Mod : Apricot Gunbus Mod V3a AND Gunbus v3a for XTM

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ViperOne
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Post by ViperOne » Mon, 17. Apr 06, 02:44

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.

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apricotslice
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Post by apricotslice » Mon, 17. Apr 06, 09:21

SaintAshley wrote:
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.
Which model were you using? Centaur or Osprey?
Only the osprey has an upper turrent.

I have a handle on why its not working, but not yet on how to fix it.

Jsangster
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Post by Jsangster » Mon, 17. Apr 06, 17:29

APricot asked me to post this in here

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.

Saint-Ashley
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Post by Saint-Ashley » Mon, 17. Apr 06, 19:00

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.
Now that sounds interesting... please explain what you mean by stock centaur? bod file?

Jsangster
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Post by Jsangster » Mon, 17. Apr 06, 19:23

sorry when i meant stock i meant the regular centaur in game. a normal unmodded one.

not sure about all the bod stuff..

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apricotslice
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Post by apricotslice » Tue, 18. Apr 06, 02:11

Have you tried mounting the tractor beam as a front gun and seeing if that works correctly ?

There are definitely problems with the turrents. :oops:

Jsangster
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Post by Jsangster » Tue, 18. Apr 06, 02:16

yes, i only had it mounted in the front

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apricotslice
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Post by apricotslice » Tue, 18. Apr 06, 02:23

Jsangster wrote:yes, i only had it mounted in the front
Erk.

ViperOne
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Post by ViperOne » Sun, 23. Apr 06, 08:47

ERK.......?
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.

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apricotslice
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Post by apricotslice » Sun, 23. Apr 06, 08:57

ViperOne wrote:ERK.......?
Expression of annoyance that replaces the use of a swear word.

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.

ViperOne
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Post by ViperOne » Mon, 24. Apr 06, 03:44

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.
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.

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apricotslice
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Post by apricotslice » Mon, 24. Apr 06, 04:23

The feed back is appreciated :)

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 15:07

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..

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apricotslice
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Post by apricotslice » Mon, 24. Apr 06, 15:49

Jsangster wrote: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..
To what extent have you upgraded them ? And what gun loadouts ?

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 16:09

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

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apricotslice
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Post by apricotslice » Mon, 24. Apr 06, 16:13

Jsangster 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
Now thats an interesting specularion :)

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 ?

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 16:34

I have it set at the max, I didnt supertune it any further.

Nikek Notlad
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Post by Nikek Notlad » Mon, 24. Apr 06, 18:00

Newbie question:

Why would you want to run this mod at the expense of the mods that add 20/30 new ships, stations etc...? or can you run this mod with them?
Man is the dream of the dolphin

Jsangster
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Post by Jsangster » Mon, 24. Apr 06, 18:28

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)

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al_main
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Post by al_main » Mon, 24. Apr 06, 22:47

The m7 mod is now called the Xtended mod and cockpits are now not included by default with it!

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