EnglishGermanFrenchRussianItalianSpanish
Log inRegister
 
[Discussion] Generic X3TC S&M questions III
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 57, 58, 59, 60  Next
View previous topic :: View next topic
Author Message
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)

MEDALMEDALMEDAL

Joined: 02 Apr 2006
Posts: 20392 on topic

Thank you for registering your game
PostPosted: Sat, 28. Nov 15, 16:06    Post subject: Reply with quote Print

roundowl wrote:
Mod problem was tied to fake patches, for some reason any mod that came with a fake patch ruined the game - either by CTD or by slowing it to seconds per frame.


That sounds a lot like either a conflict between different mods or a failed/damaged download. The installation method alone shouldn't have an impact on the game performance / stability.

If you're looking for mod suggestions, then I would suggest having a look at the following thread: Which Mod/Script Should I Download?


_________________
Besteht Interesse an einem Nopileos-Hörbuch?

Farnhams Legende und Nopileos als E-Books!

"People who think they know everything are a great annoyance to those of us who do." - Isaac Asimov

"If it's not impossible, there must be a way to do it." - Sir Nicholas Winton
Back to top
View user's profile Send private message Visit poster's website
roundowl



MEDAL

Joined: 19 Oct 2015
Posts: 29 on topic

Thank you for registering your game
PostPosted: Sat, 28. Nov 15, 22:52    Post subject: Reply with quote Print

Thanks for the reply and the link, I was looking at that thread a couple of times, but even after that I still had a question "which of those mods do I download". I found the thread called "[Discussion/FAQ] What are the recommended scripts&mods? Ask here." and that helped me to get going, because it had three completed sets of mods and I just compiled mine from them.

Back to top
View user's profile Send private message Visit poster's website
BlackArchon





Joined: 04 Feb 2004
Posts: 864 on topic
Location: Germany
Thank you for registering your game
PostPosted: Sun, 13. Dec 15, 17:11    Post subject: Reply with quote Print

Where are resources and products of AI and player factories defined?


_________________
All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
Back to top
View user's profile Send private message
ubuntufreakdragon



MEDALMEDALMEDAL

Joined: 23 Jun 2011
Posts: 3705 on topic
Location: Das Randland des Wahnsinns!
Thank you for registering your game
PostPosted: Sun, 13. Dec 15, 18:54    Post subject: Reply with quote Print

maps/waretemplates.xml
and sometimes maps/x3universe.xml


_________________
My X3 Mods

XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
Back to top
View user's profile Send private message
JSDD





Joined: 21 Mar 2014
Posts: 670 on topic
Location: Belt of Aguilar ... JSDD Headquarters
Thank you for registering your game
PostPosted: Sun, 13. Dec 15, 19:14    Post subject: Reply with quote Print

ubuntufreakdragon wrote:
maps/waretemplates.xml


you have to reset it if you want to make it work in your savegame
(ist auf deutsch, sollte dich aber nicht stören ^^)


_________________
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Back to top
View user's profile Send private message
BlackArchon





Joined: 04 Feb 2004
Posts: 864 on topic
Location: Germany
Thank you for registering your game
PostPosted: Sun, 13. Dec 15, 19:29    Post subject: Reply with quote Print

ubuntufreakdragon wrote:
maps/waretemplates.xml
...
Thank you, this is the information I needed. Smile


_________________
All ships, weapons, missiles and more for XRM, LU, AP 3.1 and TC 3.2
[X3LU] Modifications (audio, visual, gameplay)
[XRM] CPP - combat performance patch
Back to top
View user's profile Send private message
nekoexmachina





Joined: 03 Apr 2014
Posts: 53 on topic

Thank you for registering your game
PostPosted: Mon, 11. Jan 16, 17:33    Post subject: Reply with quote Print

Can't find info on this one. Is there any way to apply acceleration to the ship in "free" direction? E.g., I have ShipA & ShipB; ShipA explodes, I want to apply a little bit of acceleration on the line of ShipB ---> ShipA, but I can't find how do I do this. I have coordinates for both ships, so I can work with that, but I can't find "free-way" acceleration command.


_________________
Back to top
View user's profile Send private message
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)

MEDALMEDALMEDAL

Joined: 02 Apr 2006
Posts: 20392 on topic

Thank you for registering your game
PostPosted: Mon, 11. Jan 16, 18:58    Post subject: Reply with quote Print

The commands <RefObj> force position: x=<Var/Number> y=<Var/Number> z=<Var/Number> and <RefObj> set position: x=<Var/Number> y=<Var/Number> z=<Var/Number> allow you to move an object to certain coordinates ('<RefObj> set rotation: alpha=<Var/Number> beta=<Var/Number> gamma=<Var/Number>' (all in General Object Commands) lets you change the rotation). If you make it slow enough (i.e. have a loop which moves every few miliseconds the ship a few meters away), it might be possible to make it look as if it would be pushed away by a shockwave.


_________________
Besteht Interesse an einem Nopileos-Hörbuch?

Farnhams Legende und Nopileos als E-Books!

"People who think they know everything are a great annoyance to those of us who do." - Isaac Asimov

"If it's not impossible, there must be a way to do it." - Sir Nicholas Winton
Back to top
View user's profile Send private message Visit poster's website
tearing





Joined: 26 Oct 2015



PostPosted: Tue, 16. Feb 16, 22:05    Post subject: Reply with quote Print

anyone know how to get a list of installed mods on my addon folder?

Back to top
View user's profile Send private message
X2-Illuminatus
Moderator (Deutsch)
Moderator (Deutsch)

MEDALMEDALMEDAL

Joined: 02 Apr 2006
Posts: 20392 on topic

Thank you for registering your game
PostPosted: Wed, 17. Feb 16, 22:09    Post subject: Reply with quote Print

There's no ingame way to do that. The official mod installation feature through the mods folder only supports one mod at a time. And by using the Fake patch method the game cannot tell apart files from mods and those from the game installation and patches.

If you use an external program like the Plugin Manager, then there you could see what mods you have installed. Alternatively, if all of your mods would either contain a text file with a specific line or register a script via a certain script menu (like the Community Plugin Configuration) you could find out what is installed, whereby you would have to know what to look for.


_________________
Besteht Interesse an einem Nopileos-Hörbuch?

Farnhams Legende und Nopileos als E-Books!

"People who think they know everything are a great annoyance to those of us who do." - Isaac Asimov

"If it's not impossible, there must be a way to do it." - Sir Nicholas Winton
Back to top
View user's profile Send private message Visit poster's website
freddie13





Joined: 29 Feb 2016



PostPosted: Wed, 2. Mar 16, 09:37    Post subject: Reply with quote Print

anyone knows dmg calculation on x3ap oos?

lets say a m3 with 10 ire hitting a m2
will it deal 900 hull dmg and 880 shield dmg per rounds (5 second) and 6 times of it if i am not watching oos battle or there is some more complicated math behind it

Back to top
View user's profile Send private message
DrBullwinkle





Joined: 17 Dec 2011
Posts: 5705 on topic
Location: Boston, USA
Thank you for registering your game
modified
PostPosted: Wed, 2. Mar 16, 14:55    Post subject: Reply with quote Print

freddie13 wrote:
anyone knows dmg calculation on x3ap oos?

lets say a m3 with 10 ire hitting a m2
will it deal 900 hull dmg and 880 shield dmg per rounds (5 second) and 6 times of it if i am not watching oos battle or there is some more complicated math behind it?


More complicated math and some probability. Not sure that all of it has ever been published.

AP uses separate damage values when OOS. For IRE, the OOS Shield Damage is 88 (per shot) and OOS Hull Damage is 9 (TBullets). IRE fires 400 shots per minute (TLasers) which is 6.67 shots per second. So 587 Shield Damage per second and 60 Hull Damage per second (per IRE).

Usually we only care about RELATIVE damage per second (dps), so the exact number of seconds of fire used does not come up often. I don't recall it ever being mentioned, not even in Gazz's OOS Rebalance or OOS Rebalance v2 threads, which were the predecessors to the OOSR3 balance that is in X3AP. Gazz wrote most of the OOS balance for AP, but he has not been active in the forum recently.

I don't know about the number of seconds of fire. You could test it against an unshielded and weaponless M2 if you want to know for sure.

(If your M2 has weapons, then the test won't last long. Wink )

The amount of damage done per turn is the same whether you are watching the battle or not. The turn lasts longer if you are not watching, but the damage per turn is the same.

Hope that helps.


_________________
Peace through superior firepower

Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)


Last edited by DrBullwinkle on Wed, 2. Mar 16, 16:05; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
freddie13





Joined: 29 Feb 2016



PostPosted: Wed, 2. Mar 16, 17:09    Post subject: Reply with quote Print

so x3ap now use damage per second instead of damage per shots

thanks a lot for those information

Back to top
View user's profile Send private message
JSDD





Joined: 21 Mar 2014
Posts: 670 on topic
Location: Belt of Aguilar ... JSDD Headquarters
Thank you for registering your game
PostPosted: Mon, 9. May 16, 21:31    Post subject: Reply with quote Print

i have a question about the model files, i want zu figure out how / where the mesh size is specified
if you look for example at the decompiled (.bod using doubleshadows tool) argon discoverer mesh and compare it to the mesh from boron thresher, the argon discoverer is twice the size !! obviously that cant be correct, so there must be anywhere a scale factor ror the mesh, and my question is: where ?

example: argon_M5.bob converted to .bod
Code:

// material has nothing to do with scale
MATERIAL6: 0; 0x2000000; 1; argon.fx; 68; diffcompression;SPTYPE_BOOL;0; b .......

// beginning of bodies (4)
// beginning of body 1
4001;
that value seems quite promising to be such a scale factor, but i've triied to use that ... without success :-|

// beginning of points (5154)
6519; -18361; -53531; // 0
... these are the vertices of the mesh i want to resize

// ----- part 1 (10096 faces) -----
0; 0; 2; 1; -25; 2; 0.717072; 0.048264; 0.719437; 0.026810; 0.761368; 0.048203;
... first number = used material, second/third/fourth number = face point indices
-25 = no clue, but the thresher file has also -25
2 = no clue
the next 6 floating points are texture coordinates

... and at the end of that part:
/! COLLISION_BOX: 0.000000; 0.000000; 0.000000; 1.009842; 1.000000; 0.491196; 0.973785; !/
-99; 00000000000000000001; // part 1 end
-99; 0000000001000000; // body 1 end
... seems to specify the collision box, i guess ^^


i've taken also a look at TShips / scene files, but i havent got a clue where i can get the correct scaling factor .... Neutral Question


_________________
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.
Back to top
View user's profile Send private message
tearing





Joined: 26 Oct 2015



PostPosted: Tue, 31. May 16, 13:28    Post subject: Reply with quote Print

can i add a new drone?
i tried couple of things but fail miserably

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic Reply to topic Goto page Previous  1, 2, 3 ... 57, 58, 59, 60  Next
 
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
Control Panel
Login Data
The time now is Thu, 23. Nov 17, 20:44

All times are GMT + 2 Hours


Board Security

Copyright © EGOSOFT 1989-2017
Powered by phpBB © 2001, 2005 phpBB Group
Template created by Avatar & BurnIt!
Debug: page generation = 0.46469 seconds, sql queries = 29