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[MOD] [AP/TC] X-Tra Ship/Station Pack - [V2.01 Hotfixed Available 21/5/2012]
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DJ_D





Joined: 23 Feb 2008
Posts: 74 on topic
Location: Rescheff Empire Orbital HQ
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PostPosted: Thu, 9. Aug 12, 12:45    Post subject: Reply with quote Print

I noticed that several new Terran ships, which came with AP, have Argon cockpits installed and not Terran ones. Its simply just the path that needs changing. The Terran Kyoto for example uses the Argon M2 cockpit. ANd The Mobile Mining base ship use the Argon TL one.

The Boron Angel doesn´t even have a cockpit. You planing on fixing that for the next version? If not, no big deal I can do that myself since its a quick fix anyway. Smile

And something strange I encountered with the terran HQ, after some time it returns to the Argon PHQ model, could it be that has something to do with the Upgrade section in the HO.xml? I modified it a bit and added it to my HQ.xml. And havent built a new HQ yet. So I dont know if that part affects that.

Code:
</upgrade>
      <upgrade index="1" typename="SS_DOCK_TR_HQ" storage="700000">
         <blueprints>
                        <blueprint typename="SS_SH_USC_M5" />
            <blueprint typename="SS_SH_USC_M4" />
            <blueprint typename="SS_SH_USC_M3" />
            <blueprint typename="SS_SH_USC_M3P" />
         </blueprints>
         <production>
            <factor class="ship" value="1" />
         </production>
         <repair>
            <factor class="ship" value="2" />
            <factor class="hq" value="2" />
         </repair>
         <reverse>
            <factor class="ship" value="1" />
         </reverse>
         <recycle>
            <factor class="ship" value="1" />
         </recycle>
      </upgrade>
   </upgrades>
  <resources>


Apart from that, no bugs sofar.


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hate4fun





Joined: 08 Aug 2012
Posts: 9 on topic

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PostPosted: Mon, 13. Aug 12, 12:06    Post subject: Reply with quote Print

hey i tried the mod out, but the new ships have strange names. i think its a bug or something. maybe i installed the mod wrong. the name is like programm code, but tnot a actual ship name

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xio





Joined: 23 Sep 2009



PostPosted: Mon, 13. Aug 12, 16:02    Post subject: Reply with quote Print

Quote:
hey i tried the mod out, but the new ships have strange names. i think its a bug or something. maybe i installed the mod wrong. the name is like programm code, but tnot a actual ship name


same here, the new ship names are all like "readtext17-xxxx".
the problem are the t-files, because their "language id" are all set to "44".
i corrected it with the text editor to "49" (the "language id" of my country)
and it works fine now.

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hate4fun





Joined: 08 Aug 2012
Posts: 9 on topic

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PostPosted: Mon, 13. Aug 12, 16:32    Post subject: Reply with quote Print

so i need to change it to 49 too? my version is german!

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hate4fun





Joined: 08 Aug 2012
Posts: 9 on topic

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PostPosted: Mon, 13. Aug 12, 17:05    Post subject: Reply with quote Print

i tried to change it but nothign happens.

do i need to change the name of the 9951-L044 files? so that its "9951-L049"?

or change the language id in the file to 49 too?

maybe it doesnt work because i have steam version of AP?

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xio





Joined: 23 Sep 2009



PostPosted: Mon, 13. Aug 12, 17:12    Post subject: Reply with quote Print

yes, my version is also german, so i opened the t-file 9951-L049 with the text editor and changed the "language id" to "49".

i'm not sure if i'm doing it right, because i've never scripted before, but it works fine in my game.
my version is X3TC 3.2

additionally i renamed the t-file 9953-L044 to 9953-L049 and changed it's "language id" to "49", too. but, if i'm correct, this file only affects the drones.

p.s.: @hate4fun, you don't have to rename the file, there already should be a t-file named 9951-L049

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joeguyxxx





Joined: 27 Jul 2012
Posts: 5 on topic

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PostPosted: Wed, 15. Aug 12, 08:03    Post subject: Reply with quote Print

Joeziah wrote:
Yes, in the same boat with KaldorDraigo.
Seems to have broken complex construction kits, even with new game starts etc.
I've been trying to figure out what got modified but no luck so far, my understanding is that this is a recent development.

Edit

Seems it was a error in the Dummies file
the SDTYPE_GUN;43; should be changed to SDTYPE_GUN;44;

I changed this and my complexes all work fine and connect up so far.


Unfortunately I am unable to locate my dummies.txt file (Steam version) so I was wondering how I might go about making this change or am I SOL until there is an update?

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Ghostrider[FVP]





Joined: 06 Nov 2002
Posts: 2381 on topic
Location: Ceos Geldquelle
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PostPosted: Wed, 15. Aug 12, 15:46    Post subject: Reply with quote Print

hello folks,

cadius thanks for ships and stations, all looks fine. Good work - merci beaucoup.


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Captain Chris sTc



MEDAL

Joined: 06 Feb 2004
Posts: 599 on topic
Location: Waiting for Berk to stop staying away, and let me out.
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PostPosted: Thu, 16. Aug 12, 16:39    Post subject: Reply with quote Print

Joeziah wrote:
Yes, in the same boat with KaldorDraigo.
Seems to have broken complex construction kits, even with new game starts etc.
I've been trying to figure out what got modified but no luck so far, my understanding is that this is a recent development.

Edit

Seems it was a error in the Dummies file
the SDTYPE_GUN;43; should be changed to SDTYPE_GUN;44;

I changed this and my complexes all work fine and connect up so far.


It worked for me too, thank you. Very Happy


joeguyxxx wrote:

Unfortunately I am unable to locate my dummies.txt file (Steam version) so I was wondering how I might go about making this change or am I SOL until there is an update?


What i did was open up the .cat/.dat files for this mod, extracted the dummies.txt, Edited that. and put it back in the .cat/.dat files.

I used X3MM to open up the files. Here's a Tutorial how to us it.
Make sure you copy the files your openeing somewhere else, and extract it to the same place. Makes it easier to see what bit your editing. And have a back up of them in case you muck up.
Hope this helps you out.

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joeguyxxx





Joined: 27 Jul 2012
Posts: 5 on topic

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PostPosted: Fri, 17. Aug 12, 04:45    Post subject: Reply with quote Print

Finally got this working. Had to use X3Editor 2, just opened up dummies and used text viewer to change SDTYPE_GUN;43 to 44. Worked like a charm.

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Black_hole_suN





Joined: 02 Aug 2012



PostPosted: Fri, 17. Aug 12, 05:02    Post subject: Reply with quote Print

sorry for being an idiot and asking idiot questions...

How do you open the cat/dat file exactly?? do you need some special app for that??

edit: nevermind.. problem solved after some search around the forums....

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Peanutcat





Joined: 08 Jul 2011
Posts: 191 on topic
Location: Sweden
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PostPosted: Sun, 19. Aug 12, 18:57    Post subject: Reply with quote Print

I lit up like a christmas tree when I saw this is AP compatible, (Have probably been for a while but last time I checked ages ago it wasn't) Great mod.

Btw
How would I make this compatible with this mod?
http://forum.egosoft.com/viewtopic.php?t=305073


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Dreayslore





Joined: 30 Jun 2012



PostPosted: Mon, 20. Aug 12, 16:09    Post subject: Reply with quote Print

Ummm do I need another file for this download? I can not get it to work. When I download it it is a 7Z file.

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Roger L.S. Griffiths



MEDALMEDALMEDAL

Joined: 12 Mar 2004
Posts: 5733 on topic
Location: United Kingdom
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PostPosted: Mon, 20. Aug 12, 16:32    Post subject: Reply with quote Print

Dreayslore wrote:
Ummm do I need another file for this download? I can not get it to work. When I download it it is a 7Z file.
7z is basicaly another ZIP/RAR type file. I believe that recent versions of WinZip/WinRAR can open them otherwise you will probably need 7-zip from www.7zip.org which is free anyway.


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dtrowle





Joined: 24 Aug 2005
Posts: 339 on topic
Location: Arkansas
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PostPosted: Tue, 21. Aug 12, 03:07    Post subject: Reply with quote Print

Is the Tepukei missing an engine flare for everyone else or did I break it by modding my mod? Razz

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