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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Sun, 12. Aug 12, 02:01 Post subject: |
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| Tenrag wrote: |
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. |
Mammoths are spawned when the game can't find the tships entry it is trying to spawn. So for the XRM to be causing it, you would have to have a non-xrm tships file. Otherwise it could be caused by a incompatible script.
Missile ranges are calculated from lifetime multiplied by speed.
I could certainly add missiles flags to the descriptions if you think it would help. You can see a missiles abilities from the main weapons screen without having to install the missile.
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Sun, 12. Aug 12, 02:02 Post subject: |
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| Troubleshooter11 wrote: |
I think i found a possible oversight:
The Aamon Prototype file has the Xenon Quantum Shockwave Cannon added to it's main array insted of the expected Terran light weapons.
(AP version, Medium Hull Boost) |
I'll check it.
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Sun, 12. Aug 12, 02:06 Post subject: |
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| TonyEvans wrote: |
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 |
The jump beacon is actually a ship, so you could probably give it some speed in Tships, but i doubt you'll be able to pilot it or order it. The jump ability is hardcoded to that entry I think.
You can alter internal docking to any number you like - its a simple change in Tships. Internal docks generally can only dock fighters. There is one internal dock model that can dock m6s too. None of them can dock capital ships or freighters. Whether one could be made to dock all ship classes I have no idea.
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TonyEvans
Joined: 15 Jan 2012
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Posted: Sun, 12. Aug 12, 04:24 Post subject: |
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As far as the supercarrier, I'm talking like a whole new ship. If I could model I'd make it myself. Or there might already be one out there sitting in a dusty old link.
Umm, jump beacons. There's no way to apply that same jump-here effect to other ships, or give a command that designates a ship as a "jump beacon"?
Would it be possible to force-jump the docked ships in the (hypothetic) super carrier?
What about the mobile gate redireciton ship?
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Sun, 12. Aug 12, 09:49 Post subject: |
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The actual jump mechanics of X3 are hard coded. You could probably script something using the "put in environment" commands to simulate what you are suggesting, but it would not be simple and would take a lot of work. Also, the "Super carrier" idea is a bit unbalanced at best and really is a bit of a cheat so i cant see anyone wanting to add it to their mod.
Basically if you want something like that, I suspect you'll have to figure it out for yourself.
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ice185
Joined: 14 Oct 2011
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Posted: Sun, 12. Aug 12, 10:48 Post subject: |
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Hi Paul, just installed the XRM mod for TC and well everything looks good but I wanted to see if all the ships had names so I used the cheat menu went to 'create ship' and looked through them all but when I got to the bottom of the list about 20 to 30 ships had zZZplaceholder for its name. I deleted the 00044 file in the mov/folder but still get zZZZplaceholder for the names of the those ships, I followed all the install instructions for TC, but no idea what I did wrong if I had. Thanks
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Sun, 12. Aug 12, 11:13 Post subject: |
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| ice185 wrote: |
| Hi Paul, just installed the XRM mod for TC and well everything looks good but I wanted to see if all the ships had names so I used the cheat menu went to 'create ship' and looked through them all but when I got to the bottom of the list about 20 to 30 ships had zZZplaceholder for its name. I deleted the 00044 file in the mov/folder but still get zZZZplaceholder for the names of the those ships, I followed all the install instructions for TC, but no idea what I did wrong if I had. Thanks |
No that's how it should look. All those entries are simply placeholder entries in Tships - you won't see them in the game, just the cheat script.
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Tenrag
Joined: 11 Jun 2009 Posts: 23 on topic

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Posted: Sun, 12. Aug 12, 13:47 Post subject: |
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| paulwheeler wrote: |
Mammoths are spawned when the game can't find the tships entry it is trying to spawn. So for the XRM to be causing it, you would have to have a non-xrm tships file. Otherwise it could be caused by a incompatible script.
Missile ranges are calculated from lifetime multiplied by speed.
I could certainly add missiles flags to the descriptions if you think it would help. You can see a missiles abilities from the main weapons screen without having to install the missile. |
I didn't notice. One of the mods acctually modified TShips without me knowing. Everything is fine now. And about the missiles and guns: I think I wasn't quite clear. The problem with abilities is that I have to posses the ship that can carry those missiles or weapons. For example I go through bartering offers and find some Terran gun I'm not familiar with. To check it's abilities I have to buy it even though I have entry about it in encyclopedia. And if I'm not flying in XXL cargo ship and want to check capital ships guns then I'm screwed.
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Alkeena
Joined: 15 May 2007
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Posted: Sun, 12. Aug 12, 13:47 Post subject: |
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| paulwheeler wrote: |
| Tenrag wrote: |
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. |
Mammoths are spawned when the game can't find the tships entry it is trying to spawn. So for the XRM to be causing it, you would have to have a non-xrm tships file. Otherwise it could be caused by a incompatible script.
Missile ranges are calculated from lifetime multiplied by speed.
I could certainly add missiles flags to the descriptions if you think it would help. You can see a missiles abilities from the main weapons screen without having to install the missile. |
Actually, I believe I've found a Mammoth spawn that _is_ due to XRM.
plugin.autotrade.delivery (the mk3 trader remote-buy/equip script, which incidentally is used by a few other scripts for remote equipping such as universe explorers) attempts to spawn a delivery ship of type Goner. In XRM you've reclassed all Goner ships as M3/M6--no ship has the type of Goner. Consequently this _vanilla_ script cannot find the proper ship to spawn and you end up with Goner Mammoths.
Obviously with the ware size changes using a Goner Ranger wouldn't work for the delivery of jumpdrives (which is what the script is most commonly used for), so instead I've altered it to pull a truelight seeker.
Just a heads up that the XRM TShips alterations can produce mammoths in otherwise vanilla settings.
_________________ My Contributions to the Community:
Bomber and Shuttle Docking
Formation Collision Fix
X3 RTS Interface HOWTO |
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Tenrag
Joined: 11 Jun 2009 Posts: 23 on topic

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Posted: Sun, 12. Aug 12, 13:51 Post subject: |
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| Alkeena wrote: |
Actually, I believe I've found a Mammoth spawn that _is_ due to XRM.
plugin.autotrade.delivery (the mk3 trader remote-buy/equip script, which incidentally is used by a few other scripts for remote equipping such as universe explorers) attempts to spawn a delivery ship of type Goner. In XRM you've reclassed all Goner ships as M3/M6--no ship has the type of Goner. Consequently this _vanilla_ script cannot find the proper ship to spawn and you end up with Goner Mammoths.
Obviously with the ware size changes using a Goner Ranger wouldn't work for the delivery of jumpdrives (which is what the script is most commonly used for), so instead I've altered it to pull a truelight seeker.
Just a heads up that the XRM TShips alterations can produce mammoths in otherwise vanilla settings. |
You posted few seconds after me. Read my previous post.
And by the way: it was Xenon I that was spawned incorrectly.
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Alkeena
Joined: 15 May 2007
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Posted: Sun, 12. Aug 12, 13:53 Post subject: |
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| Tenrag wrote: |
| Alkeena wrote: |
Actually, I believe I've found a Mammoth spawn that _is_ due to XRM.
plugin.autotrade.delivery (the mk3 trader remote-buy/equip script, which incidentally is used by a few other scripts for remote equipping such as universe explorers) attempts to spawn a delivery ship of type Goner. In XRM you've reclassed all Goner ships as M3/M6--no ship has the type of Goner. Consequently this _vanilla_ script cannot find the proper ship to spawn and you end up with Goner Mammoths.
Obviously with the ware size changes using a Goner Ranger wouldn't work for the delivery of jumpdrives (which is what the script is most commonly used for), so instead I've altered it to pull a truelight seeker.
Just a heads up that the XRM TShips alterations can produce mammoths in otherwise vanilla settings. |
You posted few seconds after me. Read my previous post.
And by the way: it was Xenon I that was spawned incorrectly. |
In your and by far most cases, yes--it does come down to not installing properly.
The information was more for Paul's benefit.
_________________ My Contributions to the Community:
Bomber and Shuttle Docking
Formation Collision Fix
X3 RTS Interface HOWTO |
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porkchop76
Joined: 16 Jan 2004 Posts: 35 on topic

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Posted: Sun, 12. Aug 12, 14:02 Post subject: |
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To Paul,
First, this mod is the Best:!: It addresses a lot of frustrating things about the x series. Combat is valuable and fun. The reassignment of value is very well done. Now, I am only about 25 hours in with no stations or big stuff yet. Playing vanilla AP, no add-ons. The best way to describe my enthusiastic joy is to say that: Its like....whatever hooked me in x2 was transplanted into a sweet graphics engine, Makes sense, and is much more exciting than previous x games. Great job to everyone involved.
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Tenrag
Joined: 11 Jun 2009 Posts: 23 on topic

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Posted: Sun, 12. Aug 12, 17:43 Post subject: |
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Two questions regarding docking:
1. Why do I find some random m5 in my TL's hangar?
First time I didn't pay attention since it un-docked on it's own,
but now some Buzzard docked again and I don't know what to do with it.
Ship was bought, not captured so it's impossible that those ships are it's escort.
2. Where can I find info about what ship types can dock at specified ship?
For example When I bought Mammoth I could dock maximum of 2 TS and fill remaining space with fighters,
but my recently acquired Elephant cant dock 2 M6/TS and fighters.
X3 wiki info is unfortunately not XRM friendly and there is nothing about it here.
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hate4fun
Joined: 08 Aug 2012 Posts: 9 on topic

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Posted: Sun, 12. Aug 12, 17:51 Post subject: |
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sorry for stupid question.
but where can i buy the new ships? 
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morikaane

Joined: 07 Dec 2009 Posts: 799 on topic Location: Saiien-3

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Posted: Sun, 12. Aug 12, 17:53 Post subject: |
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| hate4fun wrote: |
sorry for stupid question.
but where can i buy the new ships?  |
You can purchase them at Shipyards (military) and Corporate Showrooms (civilian).
M.
_________________ | XRM | XSSP | IE | IEX | UI-Gold |
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