Mod : Apricot Gunbus Mod V3a AND Gunbus v3a for XTM
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I have tried installing the Centaur version but the ship still seems the same. Not sure if it should look different.
For all we ought to have thought, and have not thought; all we ought to have said, and have not said; all we ought to have done, and have not done; I pray thee Father for forgiveness.
- apricotslice
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Only the osprey has an upper turrent.SaintAshley wrote:Which model were you using? Centaur or Osprey?ViperOne wrote: I was not able to get L/R turrets to fire but was able to get the first of the six for the upper turret to fire but not the other five.
I have a handle on why its not working, but not yet on how to fix it.
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Now that sounds interesting... please explain what you mean by stock centaur? bod file?Jsangster wrote: Im having a problem using the tractor beam in the centaur version of the gunbus.
it fires what looks to be a khaak weapon, but does nothing else, cant attach a tractor beam to anything.
now i used a regular stock centaur and it works just fine.
- apricotslice
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- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Expression of annoyance that replaces the use of a swear word.ViperOne wrote:ERK.......?
At the moment, I cant resolve the problems.
Observe and Northstar are both doing documentation on the areas the problems lie in.
For now, they are good ships for using as a UT, and the UT script and their shields should keep them alive by jumping them when attacked, so the lack of turrents wont matter too much.
But dont use them as a personal ship and do a trip accross xenon space.
John,
I am actually using one as a personal ship. With the weapons compatability and the shields it works well. Just load the first four primary weapons with good stuff and the first mount on the upper turret with powerful fast firing weapons and you can - with care - take on a Xenon sector and most Pirate stations. Would suggest combining this with Stevio's shipyard/weapons scripts.
I look forward to the eventual use of all weapon mounts but still like what you have done so far.
I am actually using one as a personal ship. With the weapons compatability and the shields it works well. Just load the first four primary weapons with good stuff and the first mount on the upper turret with powerful fast firing weapons and you can - with care - take on a Xenon sector and most Pirate stations. Would suggest combining this with Stevio's shipyard/weapons scripts.
I look forward to the eventual use of all weapon mounts but still like what you have done so far.
For all we ought to have thought, and have not thought; all we ought to have said, and have not said; all we ought to have done, and have not done; I pray thee Father for forgiveness.
- apricotslice
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- Joined: Sun, 16. May 04, 13:01
ive started using them as OOS guards as well, with the big guns, I have yet to see one destroyed...
I have three of them, and three M2's guarding xenon sector 598 which i have cleared out.
every once in a while xenon spawn in there, but my guys take care of them. In combination with the player jump to protect script, which i have another 4 Gunbuses part of, they mop up everything thrown at them so far..
I have three of them, and three M2's guarding xenon sector 598 which i have cleared out.
every once in a while xenon spawn in there, but my guys take care of them. In combination with the player jump to protect script, which i have another 4 Gunbuses part of, they mop up everything thrown at them so far..
- apricotslice
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- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
Now thats an interesting specularionJsangster wrote:standard loadouts, but using gamma ppcs in all the turrets and main guns
OOS havent had any problems yet, maybe it still calculates for the guns in the turrets?
i have them set to protect the m2's in that xenon sector, and they rock
It probably doesnt check that the guns dont fire oos, so used that way they really hit hard
What speed and rudder did you upgrade to ?
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personally the only additional mod im interested in is the m7 mod (name now changed to something else)
but it changes the game too drastically for my tastes, I hate the cockpits, I could deal with everything else, but that happened to be the turn off for me. Once they remove the cockpits from that mod, ill start using it again.
you can SOMETIMES use more than one mod at a time
in your main x3 folder, you will notice dat files labeled one through seven.
if you put the mods you want in that folder as well, but rename them to continue the sequence, then you should be able to use more than one mod at a time. thats if the mod creators did not use references in the mod to the same things. (dont know the technical term for it, as I dont write the mods, sorry)
but it changes the game too drastically for my tastes, I hate the cockpits, I could deal with everything else, but that happened to be the turn off for me. Once they remove the cockpits from that mod, ill start using it again.
you can SOMETIMES use more than one mod at a time
in your main x3 folder, you will notice dat files labeled one through seven.
if you put the mods you want in that folder as well, but rename them to continue the sequence, then you should be able to use more than one mod at a time. thats if the mod creators did not use references in the mod to the same things. (dont know the technical term for it, as I dont write the mods, sorry)