[Mod] XR Ship Pack (27 ships now)

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Max Bain
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Re: [Mod] XR Ship Pack (14 ships now)

Post by Max Bain » Sun, 17. Nov 19, 16:09

Warnoise wrote:
Sun, 17. Nov 19, 12:19
Hi, 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)
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? :?
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Unkrautvernichter
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Re: [Mod] XR Ship Pack (14 ships now)

Post by Unkrautvernichter » Tue, 19. Nov 19, 01:17

I can confirm this. HOP build only the Vanilla ships. Non of the mod ships.

LucianDragos
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Re: [Mod] XR Ship Pack (14 ships now)

Post by LucianDragos » Tue, 26. Nov 19, 10:34

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)..

LucianDragos
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Re: [Mod] XR Ship Pack (14 ships now)

Post by LucianDragos » Sun, 8. Dec 19, 09:42

If you have played in the last few days it looks as if 3.0 B3 has fixed the texture issue :mrgreen:

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Sun, 8. Dec 19, 17:38

Uploaded 0.9.6. Check changelog for details.
Enjoy :)
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

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alexalsp
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Re: [Mod] XR Ship Pack (16 ships now)

Post by alexalsp » Mon, 9. Dec 19, 12:57

0.9.6

Code: Select all

[=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 ======================================

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Mon, 9. Dec 19, 13:09

alexalsp wrote:
Mon, 9. Dec 19, 12:57
0.9.6

Code: Select all

[=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 ======================================
Hi,

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.
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Mysterial
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Mysterial » Thu, 19. Dec 19, 17:40

The Teladi Scylla is missing shields for the engine groups.

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Fri, 20. Dec 19, 11:42

Mysterial wrote:
Thu, 19. Dec 19, 17:40
The Teladi Scylla is missing shields for the engine groups.
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).
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

Mysterial
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Mysterial » Fri, 20. Dec 19, 16:31

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.

linolafett
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Re: [Mod] XR Ship Pack (16 ships now)

Post by linolafett » Fri, 20. Dec 19, 16:44

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.
01000100 01101111 00100000 01110011 01110000 01101100 01101001 01110100 00100000 01100101 01100001 01110100 00100000 01100011 01101111 01101111 01101011 01101001 01100101 01110011 00111111

My art stuff

LucianDragos
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Re: [Mod] XR Ship Pack (16 ships now)

Post by LucianDragos » Fri, 20. Dec 19, 18:53

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

Max Bain
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Re: [Mod] XR Ship Pack (16 ships now)

Post by Max Bain » Fri, 20. Dec 19, 20:30

Mysterial wrote:
Fri, 20. Dec 19, 16:31
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.
I try to add some shields to the engine, so the warning should not appear anymore.
LucianDragos wrote:
Fri, 20. Dec 19, 18:53
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
Thats a good point. I will try to add a bridge to the Balor. Hope it fits with the L turret. Might reposition it.

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?
X4 Editor (view stats of objects and make your own mod within a few clicks) viewtopic.php?f=181&t=421306
XR Ship Pack (adds several ships from XR) viewtopic.php?f=181&t=419641
Weapon Pack (adds several new weapons) viewtopic.php?f=181&t=421266

LucianDragos
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Re: [Mod] XR Ship Pack (16 ships now)

Post by LucianDragos » Sat, 21. Dec 19, 01:39

Max Bain wrote:
Fri, 20. Dec 19, 20:30

" Hope it fits with the L turret. Might reposition it. "


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 :P

GDS_dmitry
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Re: [Mod] XR Ship Pack (16 ships now)

Post by GDS_dmitry » Sat, 21. Dec 19, 14:28

Waiting for Olmekron and Fulmekron. They will be beasts.

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