Litcube's Universe
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Ensure that you are running the latest MS-DOS version, I believe that's 6.22.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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So i installed LU and:
- it throw up error that exe is not right, but after yes it goes into game ? Is it normal ?
- Why x360pad buttons and color coding is removed from LU ? It uses AP so it should have those... Or is it due to ****** up install.
edit:
So i have read more about it. It looks like LU is made with previous version of Albion Prelude in mind while egosoft updated AP.
Is it safe to play LU ? Is there any update on horizon ?
- it throw up error that exe is not right, but after yes it goes into game ? Is it normal ?
- Why x360pad buttons and color coding is removed from LU ? It uses AP so it should have those... Or is it due to ****** up install.
edit:
So i have read more about it. It looks like LU is made with previous version of Albion Prelude in mind while egosoft updated AP.
Is it safe to play LU ? Is there any update on horizon ?
if the missiles are spiraling around, then they do break off, as thats the swarm behavior.Scoob wrote:Thanks for the clarification... however, why do the Ghoul missiles on my Skirnir not break into separate warheads then?Joubarbe wrote:In X3 Editor, multi warheads missiles are noted with the "Fragmentation" checkbox. That is indeed the case for Wasps, Ghouls and Shadows.
The Skirnir has 2 x 8 missile tubes and, if I turn one off, it fires 8 missiles each salvo and uses 8 missiles from inventory, as you'd expect. The 8 missiles then form a circle and spiral towards their target, they do not become multiple separate warheads.
whats most likely happening is that missiles are stacked on top of each other.
if you fire 8 none swarm missiles, you will probably find that it looks like only 1 has fired
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Yeah, something weird was happening for sure.
I think they must have been occupying the same space, as I'd see 8 missiles exit of of the missile banks, then 8 missiles spinning to the target - they must have been overlapping somehow.
When my ship is firing at a more distant target - as I tested last night - I can see what looks like one set of missiles (8 warheads) spinning towards the target. Only when really close, and the missiles appear to scatter, are there a lot more warheads visible.
This became very clear when my Skirnir quickly finished off some fighters then targetted the Xenon J that launched them. The individual warheads were indeed overlapping as they approached the target in formation, so to speak, but when they broke up and actually started hitting the target there were loads of them.
So, looks like the missiles are working as planned, but visually they're overlapping perfectly. Never noticed this behaviour before, but then I rarely use M7M's as I consider them a little OP. Getting this one free - a very lucky early-game bail - already stuffed with missiles lead to me playing around more than usual.
Basically Cycrow, you nailed it - that was exactly the issue
Scoob.
I think they must have been occupying the same space, as I'd see 8 missiles exit of of the missile banks, then 8 missiles spinning to the target - they must have been overlapping somehow.
When my ship is firing at a more distant target - as I tested last night - I can see what looks like one set of missiles (8 warheads) spinning towards the target. Only when really close, and the missiles appear to scatter, are there a lot more warheads visible.
This became very clear when my Skirnir quickly finished off some fighters then targetted the Xenon J that launched them. The individual warheads were indeed overlapping as they approached the target in formation, so to speak, but when they broke up and actually started hitting the target there were loads of them.
So, looks like the missiles are working as planned, but visually they're overlapping perfectly. Never noticed this behaviour before, but then I rarely use M7M's as I consider them a little OP. Getting this one free - a very lucky early-game bail - already stuffed with missiles lead to me playing around more than usual.
Basically Cycrow, you nailed it - that was exactly the issue
Scoob.
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Maybe some people don't want to use energy cells to jump around tho I agree that probably the default should be on, when adding Jumpdrive to a ship (but I don't know if this is in the realm of possibility for LU to change, it may be hardcoded in the game).
In LU all ships should obey Autojump when they need to travel to a point (and have enough energy cells, and the point is beyond the configured minimum jump range), this makes it easy to reason about their behavior. In vanilla game I think UT above certain level just started using the jump drive regardless.
In LU all ships should obey Autojump when they need to travel to a point (and have enough energy cells, and the point is beyond the configured minimum jump range), this makes it easy to reason about their behavior. In vanilla game I think UT above certain level just started using the jump drive regardless.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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1. The ingame values of lasers are already in damage per second.tatakau wrote:Hey guys, I have a question about the in-game encyclopedia and weapon stats. I am trying to calculate values for Damage-Per-Second, and Damage-Per-Energy in a spreadsheet.
In the encyclopedia, it says the Particle Accelerator Cannon does 258 hull damage. Is that 258 hull damage per shot? Or 258 hull damage per second?
Also, the PPC says it has a fire rate of 2 rounds per minute. Is that EXACTLY 30 seconds between each shot, or is it rounding?
... come to think of it, did anyone already make a spreadsheet for weapon stats and calculations for LU? I'm certain someone must have by now. (I've been away from the game for a few years)
2. The ingame values are all rounded, the PPC does 60000/21790 = ~2.75 rounds per minute.
3. Please have a look at http://blubb.najut.org/x3/lu/lasers_en_lu.html
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- Joined: Fri, 20. Oct 17, 09:20
Courier setup
Hi guys,
Question about courier setup :
I'd like to set up a courier to unload all "mineral category" products from several mobile mining ops, however I can't find a way to NOT select individually all minerals/crystals... for EACH mobile ops location... (+ unload everything at the end...), which makes it veeeeery tedious...
Is there a way for a courier (a script or something else if need be...) to load/unload all items of a category and not having to select all items individually inside that category?
Thanks in advance !
Question about courier setup :
I'd like to set up a courier to unload all "mineral category" products from several mobile mining ops, however I can't find a way to NOT select individually all minerals/crystals... for EACH mobile ops location... (+ unload everything at the end...), which makes it veeeeery tedious...
Is there a way for a courier (a script or something else if need be...) to load/unload all items of a category and not having to select all items individually inside that category?
Thanks in advance !
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- Joined: Fri, 25. Aug 17, 22:37
Just tried adding this, following the instructions to the letter, but my sun flares still have that black box around them. Right now I'm looking at the one in Red Light. Is there something I need to change? What info do you need?idont wrote:I had the same problem. I fixed it by turning off lensflare for the suns that had this problem. You can do the same by downloading this file and putting it in addon/types/TSuns.txtnekoexmachina wrote:Got an issue on Linux (don't have windows machine to try to reproduce there):
http://imgur.com/QrhykEF
this exact star is located behind the "West Gate (Cloudbase south-west)" in Ore Belt. This issue happens once in a while (I think 3 or 4 spots in Argon space around argon prime at least).
I've followed the install instructions step-by-step excluding the GUI installer, since it is marked as "Optional".