[SHIP] Terran M6 Normandy v1.3 & New Game Start

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Tenk
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[SHIP] Terran M6 Normandy v1.3 & New Game Start

Post by Tenk » Fri, 13. Feb 09, 21:30

Terran M6 Normandy Release v1.3
(Scroll down for the new game start)

[ external image ]
[ external image ]

The Normandy M6 class corvette was designed by the USC for deep reconnaissance. When the gate link between Terran and Commonwealth space was finally re-established, the Normandy was the first class of ship to be sent through.
Though some consider this class of ship to be under shielded, what it lacks in protection it makes up for in speed and manoeuvrability.

This class also boasts the ability to mount turret based flak anti-fighter weapon systems, which is unusual for a ship of this size but much appreciated by its captains. A later addition by the designers was to allow this vessel to mount both Terran and Commonwealth weapon systems, should repairs need to be made while on reconnaissance in Commonwealth space.

Max Speed: 250
Max Steering: 7.0

Hull: 50,000
Max Shields: 400MJ
Shield Gen: 3,800

Turrets: 2 (top/bottom)
Guns: 8 (6 front, 1 per turret)
Front: EMPC, IRE, PAC, HEPT, PRG, PBE, MAML & CIG
Turrets: EMPC, IRE, PAC, HEPT, PRG, PBE, Tractor, FAA, CFA, SSC
Laser Energy: 19,000
Laser Recharge: 900

Compatible Missiles: Mosquito, Wasp, Dragonfly, Silkworm, Disruptor, Firefly, Thunderbolt, Tempest, Hurricane, Cyclone, Tornado, Aurora, Remote Guided Warhead, Beluga, Hammerhead, Rapier, Firelance, Wildfire, Windstalker, Banshee, Hornet, Typhoon, Firestorm, Poltergeist, Wraith and Spectre.

Cargo Space: 2000

External Docking: 1 (up to M3+)

Built in systems: Fight Command 1 & 2, Triplex Scanner

Available at all Terran shipyards for 6.3m.

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Download v1.3 from: http://www.mediafire.com/?0y5u12043o2

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New Terran Game Start

amurph0 has kindly created a new game start. Its the same as the Terran start but you begin with the Normandy M6.

Download Normandy Game Start from: http://www.mediafire.com/download.php?a1jjlclnndw

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T File: 9867, 9868

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Change Log

v1.3

-Added engine trails, created by killerog.

v1.2

-Moved SS_COCKPIT_TER_UPDO_M6_TENK to end of TCockpits. This will fix some ships having the wrong turrets equipped.
-Changed turrets on M6 Vidar & M6 Katana back to original TCockpits idx of 152.
-Increased base acceleration to 13m/s from 10m/s.

v1.1

-Changed turrets on Terran M6 Vidar & Terran M6 Katana back to SS_COCKPIT_TER_UPDO_M6 from SS_COCKPIT_TER_UPDO_M6_TENK
(My new turret got slotted in at place 152 in the TCockpits file, probably my fault, and as a result changed some existing ships turrets who used that slot. Changed those ships turrets to 153, the normal Terran M6 Turret.)

-Changed rotation of Turret dummies.
(The turrets actually have firing arcs attached to them it seems(I thought the camera controlled it), because the turrets were pointing forwards they wouldn't fire the full arc of the turret camera. They don't look as good now but they work properly.)

-Changed the P idx of the bottom turrets weapon to 4 (from 2), I think it was causing it not to fire.

-Changed Particle emittier to 13 in TShips

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Comments and Suggestions are always welcome.
If you spot a bug or problem with the ship, please let me know.
Last edited by Tenk on Fri, 27. Mar 09, 13:20, edited 9 times in total.

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Krewzur
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Post by Krewzur » Fri, 13. Feb 09, 21:35

YES!!! You are a god tenk!!!!
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xabk
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Post by xabk » Fri, 13. Feb 09, 21:40

Thank you so much :) And you even wrote a nice legend :)

Downloaded, installed, "thanks" posted. Well, I'm good to go! :D

UPDATE: it's really not a Hyperion in battle, not a Nemesis (and not supposed to be), but those flaks with MARS do real magic: pretty much like "one shot -- one dead":) The main problem for me is not to forget about only 400 MJ shields.. Got killed already twice by a couple of Khaak Corvettes :(

And, man, she's really beautiful. I liked the look of Heavy Nemesis and Hyperion, but she.. broke my heart :)
Last edited by xabk on Fri, 13. Feb 09, 22:49, edited 2 times in total.

semiliterate
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Post by semiliterate » Fri, 13. Feb 09, 21:47

i have combatmod's improved ships tships file. and i can't figure out how to paste the Normandy from one to the other, unless i have to open them sequentially in the editor. will that work, or am i gonna have to copy manually?

also, what fields might have to change if my tships has different numbers? i don't have any added ships, but it does change some of the existing ones and i don't know if there's a unique id in here somewhere...

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Krewzur
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Post by Krewzur » Fri, 13. Feb 09, 21:54

i get a read-text error for the ships name

and also is it possible to color the back of the engines blue. Preferably glowing like in this pic:

[ external image ]

(i just thought it would be nice to put the pic directly on the forum, to pretty it up :D )
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DeadlyDarkness
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Post by DeadlyDarkness » Fri, 13. Feb 09, 21:59

Pure class :wink:. I've been waiting for someone to make this ship for a while.

X420TokeAlot
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Post by X420TokeAlot » Fri, 13. Feb 09, 22:00

Very kool gonna download and try it out right now. :D

Tenk
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Post by Tenk » Fri, 13. Feb 09, 22:00

hmm...odd, I get no readtext errors and the engines do glow :/

[ external image ]

It's all standard terran textures I'm using, not sure why they are not glowing.

I'll have a look at that and the readtext.

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Krewzur
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Post by Krewzur » Fri, 13. Feb 09, 22:01

nevermind, i had glow off in the graphics options :oops: :D

but can you make it blue instead of white?

Also up front, could you color the wingtips black instead of greyish:
http://img231.imageshack.us/img231/8894 ... 002vq7.png

sorry if i'm being demanding :oops:

EDIT: Hmm, in the pic in the first post the front of the wings look black? Maybe it's because i have textures set to medium?
Last edited by Krewzur on Fri, 13. Feb 09, 22:41, edited 6 times in total.
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Tenk
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Post by Tenk » Fri, 13. Feb 09, 22:06

I'm not sure. I think the glow colour is attached to the material in 3dmax, in which case it would change for all Terran ships and not just this one. Unless its just something in the Tships, I'll have a look tomorrow.

*EDIT: Just had a thought and I should be able to do it.
Last edited by Tenk on Fri, 13. Feb 09, 22:36, edited 1 time in total.

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Krewzur
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Post by Krewzur » Fri, 13. Feb 09, 22:10

Tenk wrote:I'm not sure. I think the glow colour is attached to the material in 3dmax, in which case it would change for all Terran ships and not just this one. Unless its just something in the Tships, I'll have a look tomorrow.
hmm, i think the heavy centaur would have the right engine exhaust. Can you try that?
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pelador
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Post by pelador » Fri, 13. Feb 09, 22:18

Vely, Vely nice. :)

I thought it was the ultimate M6 solution when i first looked at the stats and started to wonder if it has no faults to it. Then I noticed the total number of weapons for it and realised its comparably less which seems very fitting for the role its engineered for.

One missing feature in the details however is the compatible missiles list.

Tenk
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Post by Tenk » Fri, 13. Feb 09, 22:37

pelador wrote: One missing feature in the details however is the compatible missiles list.
Added, though subject to change after people have tested it.

sentinelk92
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Post by sentinelk92 » Fri, 13. Feb 09, 22:58

amurph0 wrote:YES!!! You are a god tenk!!!!
amurph0 - can you post the exact instructions on how to combine this mod w/ axel's sihp stuff so we can have both by just loading 1 mod file?

I remember the Tships modification stuff you posted... but I don't know how to combine the cat files :(

edit:

I installed it as a "fake patch" as per instructions in txt file: renamed it to the next sequential # and put .dat/.cat file in root dir. Put the .xml in scripts folder.

But I don't seem to see the normandy for purchase in the saturn shipyard? :(

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Sir Squallus
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Post by Sir Squallus » Fri, 13. Feb 09, 23:15

if you want the engines to glow you must open the Tships with the Text editor
and set the Emitter to 13, that should help
[ external image ]

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Krewzur
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Post by Krewzur » Fri, 13. Feb 09, 23:20

sentinelk92 wrote:
amurph0 wrote:YES!!! You are a god tenk!!!!
amurph0 - can you post the exact instructions on how to combine this mod w/ axel's sihp stuff so we can have both by just loading 1 mod file?

I remember the Tships modification stuff you posted... but I don't know how to combine the cat files :(

edit:

I installed it as a "fake patch" as per instructions in txt file: renamed it to the next sequential # and put .dat/.cat file in root dir. Put the .xml in scripts folder.

But I don't seem to see the normandy for purchase in the saturn shipyard? :(
Because the old normandy thread will no longer be used, i'll post the instructions there
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Bertone
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Post by Bertone » Sat, 14. Feb 09, 00:22

A very good ship, Tenk! Congratulations!

:D


I hope not to be "redundant", but is it possible to port it to X3R, too?

:roll:

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Bertone
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Post by Bertone » Sat, 14. Feb 09, 00:37

Take a look at the bottom turret: in the TShips file it has the same Path Index of upper one.

Could it be the problem?

Hope Slayer
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Post by Hope Slayer » Sat, 14. Feb 09, 00:39

Excellent ship Tenk!

I went in and added the Guass Cannons to the main guns to give her a bit more ummpphh. Now if I wanted to add another gun to the turrets where would I start?
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Raben Schwarz
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Post by Raben Schwarz » Sat, 14. Feb 09, 00:44

Thank you Tenk!
Hm... got the Problem that the Engines aren't glowing (as someone who posted before me). I had to downturn the Shaders to medium - could that be the Problem ? I'll try Sir Squallus hint.
Anyway - She's a beauty.

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