Yes don't worry , it is because file front quite rename strangely long file nameX2-Eliah wrote:Non-EMP friendly script version shows up as 1.9 on name, it is the correct one, right?
You can go ahead this is the correct one
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Fixed for next releasesemiliterate wrote:engaging hyper jump while docked to a terran shipyard moved my m2 10 k up and left without undocking me or jumping me to saturn.
Yep that's because, jump not happened in fact despite the jump script actually executed.semiliterate wrote:oh also, during that docked jump mishap, i added my followers after initiating the jump, and they jumped and then jumped back on Auto-Drive - might be a special case, in which case no problem, but is there a check to see that the lead ship will actually jump? i think this might not have happened with non-autodrive and probably not without the station bug, so i dunno.
also i swear, i'm not actually TRYING to destruct test the script. these things just sort of happen.
Seems you like to play in the Terran sectorsemiliterate wrote:i suspect it might be a consequence of egosoft's terrible avoidance code, but a ship that comes too close to something on Auto-Drive tends to, um, spam the quantum drive function annoyingly, making lots of noise and making me think something terrible is happening.
any chance it could hold off on using quantum drive for fifteen seconds or so if it encounters an object, just to give finding a way around it a chance before it starts making loads of noise?
I have no ideas about those freeze .. as i never experienced any.954flyer wrote:Every time I try to use project warpgate now, my game freezes up and I have to end the task. I'm pretty far along in my game. I've completed the hub, have a sizable fleet, and I'm using quite a few scripts. Without listing all of my scripts, do you have any idea what could be causing this?
Is there any limitations on where you can create a gate and how many normal gates are already in the sector?
Ok i see better ... the loop pathfinding!! ... so yeah quantum drive going in loop as, when a ship is in a pathfinding loop hit gets closer engaging quantum then can' t find a path , do a U-turn gets far away that it triggers the auto-drive quantum jump and gets closer and can't find a path and the cycle goes on.semiliterate wrote:um i'm pretty sure i was in nyana's hideout.
it occurs to me that what probably happened is you know that loop the pathfinding sometimes gets stuck in trying to avoid a station, where it just turns away, flys a bit and turns back to the station? i think it might be that and the autodrive, ie flying away from the station, turning back and engaging quantum jump back inside the no-jump radius.
in which case, it's not your problem...
is there a minimum range that auto-drive will engage the quantum jump for?
haven't really had a problem with the terran stations much. other than the Saturn shipyard slowing my game to a crawl one time, i haven't noticed any of the problems other people have been having, which is strange because everything else in my games usually fails. my community configuration menu hotkey is a readtext, but it's cool, it works fine. i never touched it though. but the terran stations? no worries, really.
also i haven't been further in than mars because i'm scared some freighter will fly into me and get my access revoked.
I'm using the standard jumpgate model, i didn't dig into the models and meshes files and used the standard "create gate" command provided by egosoftaquemnun wrote:I forget if this hs already been in the thread and I am to lazy to look right now but are you using the standard gate models or ar you using a custom set of gate files and models that just happen to be the same?
I would really like to be able to see those ship to ship jumps with a custom gate like the nebula gate in the XFP and... that other modby observe that was recently releasd or TC, as that would just look amazing.
Thanks a lotaquemnun wrote: awesome work man, i look forward to using and abusing this fabulous mod!
AQM
Ok if you want to ge rid of all the sounds then you open the .cat/dat with X3modmanager, then delete every s/x file. so for example deleteJaga_Telesin wrote:Good script. One question: is there a way to remove the sound, and/or replace it with something less chatty?