is it just the dead body?
• player secondary loadout is screwy; I started off with 343 "MegaBeam"s and 32 Hornet D's, and judging from the power of the
former weapon I don't think you are supposed to get that.
• some of the freighters start off too close to each other and bump into each other a lot while moving.
• the Bes looks weird carrying the TAC1 container since it is too big and overlaps the engines; try putting in the VAC4 or VAC5 instead.
• the freighters tend to accidentally blow up the cargo when attacking you just after you scan it; make it invulnerable for a few seconds.
• the freighters run away from you too fast; try setting their speed to 15m/s or so instead.
• the background planet is spectacular, but the sun is too close to it and you can see its glow graphic shine through the planet; try moving them apart slightly.
• explain to the player what the tractor beam is/does somewhere, since it is new technology.
• the message "He is travelling through subspace..." is sent out twice.
• several messages get sent in succession very fast when the Triton jumps out; put some delay between them.
• put in a return to base directive.
• the debriefing talks of Ma'at freighters which I think should be changed to Bes.
mission 3:
• the cyclops#short is available in the loadout screen, which results in the player seeing two cyclops there.
• the AI wingmen have no primary weapons by default.
• briefing has a weird sentence in the last screen: "...there is a need to know for business but we don't have the need to know."
• make the minimum distance of 1000 smaller (maybe 750 or so), since the transport tends to wander near you accidentally at times, which can be frustrating after following it for a while.
• you can hear the friendly arrival music when the nav buoys "arrive."
• make it so that once you have the Queb position, it becomes okay to get near the transport (by that time they know you are around anyway); at the moment, you cannot dodge any incoming shots from the enemy ships since you might risk going too close to the transport.
• the debriefing recommendations seem to be incorrectly placed, since I was given tips to tag the Queb after it had already been done.
Anyway, I need to do some other stuff at the moment but I will probably play the rest of them tomorrow night.