[Mod] XR Ship Pack - 6.0 ready!

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Berni
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Berni » Thu, 30. Jul 20, 22:28

Berni wrote:
Thu, 30. Jul 20, 01:23
Unfortunately this mod is not working proper with 3.30 beta 4 :(

the Erebus Carrier can't be piloted by a NPC Captain - the command queue put always a recall subordinates order as 1st priority in the list (even if there are no drones or ships on it) -> the ship won't move because of this order.

2nd bug: i tried manually pass a gate but the ship won't be transported to the next sector - it just spins the ship for 180° and that's it. the gate is in my back now in the same sector.

i hope someone can fix it - i really love this mod because it is the only reason for me to come back to X4 :)
i will quote myself here:

something odd happened^^ i tried a few things with the Erebus Carrier (changing captains, refitting drones and so on...) and the last order i gave him was to move to another sector - then i was hungry and prepared my lunch...

half an hour later the Erebus was moving towards the gate for the next sector. he stopped near gate and stood still for about 10 more minutes - meanwhile i've discovered a green dot on the map and voila - i found two drones moving towards the Erebus.

but all of a sudden, the Erebus passed through the gate and reached his destination. the two drones were still following him and so i decided to wait until they reach him. after picking up the two drones the Erebus is working fine now :)

kaiser_33
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Re: [Mod] XR Ship Pack (28 ships now)

Post by kaiser_33 » Fri, 11. Sep 20, 22:19

hey there i have a question regarding combat ships, and its simple, i've also asked on your nexus account.

Why are ALL and i do mean ALL destroyers AND battleships so underpowered compared to vanilla split 3.30 but cost the same or more sometimes?

aurumgallente
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Re: [Mod] XR Ship Pack (28 ships now)

Post by aurumgallente » Sun, 13. Sep 20, 00:18

Max Brain, I have two questions for you.

1) Do you have experience in porting S or M ship? If that so, could you help me with a few things, I try to port some S and M ships from X2 and I have a few problems which are not covered in tutorials and I can't find useful information in Discord channel.
2) Do you have plans to port large X2 and X3 ships into the game? It would be nice to see X2 Mammoth or X3 Osprey, or whatever.

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Mon, 14. Sep 20, 09:50

kaiser_33 wrote:
Fri, 11. Sep 20, 22:19
Why are ALL and i do mean ALL destroyers AND battleships so underpowered compared to vanilla split 3.30 but cost the same or more sometimes?
Because so far you are the first person complaining about this and because I tried to balance all ships towards vanilla balance (with Behemoth as reference) I doubt that you are right here.
But if you have a good analysis comparing all relevant values (prices, speeds, turret counts, shields and hulls) for specific ships showing that they are underpowered we can talk about buffing them.
aurumgallente wrote:
Sun, 13. Sep 20, 00:18
Max Brain, I have two questions for you.

1) Do you have experience in porting S or M ship? If that so, could you help me with a few things, I try to port some S and M ships from X2 and I have a few problems which are not covered in tutorials and I can't find useful information in Discord channel.
2) Do you have plans to port large X2 and X3 ships into the game? It would be nice to see X2 Mammoth or X3 Osprey, or whatever.
@1: sorry, but this is one of the reasons why I havent ported any M or S ships so far :(. I only know Brummbear who might can help you here. Better make a specific thread with your uestions.
@2: Most probably not (I dont even own X2). Actually I am a bit burned out in modding for X4. I am not playing enough X4 right now to spend so many hours into modding. When I play a lot X4 again I think I will have fun modding again and we will see what happens then.
I always try to start a new game but I always end playing when I notice how tedious fleet management is and how difficult it is to supply your own stations with your own stuff (while still be able to sell the surpluss to the AI).
I have big hopes in 4.0 now but I also had these before. So we will see.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

SMoOoVEeR
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Re: [Mod] XR Ship Pack (28 ships now)

Post by SMoOoVEeR » Thu, 17. Sep 20, 01:04

Hey,
so great mod so far! Love it! Only thing I am currently stumbling upon is the shark alpha line destroyer which seems vastly underpowered compared to any other destroyer in the same price category. Do I miss something why the shark would be worth it?

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Thu, 17. Sep 20, 10:27

SMoOoVEeR wrote:
Thu, 17. Sep 20, 01:04
Hey,
so great mod so far! Love it! Only thing I am currently stumbling upon is the shark alpha line destroyer which seems vastly underpowered compared to any other destroyer in the same price category. Do I miss something why the shark would be worth it?
Glad u like it. The shark should be one of the cheapest and fastest destroyer, so in return it is also one of the weakest. But I don't have the exact values in mind and am not at my pc the next days so I can not check the values in detail.
Sometimes the prices shown at different stations are not really comparable because the prices are dynamic depending on the stored materials.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

kaiser_33
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Re: [Mod] XR Ship Pack (28 ships now)

Post by kaiser_33 » Fri, 18. Sep 20, 00:55

dude, absolutely love the ships, but sizes are sometimes wrongly depicted..
just now i noticed the sanahar is the same size if not smaller than the sonra.. makes it weird that the sonra holds 35k units and the sanahar 5 times more if its the same if not smaller xD (plus it's an XL ship that doesnt remotely look like one).

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Sun, 20. Sep 20, 22:03

kaiser_33 wrote:
Fri, 18. Sep 20, 00:55
dude, absolutely love the ships, but sizes are sometimes wrongly depicted..
just now i noticed the sanahar is the same size if not smaller than the sonra.. makes it weird that the sonra holds 35k units and the sanahar 5 times more if its the same if not smaller xD (plus it's an XL ship that doesnt remotely look like one).
I guess you mean the Shujaku and yes, the ship has similar size, but I dont want to change vanilla ship values and the game is lacking an XL ship with a big cargo. The cargo sizes for the different L sizes in vanilla game are also not very correct if you compare the visual size and the cargo sizes. So its gameplay over realism here I guess.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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Arkblade
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Arkblade » Sun, 11. Oct 20, 10:21

btw, arawn didn't seem to have drone recoup ports.
so, cargo drone didn't work except OOS. (they can't return to ship, Perhaps repair drones have the same problem.)

and, the defense drone in escort mode does not function.
they simply launching and landing repeatedly.
(This could be a bug caused by game itself)

Other than the repair drones, I know it's easier to make a dedicated wing for those, but this is a bug report.
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Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Sun, 11. Oct 20, 12:34

Arkblade wrote:
Sun, 11. Oct 20, 10:21
btw, arawn didn't seem to have drone recoup ports.
so, cargo drone didn't work except OOS. (they can't return to ship, Perhaps repair drones have the same problem.)

and, the defense drone in escort mode does not function.
they simply launching and landing repeatedly.
(This could be a bug caused by game itself)

Other than the repair drones, I know it's easier to make a dedicated wing for those, but this is a bug report.
I just tested different things.

1. Cargo drones work at stations to deliver stuff between ship and station just fine
2. Cargo drones dont work in space to collect loot (collect all and armed)
3. Escort drones work on Arawn, but some drones indeed return to the ship. Dont know why and how to change this
4. Cargo drones not picking stuff up in space does also not work for other ships like Behemoth which I havent touched at all (collect all and armed)

=> conclusion: I think this is a bug not related to this mod.
Can you confirm that cargo drones are also broken on other ships in your game as well?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

st3k
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Re: [Mod] XR Ship Pack (28 ships now)

Post by st3k » Mon, 12. Oct 20, 14:15

any future plans?

thank you for the mod.

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Mon, 12. Oct 20, 15:46

st3k wrote:
Mon, 12. Oct 20, 14:15
any future plans?

thank you for the mod.
I always wanted to add paint mods to the ships and add some M ships, but I must admit, that I dont find the time and motivation to do this. It might have to do with the fact, that I dont play enough X4 because I am waiting for some important features that I hope 4.0 will deliver.
So dont wait for a big update with new content. Hopefully after 4.0 I will be motivated enough to continue on this mod.

But I am still active and working on other (some private) mods atm. Just some days ago I released a new weapon system for my Weapon Pack mod for example and I made one of my private mods public (X4 More Construction Buildings on Steam). Its just that working on new content for this mod takes a lot more time and is more difficult than doing other stuff.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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Arkblade
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Arkblade » Mon, 12. Oct 20, 18:58

Max Bain wrote:
Sun, 11. Oct 20, 12:34
Arkblade wrote:
Sun, 11. Oct 20, 10:21
btw, arawn didn't seem to have drone recoup ports.
so, cargo drone didn't work except OOS. (they can't return to ship, Perhaps repair drones have the same problem.)

and, the defense drone in escort mode does not function.
they simply launching and landing repeatedly.
(This could be a bug caused by game itself)

Other than the repair drones, I know it's easier to make a dedicated wing for those, but this is a bug report.
I just tested different things.

1. Cargo drones work at stations to deliver stuff between ship and station just fine
2. Cargo drones dont work in space to collect loot (collect all and armed)
3. Escort drones work on Arawn, but some drones indeed return to the ship. Dont know why and how to change this
4. Cargo drones not picking stuff up in space does also not work for other ships like Behemoth which I havent touched at all (collect all and armed)

=> conclusion: I think this is a bug not related to this mod.
Can you confirm that cargo drones are also broken on other ships in your game as well?
Yes,Perhaps the drone malfunction itself is a bug in the game itself.
But cargo drones certainly need a dedicated port to get back to the ship.

but this does not depend on the successful execution of the instruction.This behavior becomes apparent when the cancels the order immediately after it is cargo drone released outside the ship.
In Raptor, you can see them heading to the recovery port for drones.
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Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Mon, 12. Oct 20, 19:20

Arkblade wrote:
Mon, 12. Oct 20, 18:58
Yes,Perhaps the drone malfunction itself is a bug in the game itself.
But cargo drones certainly need a dedicated port to get back to the ship.

but this does not depend on the successful execution of the instruction.This behavior becomes apparent when the cancels the order immediately after it is cargo drone released outside the ship.
In Raptor, you can see them heading to the recovery port for drones.
They do have such a "port" which is an endpoint in the waypoint list. I am pretty sure that I have tested collecting cargo in space with the Taranis and Arawn in one of the last versions and it worked. As said the Behemoth wasnt able to collect loot as well and its a vanilla ship and I know it was also able to collect loot in the past, thats why I think this is a bug outside of this mod.
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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Arkblade
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Arkblade » Fri, 16. Oct 20, 11:41

ok, Thanks for the explanation.
I'll wait for the EGOSOFT to fix the bug.
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Sturmer
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Sturmer » Mon, 16. Nov 20, 14:04

I love this mod, beautifully made ships, but sadly when I teleport into the lift on the bridge I don't "fall down" after the bridge loads and then can't move or take command of the ship. What am I doing wrong and how can I fix it?

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Mon, 16. Nov 20, 15:01

Sturmer wrote:
Mon, 16. Nov 20, 14:04
I love this mod, beautifully made ships, but sadly when I teleport into the lift on the bridge I don't "fall down" after the bridge loads and then can't move or take command of the ship. What am I doing wrong and how can I fix it?
What ship are we talking about?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Scoob
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Scoob » Mon, 16. Nov 20, 17:21

I think it's a long-standing vanilla bug where sometimes, after teleporting, you can't move to step out of the teleporter. However, tapping the jump key invariably fixes it for me.

Scoob.

Sturmer
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Sturmer » Mon, 16. Nov 20, 18:20

Max Bain wrote:
Mon, 16. Nov 20, 15:01
What ship are we talking about?
Arawn, Avenger, Balor, Excalibur, Merlin, Sulaco, Red Knight are the ones I've tested. Balor and Shark for example also have strange collision box, maybe some others.

I tried to fix it by jumping like Scoob suggested, but no joy.

Also, when I'm stuck like that the elevator control pad doesn't work.

Max Bain
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Re: [Mod] XR Ship Pack (28 ships now)

Post by Max Bain » Mon, 16. Nov 20, 19:19

Sturmer wrote:
Mon, 16. Nov 20, 18:20
Max Bain wrote:
Mon, 16. Nov 20, 15:01
What ship are we talking about?
Arawn, Avenger, Balor, Excalibur, Merlin, Sulaco, Red Knight are the ones I've tested. Balor and Shark for example also have strange collision box, maybe some others.

I tried to fix it by jumping like Scoob suggested, but no joy.

Also, when I'm stuck like that the elevator control pad doesn't work.
Ok then something on your end must be wrong. I have played and teleported at least to the Merlin, Balor and Avenger without a problem and all others I just havent had in my game so far. U sure u have the newest version installed?
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

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