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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Sat, 11. Aug 12, 02:08 Post subject: |
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I used the term "break open" kinda vaguely, i do actually use marines to board stations.
Actually i use a different and i think better script for station boarding: http://forum.egosoft.com/viewtopic.php?t=250936
Works with AP-XRM, it comes highly recommended by me, it fits into the game very well. Marine stats still count, unlike Nividium's slightly more basic script.
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Maj. Tom

Joined: 01 Jul 2011 Posts: 367 on topic Location: Canada

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Posted: Sat, 11. Aug 12, 02:19 Post subject: |
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| Osiris454 wrote: |
| What are the sounds being changed? |
Currently working on PRG, PAC, Mass Driver, FBL and IRE. It's up to Paul as to which ones make the cut . I have a few other sounds lined up and to come. Again though, it's up to the director in regards to which ones are good, and which weapons they'll definitely be assigned to.
Also going to try to get some new engine sounds done, and a new sound to be part of the jump drive countdown.
_________________ The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago. |
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greypanther
Joined: 24 Nov 2010 Posts: 1059 on topic

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Posted: Sat, 11. Aug 12, 02:25 Post subject: |
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Thank you Troubleshooter, I will look more closely at that tomorrow. 
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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Sat, 11. Aug 12, 02:35 Post subject: |
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| greypanther wrote: |
Thank you Troubleshooter, I will look more closely at that tomorrow.  |
You're welcome.
Three little tips for using that boarding script:
1: Install the "S-Ware Docking Computer / CODEA" addon for XRM that's on the first page. This equipment is required by TP's etc to dock with hostile stations. XRM sets the docking computer to XXL by default so the addon for smaller docking computers is needed.
2: The boarding of hostile stations will not work if the ship has a software signature scrambler onboard, as it will hide the required override software from this script.
3: If you don't have it already, you should get a "Repack Station to TL" script. The sticky in this forum has a link to one. It's great to be able to ninja a missile fab you are unable to buy.
Other than that, the combat sounds, hacking/fighting stages and marine skills affecting succes and damage done to stored wares on the dock make boarding stations very similar to boarding ships. 
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paulwheeler
Joined: 19 Apr 2005 Posts: 7159 on topic Location: London

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Posted: Sat, 11. Aug 12, 08:34 Post subject: |
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| Osiris454 wrote: |
What's a TLA and AALD? |
"Three Letter Acronym" and "At A Later Date".
_________________
NEW - Dedicated XRM Forum! |
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Sorkvild

 
Joined: 08 Jun 2006 Posts: 2064 on topic Location: my crashed M6 somewhere in Skyrim

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Posted: Sat, 11. Aug 12, 10:28 Post subject: |
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| paulwheeler wrote: |
| Osiris454 wrote: |
| What are the sounds being changed? |
That's still TBC. Definitely the PRG and PAC, with the possibility of several more TLAs to be added AALD. |
PAC sound could use a little volume adjustment. Whats wrong with the PRG then? Sound is almost perfect imo.
_________________
 
X3TC 3.2 | XRM-TC edition | I survived the Dragon Incident ... then I took an arrow to the knee
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Cronos988
Joined: 27 Aug 2007 Posts: 447 on topic

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Posted: Sat, 11. Aug 12, 11:49 Post subject: |
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Does the TC Version of this mod also include the new ships from AP?
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paulwheeler
Joined: 19 Apr 2005 Posts: 7159 on topic Location: London

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Posted: Sat, 11. Aug 12, 12:02 Post subject: |
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| Cronos988 wrote: |
| Does the TC Version of this mod also include the new ships from AP? |
No - that would be against Egosoft's EULA.
_________________
NEW - Dedicated XRM Forum! |
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Chidge
Joined: 21 Aug 2011
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Posted: Sat, 11. Aug 12, 13:37 Post subject: |
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Hey guys,
As a quality of life thing, is it possible for me to increase the effectiveness of the spacesuit repair laser? I am one of those nuts who would repair ships i 'acquire' to full before doing anything with them, regardless of the time it takes to repair it. As you can imagine, this leads to me wasting ridiculous amounts of time on repairing, and in my current game, I am not in a position to be able to get the quantum repair bots any time soon.
I opened up the cat file and changed the bullets file entry and resaved the cat/dat but it doesn't seem to have made any difference. I am guessing there is another place i need to make a change?
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paulwheeler
Joined: 19 Apr 2005 Posts: 7159 on topic Location: London

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Posted: Sat, 11. Aug 12, 13:53 Post subject: |
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You need to alter the hull damage of the repair laser in tbullets - make sure you alter the right one - there are two.
For TC its in "types". For AP its in "addon/types".
_________________
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Chidge
Joined: 21 Aug 2011
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Posted: Sat, 11. Aug 12, 14:09 Post subject: |
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Thanks Paul.
It seems i had jumped to the wrong tbullets file...editing TC's one instead of AP's one. Much appreciated.
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Tenrag
Joined: 11 Jun 2009 Posts: 23 on topic

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Posted: Sat, 11. Aug 12, 20:14 Post subject: |
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I've just encountered strange thing: Xenon Mammoth in one of xenon sectors.
Is it XRM trying to give chance of acquiring xenon stations or something?
(Unfortunetely there was no station in it's cargo bay)
I'm sure that TShips file is untouched.
I also have a question about missiles:
I noticed that aurora stats say that it should have range of 21 km. but it actually have 10 because of it's lifetime.
In missile stats here: here its 9,8-21km, I don't understand how is it possible for a missile to double it's primary range.
Will it be possible to see those stats including missile type in game encyclopedia after some future updates?
To see if missile has re-target feature I have to find and install it first.
The same thing goes to weapons, only some of them have mentioned in description that they can drain weapons, drain shields, etc.
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TonyEvans
Joined: 15 Jan 2012
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Posted: Sat, 11. Aug 12, 20:44 Post subject: |
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| Chidge wrote: |
Hey guys,
As a quality of life thing, is it possible for me to increase the effectiveness of the spacesuit repair laser? I am one of those nuts who would repair ships i 'acquire' to full before doing anything with them, regardless of the time it takes to repair it. As you can imagine, this leads to me wasting ridiculous amounts of time on repairing, and in my current game, I am not in a position to be able to get the quantum repair bots any time soon.
I opened up the cat file and changed the bullets file entry and resaved the cat/dat but it doesn't seem to have made any difference. I am guessing there is another place i need to make a change? |
I'd suggest getting Marine Repairs and finding either an M1 TM, anything that can dock fighters, and loading it with marines. It'll be slow still, but you can repair as many as you need at once, assuming you got the dock space
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Troubleshooter11
Joined: 08 Nov 2008 Posts: 669 on topic

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Posted: Sat, 11. Aug 12, 20:49 Post subject: |
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| TonyEvans wrote: |
| Chidge wrote: |
Hey guys,
As a quality of life thing, is it possible for me to increase the effectiveness of the spacesuit repair laser? I am one of those nuts who would repair ships i 'acquire' to full before doing anything with them, regardless of the time it takes to repair it. As you can imagine, this leads to me wasting ridiculous amounts of time on repairing, and in my current game, I am not in a position to be able to get the quantum repair bots any time soon.
I opened up the cat file and changed the bullets file entry and resaved the cat/dat but it doesn't seem to have made any difference. I am guessing there is another place i need to make a change? |
I'd suggest getting Marine Repairs and finding either an M1 TM, anything that can dock fighters, and loading it with marines. It'll be slow still, but you can repair as many as you need at once, assuming you got the dock space |
This ^
Or you can use Marine Repair Crews, which works slightly different, you can give the marines resources (Hull Plating etc) to speed up the repair process. It's also cool to see them hop out and use their repair lasers.
http://forum.egosoft.com/viewtopic.php?t=311388
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TonyEvans
Joined: 15 Jan 2012
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Posted: Sat, 11. Aug 12, 20:50 Post subject: |
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Off-Topic... is there any reason why "Three Worlds" has 5 planets
Paul: Is it possible to have a ship function as a jump beacon? I don't want to leave jump beacons in every single sector I travel, but at the same time I need to make my routes through em. A M6 or TS or something would be great for the task.
Edit: Is it also possible for a ship to function as a mobile redirectable jumpgate ship, like that in the hub, but far less effective? Like it requires X amount of energy cells to make the reconnection, then X more cells to keep it open per minute.
Another question... is it possible to make a "Super Carrier" capable of internally docking hundreds of fighters, M6-M61, etc, and... bah I'll give a lengthy description.
Roughly 6km long and 2 km wide
Capable of internally docking (300 slots) any kind of ship, whether it be M1 or TS. Once the ships are docked, some options are available. The entire carrier can be jumped, should it be necessary. Or, would it be possible to use the carrier's ECs to jump all or specific docked ships (like to instantaneously jump 2 M2s which don't have Jumpdrives or energy cells.
Maybe use it to jump an entire battlegroup into a gated sector without the use of a jumpgate, and without having to check the EC stocks on the entire fleet's cargo holds
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