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[MOD][X3:AP/TC] Super Player Headquarter V1.0
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Zeron-mk7





Joined: 23 Feb 2008
Posts: 514 on topic
Location: Latvia
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PostPosted: Sun, 12. May 13, 10:12    Post subject: [MOD][X3:AP/TC] Super Player Headquarter V1.0 Reply with quote Print

Super Player Headquarter V1.0 for X3AP and X3TC
=====================================


Super Player Headquarter mod replace vanilla Player Headquarter station model.

Station has internal docking and 32 capital ships docks.

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This mod does not trigger a "modified" in the player statistics.
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Compatible with all mods, who does not change the vanilla Player Headquarter station.


IMPORTANT:
Read README file before using this mod.



Installation:
Mod must be installed as "False patch".

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Super Player Headquarter link
=======================


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apricotslice





Joined: 16 May 2004
Posts: 13628 on topic
Location: In the Hunter Legacy Universe
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PostPosted: Thu, 16. May 13, 15:25    Post subject: Reply with quote Print

That design looks pretty complex. I like it, but it worries me from a playability standpoint.

Have you actually docked 32 capital ships to it without collisions when the player is in sector ? What happens when capital ships undock while the others are docking at the same time, especially the player ?

What is the biggest size that docks internally ?


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Zeron-mk7





Joined: 23 Feb 2008
Posts: 514 on topic
Location: Latvia
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PostPosted: Fri, 17. May 13, 19:04    Post subject: Reply with quote Print

apricotslice wrote:
Have you actually docked 32 capital ships to it without collisions when the player is in sector ?

As I write in the README file:
Quote:
Station model is very huge, therefore add station only into the empty sector in the sector center.
Game engine doesn't like, when many capital ships docking and undocking into the 1 station at same time, therefore don't docked and undocked many capital ships at same time.
I tested several times - I docked and undocked all 32 capital ships at the same time into the station, only in few cases some of capital ships crashing into the station and other ships.
I can't guarantee that, all ships always will docking and undocking safety without crashing into the station or other ships.

Therefore using this mod on your own risk.

I tested 32 ships docking and undocking with Teladi Albatros ships.
apricotslice wrote:
What is the biggest size that docks internally ?

Internally can docking: M5 - M6, M8, TM class ships.

Here is station ships docking scheme:



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DrBullwinkle





Joined: 17 Dec 2011
Posts: 5705 on topic
Location: Boston, USA
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PostPosted: Fri, 17. May 13, 21:44    Post subject: Reply with quote Print

Nice!

Regarding the issue with collisions, I wonder why it is so popular to have docking arms for capital ships in X3? It would be more realistic-looking without them. In real life, large ships dock at mooring points at some distance from the actual wharf. Only small ships actually touch the wharf. In most sci-fi TV and movies, capital ships usually do the same -- there are no docking arms for the big ships. Goods are transferred between mooring point and the host via teleportation or shuttles.

Do you take requests, Zeron-mk7? I would love to see an update to Advanced Complex Hub with more than two capital ship docking points.


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Zeron-mk7





Joined: 23 Feb 2008
Posts: 514 on topic
Location: Latvia
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PostPosted: Sun, 19. May 13, 12:57    Post subject: Reply with quote Print

DrBullwinkle wrote:
Do you take requests, Zeron-mk7? I would love to see an update to Advanced Complex Hub with more than two capital ship docking points.

I accepted your request. About your request - discussion is moving to this topic [x3:tc/ap] - Mod Requests/ideas


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