[MOD][05.08.2009] Hangarmod/External-Docking [v. 1.8 BETA]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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Krewzur
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Post by Krewzur » Fri, 19. Dec 08, 00:27

I haven't used conflicts much because the sectors change to fast, so i uninstalled it. but all the bugs will be worked out sooner or later, and than all the features will be available like allying to other races, etc.

Until then it's back to mindlessly patrolling random sectors looking for a fight thats not there. :lol:
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Krewzur
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Post by Krewzur » Sun, 21. Dec 08, 06:52

Game crashed when i tried docking my Hyperion to my panther, i was in the panther at the time.

Also i think the Heavy Osprey and Heavy Centaur already have a M3/M4/M5 dock, and to get it working all you need to do is add an available slot in the TShips file.

Or thats what i've heard anyway.

I've already added the slot, just haven't tested to see if it works yet.

Also for every can you make the TS docking slot compatible M6 docking slot, i want to dock M6's to my TL's
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fud
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Post by fud » Sun, 21. Dec 08, 14:20

If you change the TS docking part from -TRANSPORT to STANDARD in dummies, it'll dock *everything* up to an M6.

M3/4/5/6/8 & TP/S/M.


But, the problem with that is, most M6 are physically taller (Centaur for example). If you personally get into the ship and undock from the TL/etc, you'll likely lose shields.


I think you can adjust the docking point to account for this, but then you have it so low that smaller docked ships look funny.


Then there's the whole thing abou the landing approach taking the docking ship THROUGH the TL/etc.

I'm not sure there's a way around that.

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Krewzur
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Post by Krewzur » Sun, 21. Dec 08, 18:18

Why don't you make it so the when the ship undocks it gets pushed out? like when you undock capital ships from the PHQ
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Coffee-Man
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Post by Coffee-Man » Sun, 21. Dec 08, 21:08

I could do that...but I would have to add every single Dockingslot in the same position to avoid collisions ;).

Is the gamecrash when the hyperion docks the Panther happening again? I took a look at the scene and the dockingslot was a bit low, I changed it but I couldn't reproduce your error before/after that change.

The next version with the Fighterdocks for M6 will come the next days (before christmas ;)).

M6 docks for TLs won't come. But you can always add them to the scene if you want them yourself ;).

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Krewzur
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Post by Krewzur » Sun, 21. Dec 08, 21:13

well i was in the panther when the hyperion was docking, i was also watching the hyperion on the main screen in 3rd person. If it makes any difference it was also just after i resprayed the hyperion at the PHQ.

As for adding docking scenes, how do i do this?
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TEN10X_en
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Post by TEN10X_en » Tue, 23. Dec 08, 00:27

Considering that this mod contains Gazz's Turret Fix, is it compatible with the 1.4 patch? My gut is telling me to not patch the game until I figure this little tidbit out. :P

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Krewzur
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Post by Krewzur » Tue, 23. Dec 08, 00:29

YES!!! Thanks for bringing the 1.4 patch to my attention!!
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Coffee-Man
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Post by Coffee-Man » Tue, 23. Dec 08, 05:44

The Mod should be compatible to X3:TC 1.4, haven't tested it yet but the game reads the scenefiles in my mod, so the changes of the patch to the scenefiles (everyother will ;)) are not affecting the game. As I already read the camerapositions are set to default by the patch, Gazz Turret-Fix itself had some changes on them... hrm... I'll have to take a look at the patch first before I can progress on the next version of the mod. I'll probably make two versions...one with the original Turret Fix by Gazz (I like his camerapositions!), and one with the X3:TC 1.4 changes.
Might take a while, though, I'm not at my computer over christmas...sorry.

@amurph0: Were you able to reproduce the game-crash during docking the Hyperion to the panther? I haven't seen any possibility how my Mod might lead to a crash, but more testing is required (as I already said, I couldn't get my game to crash...have to check this in a more crowded sector ;)).

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Krewzur
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Post by Krewzur » Tue, 23. Dec 08, 05:54

I tried it in Akeela's Beacon.

I haven't tried again yet, because at the time i only just spawned a hyperoin and a panther, and some other split ships to see what they looked like when i spayed them at the PHQ.

I'll give another go in a minute.
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Coffee-Man
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Post by Coffee-Man » Tue, 23. Dec 08, 05:58

It's not that urgent ;).

I thought I was the only one in my timezone still awake :D.

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Krewzur
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Post by Krewzur » Tue, 23. Dec 08, 06:03

I'm after getting into that phase where i'm awake 1 hour extra every night because i'm not tired enough to get to sleep.

DAM THE SWEET REFRESHING TASTE OF COKA COLA!!!!!!!!! :lol:

Now i don't get tired until about 7am.

If you look at any posts i made yesterday you'll see their all between the hours of 5pm and 8am :D
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Krewzur
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Post by Krewzur » Wed, 24. Dec 08, 00:58

Hey Coffee-Man, do you remember the headlights on ships out of X2. You couldn't see it on the ship itself but you could see the shine on objects.

Would it be at all possible to add those lights to ships up to the size of an M6. It's sounds like just adding a light source to the models, like how you added the docking ports, that's why i'm asking you.

I think this would be very handy for dark sectors, especially Loomanckstrats Legacy, where you can't see anything at all. Not to mention it will be a cool effect.

I'll understand if you don't want to do it, it was just an idea. :D
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Krewzur
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Post by Krewzur » Sun, 28. Dec 08, 16:58

When are you going to get this added to the scripts/mods library?
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Esc.Control
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Post by Esc.Control » Sat, 10. Jan 09, 03:18

I feel like I'm arriving late for the party but I saw this and had to gush. As a Panther devotee, I'm always looking for ways to improve my utility, and in my wildest dreams I was able to dock a TS (for energy cell fetching) and my Vidar (my personal war chariot) to the underside. I even vector thrusted the ships into place and took some screenshots, and determined that yes, it looks fine, there's no clipping, this should totally be possible.

Well, now I see you've gone and done it. Kudos to you sir, you should be proud.

Magnabyte
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Post by Magnabyte » Sat, 10. Jan 09, 20:27

Please, please, please, look into the fighter docking for M6's. It might even make the normal corvette have a role with the introduction of the millitary veriants, the millitary ones have stronger fire power, but the normal veriations can carry a fighter to provide cover/assist with exploration. They would become the perfect exploration craft.....especially since my personal RP rules (I know they don't apply to others, but I do think it is more intresting) mean i don't use jump drives on anything smaller than an M6, which makes more realistic fleet combat (i.e. fighters need some sort of capital ship tender to transport them into combat, and the fighters provide assistance/cover for the capital ship). Anyway, here's hoping for it.

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Krewzur
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Post by Krewzur » Sat, 10. Jan 09, 20:32

and easy and simple way to limit jumdrives to m6 or bigger ships is to change it's ware size to XL in the editor. That way fighters can't even buy jumdrives.

And then maybe some of the larger fighters like M3+ can have a built-in jumdrives, to make them more useful.
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Coffee-Man
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Post by Coffee-Man » Sun, 11. Jan 09, 02:43

I'm sorry for keeping you waiting so long, but I was and still am really busy (family, studystuff and so on...).
The version 1.5 should work properly, as usual u might have to replace preexisting ships which were newly added to the mod (M6-Class and M6M Class ;)).

Have fun!

Edit: Oh, I forgot: Happy new year to every one :)

Edit II:

I don't know about the lights. The M6s and MM6s have lots of red and green lights on their surface, but you just get to see them when you are in range of sight... I think this range is determined by the sector you are in, not by the brightness of objects within a sector. So adding some more lights wouldn't really change anything.

And thx @Esc.Control =).

Coffee-Man
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Post by Coffee-Man » Sat, 17. Jan 09, 13:37

Again sorry for making you waiting so long. The mod is now also available for the shipscenes from X3TC 1.4, for those who disliked the new camerapositions from Gazz TurretFix.

As I don't have time to play the game I need you to find and submit the buggs. If there's anything not working correctly or looking funny, plz tell me so I can fix it.

rdf0022
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Post by rdf0022 » Sun, 18. Jan 09, 13:05

I have a LOT of mods/scripts installed and I noticed that i cant get my
Hyperion Vanguard to dock with my Woden. there is no option for me to dock with it.

any idea what the issue is?

i even started a new game and spawned in the woden and the HV and there was still no option to dock with the woden.

also how do I know this mod will work with other scripts/mods I have? here is a list of the ones that I am currently using

if any of these mods/scripts will not work with this mod please let me know which ones so I can remove them

Code: Select all

a1.yaki.eq.dock.wt.v101.7z
Angelwing.xsp
Apricot_Mapping_Service_Mod_X3TC_v1.zip
ATF_Agent_1.0_by_Seathal.rar
ATF_Shipyard_v.3.spk
auto-aim.zip
aXeL White Star 1.1.spk
aXeL_WhiteStar_1.28.rar
Befehlsbibliothek_X3TC.zip
Befehlsbibliothek_X3TC_V3206.zip
Bulk_beam_upgrade.spk
CheatCollectionPackage-V1.41-07.11.2008.spk
CommunityPluginConfiguration-V1.10-28.10.2008.spk
comp_cleaner-tc.zip
Compare_Ships.spk
ConflictsV0.84.rar
Conflicts-V0.84.spk
CopyFileListClipboard.zip
E.M-W.I.v01a.zip
emp.1.4.unpacked.zip
external-docking.rar
Factory_Complex_Constructor_4.01_PLUS.zip
Fleet Supply_V1_32.zip
follow_me.zip
friendly.pirates.rar
hacked_HQ.rar
Handelsvertretung_X3TC_V3201.zip
Hangarmod15eng.zip
Hangarmod-P15.zip
identify.wav
ImprovedBoarding-V1.10-28.10.2008.spk
Invasionwarnings-V1.1-28.11.2008.spk
Izverg.cat
Izverg.dat
JumperbrCarrierCommands101.spk
landing-booster.zip
lazcorp_crystal_free_spp_v1_02.spk
lazcorp-military-scanner-v_1_01.spk
Loadouts.zip
mars-tc.zip
medusa.tc.1.2.spk
Military_Outpost_at_Shipy1.spk
Mobile_Ship_Repairs_v1.7.spk
NPCBailingAddon-V1.6.3-05.12.2008.spk
numeric_ranks_tc.zip
OTAS_Shipyard_v.2.spk
OWPConstruction v-100.spk
password.wav
Prospektor_X3TC_V3103.zip
ryans tat.jpg
SatelliteEarlyWarningNetwork-V1.20-31.10.2008.spk
SCS3.04TC.spk
super_tractor_tc.zip
tc.bountyboost.1.1.spk
tc.bountyboost.1.1.zip
tc.imp.labs.1.1.spk
tc.imp.labs.1.1.zip
tc.jdk.1.5.spk
tc.jdk.1.5.zip
tc.medusa.1.2.unpacked.zip
tc.medusa.1.2.zip
TheMarauderShipyard-v0.4-21.12.2008.spk
TheTravelingMechanic-v0.2-03.12.2008.spk
turret_fix.zip
types.rar
UniversalBestBuysSells_221.spk
Warenlogistiksoftware_X3TC_V3105.zip
WhiteStar.jpg
Winghotkeys-V1.10-28.10.2008.spk
Wirtschaftshaendler_X3TC_V3101.zip
WoB-ITS-v1.30-11-12-08.spk
WoB-RemComSoft-v0.94.2.spk
X3-Handbook-v3-bookmarked.zip
x3screen00001.JPG
X3TC-Apricot_Mapping_Service_Mod_v1.zip
X3TC-Apricot-Beamdock-v1.spk
X3TC-Apricot-Cbeam-v1.spk
X3TC-Apricot-Claim-v1.spk
X3TC-Apricot-Extended-PHQ-Patch.zip
X3TC-Apricot-Medium-Hub-Plot.zip
X3TC-Apricot-Merge-Mod-v1.0.zip
X3TC-Apricot-STUT-most-ships-v1.spk
X3TC-Apricot-Very-Easy-HUB-Plot.zip
X3TC-Cycrow-CommunityPluginConfiguration-V1.10-28.10.2008.spk
X3TC-Logain Abler-Freight-Distribution-Network-FDNv3.zip
X3TC-WeaponSwitcher-X3TC-1.0.zip
XenoTec_Shipyard_V.1.spk
Yaki_Shipyard_v.6.spk
yaX3TCsm_v1.1.zip
Last edited by rdf0022 on Sun, 18. Jan 09, 13:50, edited 1 time in total.

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