All you have left to do is transfer ships that may be docked/people on board and name the new ship

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SureAlkeena wrote: Edit: Also, thanks madtrack for pointing out the clone feature =)
To avoid the headache I just experienced with docking savegame compatibility I made sure to explicitly test this before responding.Madtrack wrote: Anyhow more to the point, do your balance changes work on an existing savegame ? or do they require cloning like for the docking bays ?
Bug. I'm not sure how that might have happened but I'll definitely investigate it and get it fixed for BSD v1.1 which I'm presently working on.Doc Quixotic wrote:It appears to me your 'No Cockpits' pack adds a yellow engine trail to all Teladi fighters. This trail causes graphic glitches while travelling in SETA. Starting a new game without your mod installed removes these trails again. Is this a bug or an undocumented feature?![]()
http://imgur.com/BQMGr.jpgDoc Quixotic wrote: Also, the cargobay of the Tyr still is too small to spawn with a full load of weapons. It can't pack all the PSP-generators it needs, nor does it have space for any SSC. I would strongly suggest increasing Tyr's cargobay to at least 10k.
Given that the AI doesn't actually seem to be having issues I'm not inclined to boost it.Alkeena wrote: You have to keep in mind that even just a TP would provide about a 10% (a TS, as you noted, can get up to 100%) cargo boost on top of the potential ~6% gained from the fighters if you use falcon haulers + the 20% in the balance mod (which admitedly not everyone is using) necessary for the AI to not get gimped setups. All of it together quickly adds up to the point that you no longer really have to make decisions about what you carry--just cram anything and everything you could want in. That seems inherently less interesting of a simulation to me personally so I want be somewhat careful in enabling it while still permitting fun docking solutions.
You have particle emmiters set in the TShipsAlkeena wrote: Bug. I'm not sure how that might have happened but I'll definitely investigate it and get it fixed for BSD v1.1 which I'm presently working on.
Nope. that's bug fix. At it's very core BSD is only:Madtrack wrote: Also, did your mod make any changes in the TDocks and Tfactories? I think that's from the bugfix but I want to be sure, I'm currently merging and checking what files are safe to remove
Funny that... My Tyr spawns with a cargo bay of +- 7500. Have you confirmed my earlier bug in your own game? If not, that might be a problem on my end after all. I'll take a close look and I'll report back to you. I would feel thoroughly ashamed if I wasted your time....As you can see I scanned an NPC Tyr to see what it was packing since the cargo boost was largely about enabling the AI to carry reasonable loads. I consider this a reasonable load...
No worries. You're right the engine trails do persist and have been fixed for the next release--my apologies for that. Also be careful not to install BSD as a mod as the different modules will end up disabling each other. That's why I suggest a false patch approach.Doc Quixotic wrote: ---> I failed to re-install the balance pack correctly after my various on/off switching of mods. Issue is now fixed. The engine trails persist.