I just checked this and I could not find any mistake with the Holy Order. They should build the new ships like all other races. Are you sure about this? Can someone confirm this?Warnoise wrote: ↑Sun, 17. Nov 19, 11:19Hi, first let me thank you for this mod. It is an amazing mod that adds so much to the game.
After playing with it for a while, here are my observations:
-The devastator side turrets only fire at a very a narrow angle. Sometimes enemy should be within firing range yet they don't fire.
-While the Paranids are producing the new ships no problem, i noticed that the HOP doesn't produce them at all (despite having the means since they just spam Odysseus)
[Mod] XR Ship Pack - 6.0 ready!
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Re: [Mod] XR Ship Pack (14 ships now)
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Re: [Mod] XR Ship Pack (14 ships now)
I can confirm this. HOP build only the Vanilla ships. Non of the mod ships.
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Re: [Mod] XR Ship Pack (14 ships now)
I know the texture bugs are the 1st priority (for all ship mods) but I see the Balor and others are missing their conning tower (bridge module)..
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Re: [Mod] XR Ship Pack (14 ships now)
If you have played in the last few days it looks as if 3.0 B3 has fixed the texture issue
Re: [Mod] XR Ship Pack (16 ships now)
Uploaded 0.9.6. Check changelog for details.
Enjoy
Enjoy
Re: [Mod] XR Ship Pack (16 ships now)
0.9.6
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[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#anim_lights), pls fix!
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[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#fx_lights), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_s_alpha), pls fix!
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_xs), pls fix!
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[=ERROR=] 0.00 template 'units_size_xl_omicron_combatship_a' does not have any countermeasure connection!
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[=ERROR=] 0.00 Non-virtual module 'dockarea_units_single_m_macro' does not have a wreck geometry defined
[General] 0.00 ======================================
Re: [Mod] XR Ship Pack (16 ships now)
Hi,alexalsp wrote: ↑Mon, 9. Dec 19, 11:570.9.6
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[=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#anim_lights), pls fix! [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#fx_lights), pls fix! [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_s_alpha), pls fix! [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 [Geometry::Geometry] Boundingbox is invalid/empty for geometry (extensions\xr_shippack\assets\units\size_l\units_size_l_combat_a_data#part_detail_xs), pls fix! [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 template 'units_size_xl_omicron_combatship_a' does not have any countermeasure connection! [General] 0.00 ====================================== [General] 0.00 ====================================== [=ERROR=] 0.00 Non-virtual module 'dockarea_units_single_m_macro' does not have a wreck geometry defined [General] 0.00 ======================================
all of the boundingbox error parts have the nocollision tag. So they should not have a bounding box at all. Only the main part has a collisionbox. I dont know how to fix the errors, but they should not have any effect at all.
The countermeasure will be fixed with the next version.
Re: [Mod] XR Ship Pack (16 ships now)
The Teladi Scylla is missing shields for the engine groups.
Re: [Mod] XR Ship Pack (16 ships now)
I am unsure about the Scyllas engine shields. It has 6 XL engines and therefore it is not so easy to destroy the complete engines. Maybe a shield would make the engine a bit op. It also is not so easy to find good places for the engine shields because of the round form (except if you want to have 3 or 6 shields).
Re: [Mod] XR Ship Pack (16 ships now)
I see. Did not know it was intentional.
Well, surface elements have very little hull in this game, so if it's a player against it, destroying the engines will be super simple without shields. However, I'm not really trying to tell you how to balance; I mostly noticed because they added a log error in one of the 3.0 betas. I didn't observe any obvious breaks resulting from it so it might just be a "Egosoft never wants to do that" kind of log warning, but you might want to double check it anyway.
Well, surface elements have very little hull in this game, so if it's a player against it, destroying the engines will be super simple without shields. However, I'm not really trying to tell you how to balance; I mostly noticed because they added a log error in one of the 3.0 betas. I didn't observe any obvious breaks resulting from it so it might just be a "Egosoft never wants to do that" kind of log warning, but you might want to double check it anyway.
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- EGOSOFT
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Re: [Mod] XR Ship Pack (16 ships now)
It is a kind of "game design" warning.
Our game design expects all surface elements to be shielded. Nothing breaks technicially when this is not the case.
Our game design expects all surface elements to be shielded. Nothing breaks technicially when this is not the case.
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My art stuff
My art stuff
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Re: [Mod] XR Ship Pack (16 ships now)
Please the bridge tower for L ships... I don't want to nag (or be "that one guy") and I don't really mind it on most of the L's but for some reason it being missing the Balor is really tweaking to me.. I guess maybe because it along with the Rahanas and Stormvok variants where my favorite Cap ships in X:R and with out the bridge and radar it just looks wrong.
P.S. I would love to have my normal dangerous sector trade fleet back, A container Rahanas flanked by one or two Balor escorts
P.S. I would love to have my normal dangerous sector trade fleet back, A container Rahanas flanked by one or two Balor escorts
Re: [Mod] XR Ship Pack (16 ships now)
I try to add some shields to the engine, so the warning should not appear anymore.Mysterial wrote: ↑Fri, 20. Dec 19, 15:31I see. Did not know it was intentional.
Well, surface elements have very little hull in this game, so if it's a player against it, destroying the engines will be super simple without shields. However, I'm not really trying to tell you how to balance; I mostly noticed because they added a log error in one of the 3.0 betas. I didn't observe any obvious breaks resulting from it so it might just be a "Egosoft never wants to do that" kind of log warning, but you might want to double check it anyway.
Thats a good point. I will try to add a bridge to the Balor. Hope it fits with the L turret. Might reposition it.LucianDragos wrote: ↑Fri, 20. Dec 19, 17:53Please the bridge tower for L ships... I don't want to nag (or be "that one guy") and I don't really mind it on most of the L's but for some reason it being missing the Balor is really tweaking to me.. I guess maybe because it along with the Rahanas and Stormvok variants where my favorite Cap ships in X:R and with out the bridge and radar it just looks wrong.
P.S. I would love to have my normal dangerous sector trade fleet back, A container Rahanas flanked by one or two Balor escorts
I am not sure when I have time to add new ships. It might take some time, especially, because all new ships from now on need to be built up by many different parts. But I think I have seen a Stormvok import on Nexus already. You might wanna try it out?
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Re: [Mod] XR Ship Pack (16 ships now)
That's fine if it's not right where it was before as long as it's close enough.. Really for all the XR era ships given the huge time jump between XR and X4 it would be easy to explain minor changes in the layout of such long lived model designs as revisions and refits.. Hell look at the Roll Royce Phantom
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Re: [Mod] XR Ship Pack (16 ships now)
Waiting for Olmekron and Fulmekron. They will be beasts.
Ryzen 5950x @ 4.7 GHz / 32 GB DDR4 3600 MHz RAM / NVidia 3070Ti RTX 8 GB / Windows 11
Re: [Mod] XR Ship Pack (16 ships now)
Just uploaded 0.9.7.
It is more a bugfix and improve version. Main goal for now is to polish/balance the mod before I add new ships.
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Re: [Mod] XR Ship Pack (16 ships now)
Can't wait to try 0.9.7 out when I get home but as far as the Nexus I can't seem to find a mod with the Stormvok... Do you remember where you saw it?
Edit: The Balor looks great but two small details.. One big one is now the cockpit view is to far back to the antenna masts poke though the windows and one smaller issue is the rims of the side drone docking bays have the same problem as the Excalibur's body did (disappearing on any zoom out)
Edit2: ok playing around with the XML's Moving the tower back some from a "Z" of -188 to -210 still looks good and doesn't interfere with the cockpit's placement since idk if moving the cockpit itself has nav mesh issues for NPC's
Edit: The Balor looks great but two small details.. One big one is now the cockpit view is to far back to the antenna masts poke though the windows and one smaller issue is the rims of the side drone docking bays have the same problem as the Excalibur's body did (disappearing on any zoom out)
Edit2: ok playing around with the XML's Moving the tower back some from a "Z" of -188 to -210 still looks good and doesn't interfere with the cockpit's placement since idk if moving the cockpit itself has nav mesh issues for NPC's
Re: [Mod] XR Ship Pack (16 ships now)
The first problem with the side docks disappearing when zoomed out is a vanilla problem that happens with all ship details. I have changed my renderparameters.xml in library to increase the sight distances for details and ships so I dont have these problems anymore.LucianDragos wrote: ↑Sat, 21. Dec 19, 17:36Edit: The Balor looks great but two small details.. One big one is now the cockpit view is to far back to the antenna masts poke though the windows and one smaller issue is the rims of the side drone docking bays have the same problem as the Excalibur's body did (disappearing on any zoom out)
Edit2: ok playing around with the XML's Moving the tower back some from a "Z" of -188 to -210 still looks good and doesn't interfere with the cockpit's placement since idk if moving the cockpit itself has nav mesh issues for NPC's
Have you moved just the bridge model or the "view location" of the player when he is inside the bridge?
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Re: [Mod] XR Ship Pack (16 ships now)
I moved the model because I wasn't sure if the AI waypoints\Nav mesh would cause problems moving the view pointMax Bain wrote: ↑Sat, 21. Dec 19, 22:18
The first problem with the side docks disappearing when zoomed out is a vanilla problem that happens with all ship details. I have changed my renderparameters.xml in library to increase the sight distances for details and ships so I dont have these problems anymore.
Have you moved just the bridge model or the "view location" of the player when he is inside the bridge?
And can you post the changes you made to the render xml? and is this the file you meant? "renderparam_library.xml"
Re: [Mod] XR Ship Pack (16 ships now)
Max Bain
Check file structure
Tag - </animations> = > <animations/> or <!-- </animations> -->
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XR_ShipPack\assets\props\surfaceelements\unit_kit_xl_ar_doors_b_01.xml
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<connections>
<connection name="container" tags="contents" value="0" optional="0"/>
<connection name="position" tags="position" value="1" optional="1"/>
<connection name="space" tags="destructible"><offset/>
</connection>
<connection name="Connection01" tags="part animation ">
<!-- </animations> -->