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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3402 on topic Location: Boston, USA

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Posted: Sun, 19. Aug 12, 01:56 Post subject: |
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| Lemant wrote: |
| You bring up a valid point about the shield regeneration recharge rate. |
Not sure where you got your numbers, but M6's recharge at 100-150 seconds per 200 MJ, and M3's (like Xperimental Shuttle) at more like 250 seconds per 200 MJ. The Springblossom recharges at just under 100 seconds per 200 MJ (296 seconds for a full charge).
| Quote: |
| [C]an the editor 'hardwire' a 200 MJ shield into a Terran Rapier so that it comes preinstalled with the ship without taking up precious cargo space? |
No, but we can increase the cargo space available.
You did not try the last Scimitar Raider that I made for you (800 mps), but I am willing to make a Rapier Vanguard if you wish. Say: 800 mps, 200 MJ / 125 seconds, 250 (L) cargo? Do you still want 10x hull, an M6 power plant, and PALC's?
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video) |
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Lemant
Joined: 27 Jul 2012
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Posted: Sun, 19. Aug 12, 02:02 Post subject: |
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If you don't mind (and I don't mean to be a pain in the ass), I will post the exact stats here in about an hour so you won't have to guess what the numbers should be. Would that be okay with you? I would really appreciate it.
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3402 on topic Location: Boston, USA

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Lemant
Joined: 27 Jul 2012
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Posted: Sun, 19. Aug 12, 04:38 Post subject: |
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| DrBullwinkle wrote: |
Sure.
In the meantime, here is TShips with Rapier Vanguard as described above.
(The highest recharge rate I could give it was 148 seconds for 200 MJ. I am not sure whether that is a limitation of the game or the X3 Editor, so I made a slightly larger-than-necessary shield generator.)
It looks as though icEPiraka re-posted the X3 Editor. You can try that, as well. |
I've been downloading icEPiraka's editor for about two hours now and there's still another two more hours to go. The funny thing is that it's downloading from Rapidshare.com and the speed has been anything but rapid so far.
As for the modified version of Rapier, it's almost perfect! The couple of minor flaws are:
1. Weapons: Phased Array Laser Cannons are very rare to find. Would you be able to have it preinstalled to Rapier to save me the trouble of searching for them? I only need one mounted.
2. Please improve the steering rate to 70 rpm and acceleration to 320 m/s^2. I also noticed that the top speed is at 805 m/s. Would you be able to lower it to exactly 800 m/s?
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Sun, 19. Aug 12, 04:40 Post subject: |
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| Lemant wrote: |
| Thank you for the assistance, apricotslice |
Your welcome
| Quote: |
| Furthermore, I just don't think attaching a ridiculously powerful reactor and weapons energy recharge rate is the solution to getting the ship I want. Cheating is cheating regardless of how I go about it. |
Cheating is something you define.
I look at it this way. I define the role I play within the game, the tech I have, the difference my character and my in game organisation has to other ingame entities, and I decide what is realistic for me, and what is cheating.
I also look at some things that are cheating as game fixes, given there are some things "wrong" with the game that cannot be fixed, and the simplest way to fix them is just cheat them in.
A simple case in point is I always start with a fully loaded out useful ship, (these days in fact a small fleet), because I've done the start from nothing so many times I'm sick to death of it. I determine how I want to play the game, give myself a starting position, then play the game the way I decided to. Its not cheating, its strategy.
| Quote: |
| But I would like to do so in a way that makes sense (to me). |
Exactly. Thats what self-modding is all about. Give yourself a character name, give yourself an in game organsiation with a purpose, then give yourself the tech that goes with it. As long as it makes sense to you, what anyone else thinks is not relevant.
| Quote: |
The ship I want ultimately is based on Terran Rapier (M5) design. I haven't fully decided on the final specs but I have pretty good ideas on what they are:
Top Speed: 800 m/s (and I forgo over-tunings)
Steering: 80 rpm
Acceleration: 400 m/s^2
Shield: 1x200 MJ
Shield Recharge Rate: 20-30 seconds
Weapons: 1 Phased-Array Laser Cannon and a small selection of missiles to be determined later.
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I like it. Personally I have my M5's doing 350, with 10 200mj sheilds, and 4 modified PBE's. They kick arse and forget to take names, but are not invulnerable. I have 1 variant set to 1000, which I use for running around the Terran areas, when jumping isnt possible. Above 1000 isnt really practical, the auto-pillok will kill you so its all hands on flying at that speed.
Word of warning, ships doing more than 350 are very vulnerable to the auto-pillok when used remotely when you are in sector, they tend to collide with anything big and blow up, the faster the faster they die. Self flown, its your own business how well you fly
| Quote: |
The problem with the specs I've listed above is that it calls for a really high reactor power rating and monstrously high weapons energy recharge rate. I want to create a more energy-efficient miniature version of the shield and laser cannon to reduce the power requirement down to more 'reasonable' level that can be installed on a scout ship. The energy efficiency of the said device(s) should be such that they're a notch or two better than the best of the best in-game which is conceivable if I have invested several hundred millions of credits into research and development to create a state of the art ship that can outrun any missiles currently in existence.
I just hope that icEPiraka's X3Editor2 (Mac version) can do all these things. If not, I will be asking for your help and go with what I can get. Beggars can't be too choosy.  |
I would be wary of messing with the existing sheilds or even creating your own. Better to adjust your private ship's energy power. So its over powered ? Heres a well kept secret I'll whisper to you (compression technology), which is wonderful for putting big things on little ships. Personally I park M2's on my M1, they compress just fine. Its a bit messy if you were on the M2, but lets not go there until you try it. lol
If you think you did the R&D to create a new tech, then you did. Use it and be proud of yourself.
I rarely fly anything smaller now than an M6 that does 750, with modified PBE's with greater range, with 20gj of sheilding. I normally fly an M1 or an M2 that also match those specs. I rarely fly slower than 750, I do most of flying manually, and I tend to jump, do what I need, jump, so I dont do drag out fights except in plots.
My normal game plan is a salvage operation, hence using a carrier or M2 outfitted for carrier work.
I am however, looking for a completely new way to play the game now.
My advise is work out what you want to be, put into place what you want that lets you be it, then play it to death, if that means you keep dying or you get sick of it. Then you change what you want to do, change your mod, and start again.
Dont worry about "what is cheating", because there is no such thing in the single person game, as long as you have an acceptable reason for why its ok for you to do it. Its is "All about you". 
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Sun, 19. Aug 12, 04:46 Post subject: |
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| Lemant wrote: |
The funny thing is that it's downloading from Rapidshare.com and the speed has been anything but rapid so far.
As for the modified version of Rapier, it's almost perfect! The couple of minor flaws are:
1. Weapons: Phased Array Laser Cannons are very rare to find. Would you be able to have it preinstalled to Rapier to save me the trouble of searching for them? I only need one mounted.
2. Please improve the steering rate to 70 rpm and acceleration to 320 m/s^2. I also noticed that the top speed is at 805 m/s. Would you be able to lower it to exactly 800 m/s? |
I noticed that to. Rapidshare were giving me 4 yesterday, absolutely patheticshare.
I dont think you can pre-install a gun when bought. Likewise, the sheild it gets is determined by the type of ship it is. Only lower cap ships get a 200mj sheild when purchaced.
There are also 3 variable that define the handling. I normally tweak them upwards and they make the steering a lot better, regardless of the number of rudder enhancements.
You can cheat the blueprint of the gun onto your phq and make it there if before you create a phq, you use one of the specially modified phq definition mods. Mine for example allows the phq to build guns. As long as you have the resourses it needs, it will happily build you guns for your ships. Also sheilds. But you have to instal the mod, before you build the phq. And you have to cheat in the blueprints as they didnt build in a retro-engineer function for non-ships.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3402 on topic Location: Boston, USA

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Posted: Sun, 19. Aug 12, 05:04 Post subject: |
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| Lemant wrote: |
| As for the modified version of Rapier, it's almost perfect! |
Excellent!
| Quote: |
| Phased Array Laser Cannons are very rare to find. Would you be able to have it preinstalled to Rapier to save me the trouble of searching for them? |
LOL. You really don't like playing the game, do you?
Not only are PALC's hard to find, but there are only two in the entire TC game. I don't think there are any in AP.
If you want lower power beam weapons that you can actually find in the game, then we could allow your uber-Rapier to mount kyon emitters. You can scavenge various size kyon emitters from the abandoned Kha'ak ships in the universe. Use Detector to help find them.
There is no good way to pre-install weapons, but you can add them with the Cheat Package.
| Quote: |
| Please improve the steering rate to 70 rpm |
I doubled the base steering and left the rudder extensions at 25. I estimate that will give you something close to 70 rpm, but exact numbers require some trial and error (which I leave to you as an exercise).
| Quote: |
| acceleration to 320 m/s^2. |
OK.
| Quote: |
| I also noticed that the top speed is at 805 m/s. Would you be able to lower it to exactly 800 m/s? |
LOL!
I can try to get it closer, but the numbers are not exact.
Seriously, I don't think this ship will work very well (which is what I said from the beginning). But you don't seem like you're going to believe it until you try it.
TShips with Hyper-Rapier Vanguard (and Scimitar Raider)
.
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Sun, 19. Aug 12, 19:29; edited 3 times in total |
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icEPiraka
Joined: 02 Jul 2008 Posts: 64 on topic

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Posted: Sun, 19. Aug 12, 05:57 Post subject: |
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Sorry for such a delay in downloading the editor guys, but I'm rather a cheapskate when it comes to file-hosting sites. But now I've finally managed to squeeze the download to barely under 200MB, so that shall be going back to Mediafire soon. Note that it is in 7zip format, so you will need an expander that can open those, which shouldn't bee too much of a problem (I use a free program from the App Store called the Unarchiver).
Thanks for hanging in there Lemant. Hopefully we'll get everything up and running soon.
_________________ The Ultimate Guide to X3 Mods for Mac |
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apricotslice
Joined: 16 May 2004 Posts: 13374 on topic Location: Mapping beyond the Unknown Regions.

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Posted: Sun, 19. Aug 12, 07:47 Post subject: |
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200mb is an ouch. For hosting it, one would have to hope it wasnt accessed all that often. Let me know what your stats are. if its getting sporadic access, then you can move it to my site. If every Mac user suddenly tries to access it, my site might not have the bandwidth limit to cope.
If its low volume access, I can host it. I'd have to set you up an ftp access so you can upload it direct though. Same for the PM.
_________________ Apricot Mapping Services HQ
CLICK HERE for : X3R/TC Handbook; X3R, TC and AP Guides, Mods, & Scripts; X3R, TC and AP Downloads
Apricot X3 Forum |
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Andrew Wilde
Joined: 13 Jul 2004 Posts: 56 on topic Location: London

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Posted: Sun, 19. Aug 12, 08:31 Post subject: |
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That's the downside of Wineskin.
It's fabulous work, and FREE (except for the cost in time to icEPiraka of course, for which much gratitude) ... but every wrapped app becomes a full Windows environment - a touch cumbersome.
Which is why I'm going to purchase Crossover even if I don't need it immediately - once you've got a basic XP 'Bottle' configured, downloading the occasional nMB 'windows_utility.exe' is no more hassle or time than for Windows users. And if said tools are updated to need newer framework releases, you only need to download those new releases once to reconfigure the Bottle - and the nice people at Crossover will probably have already given you an accurate download link within the app for the latest potentially required frameworks/extensions.
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Lemant
Joined: 27 Jul 2012
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Posted: Sun, 19. Aug 12, 20:37 Post subject: More Headaches ... (Nothing New) |
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I can't remember who but it was either vkerinav or Andrew Wilde who uses X3 Editor 2 via CrossOver on their Mac. Too impatient to wait for icEPiraka to upload the working version of the editor, I downloaded the CrossOver and the windows version of X3 Editor 2.
Then I tried to run the editor thru CrossOver. It doesn't work. How were you guys able to run it on your Mac?
The 14-day free-trial clock is ticking and I haven't got the faintest idea on how to run it.
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Cycrow Moderator (Script&Mod)


Joined: 15 Nov 2004 Posts: 19863 on topic Location: London

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Posted: Sun, 19. Aug 12, 21:30 Post subject: |
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| DrBullwinkle wrote: |
| apricotslice wrote: |
| The tships in there is one of those hurdles that trips up modders |
The TShips in the types folder is the main point of this thread.
It's also a popular (and correct) way to make a mod.  |
its not really the correct way to mod.
any mod should have thier types file in thier own cat file, rather than extracted.
the reason the plugin manager does it differently is because its types files are generated based on the game data. so it should contain all data from any mods installed as well as any additional data added by the plugin manager, so it should always be the file that the game loads
mods that install these files straight into types is whats causing alot of problems with the plugin manager and why alot of people are struggling to get ships installed into the mods thier playing.
if the mods are installed either as a fake patch, or as thier own cat (in the mods folder and set to be used in the game launcher). Then the plugin manager will create its types files based on the installed mod so should include all the information from the mod
_________________ My Scripts | MY X3TC Scripts | X3 Plugin Manager | Custom Gui |
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DrBullwinkle

Joined: 17 Dec 2011 Posts: 3402 on topic Location: Boston, USA

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Posted: Sun, 19. Aug 12, 21:41 Post subject: |
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| Cycrow wrote: |
| its not really the correct way to mod. |
*Chuckle*
It's also the point of this thread, Cycrow. The OP (Lemant) does not yet have any tools with which to create a .cat.
When he does, and when he learns how they work, THEN he can create a .cat (and I, or others, will help him do it).
One step at a time... it took us half a dozen pages to get this far.
EDIT: By the way, loose files cause no problems with the Plugin Manager, as far as I can tell. The thing that screws people up is not understanding file precedence. That goes for .pck's vs .xml just as much as .cat's vs loose files.
_________________ Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software (DCS) | Ship Tricks: Mini-Guides (with Video)
Last edited by DrBullwinkle on Sun, 19. Aug 12, 22:49; edited 1 time in total |
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icEPiraka
Joined: 02 Jul 2008 Posts: 64 on topic

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Posted: Sun, 19. Aug 12, 21:45 Post subject: Re: More Headaches ... (Nothing New) |
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| Lemant wrote: |
I can't remember who but it was either vkerinav or Andrew Wilde who uses X3 Editor 2 via CrossOver on their Mac. Too impatient to wait for icEPiraka to upload the working version of the editor, I downloaded the CrossOver and the windows version of X3 Editor 2.
Then I tried to run the editor thru CrossOver. It doesn't work. How were you guys able to run it on your Mac?
The 14-day free-trial clock is ticking and I haven't got the faintest idea on how to run it. |
You need to install the .NET 3.5 frameworks in order for it to work. Do this with the Install Software command, and .NET 3.5 should be under the Runtime Support Components tab.
_________________ The Ultimate Guide to X3 Mods for Mac |
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Lemant
Joined: 27 Jul 2012
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Posted: Sun, 19. Aug 12, 22:38 Post subject: Re: More Headaches ... (Nothing New) |
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| icEPiraka wrote: |
| You need to install the .NET 3.5 frameworks in order for it to work. Do this with the Install Software command, and .NET 3.5 should be under the Runtime Support Components tab. |
As expected, more headaches:
Fig 1
Fig 2
Fig 3
In short, it didn't work.
I meant to download only .NET 3.5 but it appears I was also downloading .NET 3.0, and 2.0 as well. Are they co/pre-requisites to run 3.5?
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You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
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