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creidiki

Joined: 15 Apr 2004 Posts: 471 on topic Location: Milan, Italy

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Posted: Fri, 15. Jul 11, 17:23 Post subject: |
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Another question: What is the 'KOG mod' you mention in the compatibility notes?
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Fri, 15. Jul 11, 17:26 Post subject: |
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| creidiki wrote: |
| Another question: What is the 'KOG mod' you mention in the compatibility notes? |
That is Killerog's mod. It adds several ships and missions. It should be compatible with the XRM as the SRM compatibility was ported across.
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creidiki

Joined: 15 Apr 2004 Posts: 471 on topic Location: Milan, Italy

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Posted: Fri, 15. Jul 11, 17:31 Post subject: |
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I feel old, when stopped coming here last year we were still calling it "Killerog's mod" or "Killerog's ships", we didn't have this fancy nacronym thang for it ...
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Fri, 15. Jul 11, 17:34 Post subject: |
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I changed it to KOG after I released a massive update for it.
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creidiki

Joined: 15 Apr 2004 Posts: 471 on topic Location: Milan, Italy

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Posted: Fri, 15. Jul 11, 17:45 Post subject: |
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Duly noted, my good man
BTW guys, there's something I've been meaning to change in my game:
As far as I'm concerned, the Buster and Discoverer models are obviously switched around when it comes to class. Either the cockpit on the Buster holds 3 people in full comfort, or, if they are both single-seater ships, the "Buster" is the M5 its the smaller ship.
What do I need to switch them around? I guess I'll need Max to add guns to the disco scenes and remove them from the Buster scenes, and switch them around?
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Fri, 15. Jul 11, 17:55 Post subject: |
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Easiest is to resize the Buster or Discoverer. I'll look into it.
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aka1nas
Joined: 07 Jul 2005 Posts: 1377 on topic

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Posted: Fri, 15. Jul 11, 18:05 Post subject: |
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| Mizuchi wrote: |
If it's located at 17,8 between Gaian Star and Midnight Star (which is the impression I got from the XTC post - thanks for adding that, it was informative!) then it should be 100% compatible.
The "A New Home" plot(s) are also fine with XRM. I didn't use any of the ANH names for the new sectors in the expanded universe map, and I took care to avoid changing things to that part of the universe too much. |
It's actually located directly above the Goner's sector Elysium Of Light.
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creidiki

Joined: 15 Apr 2004 Posts: 471 on topic Location: Milan, Italy

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Posted: Fri, 15. Jul 11, 18:09 Post subject: |
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I'm not sure a simple resize would work.
The Buster model is already smaller, and even in the scale its at now it looks out of scale compared to the Disco. The cockpit is far too large.
When you add the Nova to the equation, the Buster model is too large, and the Disco too small.
This suggests to me that they were initially intended for the respective roles, and switched afterwards.
All the races apart from the Teladi are confused as far as scaling of fighters goes, but that pair is the only one that's so glaring it bothers me.
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killerog

Joined: 28 Oct 2005 Posts: 2405 on topic Location: Kent, UK

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Posted: Fri, 15. Jul 11, 18:11 Post subject: |
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First impressions are very good so far. Done a good job on this. 
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clgseed
Joined: 13 Sep 2007
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Posted: Fri, 15. Jul 11, 18:13 Post subject: |
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thanks for the MOD! downloading now. And are these mods still compatible: Improved Races, Bounce and EES?
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fluffyzerg
Joined: 05 Dec 2003 Posts: 10 on topic

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Posted: Fri, 15. Jul 11, 18:29 Post subject: |
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Zomg, yay! *hugs XRM an runs off to play X3TC again*
oh, yeah, Improved Races would be my only question too. Thats the only thing i'd miss if it doesnt work right =( well, that and CODEA.
I will test CODEA an see if it works or if "BAD THINGS" happen. Chances are it will be fine, but i'll report back if it starts spawning flying rainbow lazer unicorns 
Last edited by fluffyzerg on Fri, 15. Jul 11, 18:52; edited 1 time in total |
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blspblackdeath
Joined: 08 Mar 2007 Posts: 23 on topic

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Posted: Fri, 15. Jul 11, 18:43 Post subject: |
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Have started as a Terran.
Is it right that the terran Transports are Mammoth???
Mamoth Terran Energy Transport etc.
And there are several Argon Shipyards in the Terran Sectors selling Mamoth and Distruptor Missiles.
Very confused...
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Mizuchi

Joined: 10 Feb 2011
Location: Tokyo, Japan
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Posted: Fri, 15. Jul 11, 18:43 Post subject: |
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The only scripts and mods that aren't compatible (as far as we know) are the ones that are stated as being incompatible on the incompatibility list.
Everything else should be fine. If it's not incompatible, then it's compatible.
Simples.
| aka1nas wrote: |
| It's actually located directly above the Goner's sector Elysium Of Light. |
That'll be fine as well. There's nothing above Elysium of Light.
| blspblackdeath wrote: |
Have started as a Terran.
Is it right that the terran Transports are Mammoth? |
No, that's not right at all. You either have a conflict somewhere, or you haven't installed things correctly.
The "Mammoths, Mammoths, Everywhere" thing is what happens when X3TC can't find the correct ships - it uses the Mammoth by default. Check to make sure you don't have an errant loose Tships file, or an old Jobs file, or something.
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Last edited by Mizuchi on Fri, 15. Jul 11, 18:46; edited 2 times in total |
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Fri, 15. Jul 11, 18:44 Post subject: |
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EES is not compatible and should not be installed (you'll get trouble if you do).
CWP does the same job and is fully integrated into the XRM.
IR should be fine.
Bounce should also be fine.
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paulwheeler
Joined: 19 Apr 2005 Posts: 7295 on topic Location: London

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Posted: Fri, 15. Jul 11, 18:46 Post subject: |
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| blspblackdeath wrote: |
Have started as a Terran.
Is it right that the terran Transports are Mammoth???
Mamoth Terran Energy Transport etc.
And there are several Argon Shipyards in the Terran Sectors selling Mamoth and Distruptor Missiles.
Very confused... |
That sounds like you have either a rogue tships or jobs from another mod. Check your types folder.
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