Source for ships in XSP

The place to discuss scripting and game modifications for X³: Reunion.

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Do you want rebalanced XSP ships?

Poll ended at Sat, 17. Jun 06, 21:54

Yes
32
89%
No
4
11%
 
Total votes: 36

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tensin
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Post by tensin »

I attempt to test everything I can... though I'm really running without any spare time to get done what I get done.

In the case of the Goran, I made sure the model loaded but did not test the guns or cockpit. I'm having a similar problem with the rear gun on the hammer. I'm not sure if the problem is with Balgot's setup or my conversion.

I thought I fixed the problem with the JKF. Do make sure you are running 0.2 (just check for updates from ShipInstaller), as the original version was missing a BOD file. I'll take a look at it tonight.

I'm going to ask Balgot about some of the ships with firing problems and see if he's tested his original work in that regard.

And thanks everyone who'se reporting both errors and successes. I want to make the site useful, and so need to know what's broken. To throughly test everything myself would double the amount of time this takes.
Snowship
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Post by Snowship »

@ Tensin

with the JFK, confirmed running 0.2 & looking at Balogt X3package confirmed the models are all there

maybe one's not correct???

And both the Hammerhead & hammer models, the rear turret doesn't fire from any angle.

I'll take a gander at some of the others, but keep going, don't let um get you down, bugs and be stomped as they appear.

Snowship

(Edited to add hammerhead probs)
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tensin
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Post by tensin »

Can anyone DL and try the A-Wing again. I think I have it fixed but cannot test here at work.

Also, added the all-important "Thank you to the people testing" along with the names I could readily find :)

*Edit*
I think, at this point, I have up at least one of every ship put out be Deadly. I don't have all versions of all ships, nor do I plan to (anyone needing all versions, there's a feature to import TShips settings to an existing XSP... make and properly text them all and I'll gladly host).

I also have up the Andromeda, all of Roguey's X2 ships (I'm pretty sure everyone one of them is full functional, though I've only tested about half), and a few rebalanced versions of ships (including, as with the Conastoga/Sulaco, class changes).

Balgots I'm getting as fast/best I can. I have quite a fewe up, some even work, and a few have rebalances (Galactica)

My current list of "known issues" (feel free to add to it)
Hammer - Rear Guns
JFK - Model
Goran - Front guns
Batedora - Rear Guns
X-Wing - Misplaced cockpit

I know there was a problem with the A-Wing model for some. I think I have it fixed and am awaiting confirmation.

Current projects (in no particular order):

-Bring every existing XSP up to Creator 1.42 to ensure auto-update works in the future.

-Fix the broken ships.

-Import the rest of Balgot's ships and anything else I can find.

-Rebalance everything (note that in some cases the sats are balanced, though I may be chaning the (SS_SH) naming / race / shipname, etc to come into a standard format.

-Make new versions of those racing ships. No reason to let good mdoels go to waste.

-Make sure all ships have descriptive texts

-Sucker someone into making foreign-language versions of the descriptive texts

-Put up every version of every ship from the author (all 6 versions of Deadly's TP for example)

-Document all this.

Eventually, I want to move this into a database, especially as new versions pop-up within original authors work, I'd like to preserve both... not to mention making finding and adding ships easier.

As always, I appriciate the help and support I've gotten from the community.
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jackleonfraust
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Post by jackleonfraust »

I should have a complete list of test results ready soon. had to deal with printer issues last night on a family member's set-up so im a little behind. :evil: its amazing what some people can do to a computer :roll:
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tensin
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Post by tensin »

Minbari cruiser: Tested, fully functional, and uploading now.

I think this and the Glorious Heritige class are my favorite two models.

... now to give it kyon emitters MUHAHAHAHA!!!

DO NOT DOCK THIS SHIP TO A STATION IN-SECTOR

the graphic can and will dock, but will lock itself into the station.

Actualy, I guess the actually rule is "don't un-dock this ship in-sector".
I've got Kyon emitters on mine (at the expense of PPCs), and will balance out the stats and put up my version soon.
Last edited by tensin on Wed, 14. Jun 06, 22:59, edited 1 time in total.
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jackleonfraust
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Post by jackleonfraust »

:D :lol: :roll:
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tensin
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Post by tensin »

Did a rough-out on the Minbari balancing. It's not quite an M1 and not quite an M2, and I'd love to hear opinions on it (other than it doesn't dock) ;)

Also, re-ripped and UL'd the X-Wing on the advice that the cockpit problem doesn't occur when pulled with 1.42 of the Ship Creator. Haven't tested. Since there was a version error on the original, I don't think that it wlil auto-update from the last one to this one, so a manual DL may be neccessairy.

In the process of converting pre-1.4 XSPs now. Finished the X2 ships. Was hoping to wait for ship-creator 1.5 and may go to bed soon and see if Cycrow finishes that tomorrow.

Still no joy with the Hammer (and therefore have nothing to try on other ships with non-firing weapons). Tried checking the scene file and adding all the /ships/parts BOD files to the objects, but it still fails.
Kadaas
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Post by Kadaas »

Sorry tensin,thought to check the betadora and the Thunderbolt..same turret prob :cry:

F302 seems ok though,and the Mimbari cruiser does look good :D
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Post by grbaker »

Just tried the A-Wing... cockpit graphical error and no guns.. sorry.

and the Nebulon-B won't fire either... but that Mimbari is a thing of bueaty, I'll balance mine to by either a solid Carrier or a very large Destoyer, probably destoryer...

Had the Nebulon-B and Mimbari side by side, that Mimbari is really big.. (then accidentally head to head, Neb-B steers like cow), but as one crashed into the other I thought "Is any one doing a White Star? would really make a nice M6"...
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jackleonfraust
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Post by jackleonfraust »

I was testing ships last night and found out the holy vengence looks kinda neat with the andromida and a g'quan docked at it 8)
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tensin
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Post by tensin »

Put up a bunch I couldn't test first (can't run X3 itself here at work). The Midway, the Boradsword, and (most experimental of all) the new BSG.
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Dread
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Post by Dread »

The Nebulon B doesn't fire!!! I thought that one would have been okay as it ws one of Deadly's from his Mod and he would have had it working fine I thought.

Also Tensin, using Cycrows Ship Installer I have stuck a load of these XSP's (mainly Deadly's) into my Xtended, and loaded the 'ShipCreator' Mod in the splash scrren, but when I come to play my saved game which I have been playing with the Xtended Mod already, it doesnt add the new ships anywhere in space or in any of the Shipyards. They do say installed and enabled to the Xtended Mod as the base Mod, but still nothing.
Am I doing something wrong or do I have to start a new game now I have added ships to the Mod?

Im hoping its a case of being able to play on with my saved game and that its something silly and simple to get them to show up, as I want to be able to add more ships over time as you fix and rebalance them, but dont want to have to start a new game every time a new ship has been added\fixed\rebalenced if you see what I mean.
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jackleonfraust
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Post by jackleonfraust »

i've run into the no fire problem a few times, the new release of cycrow's ship creator should fix the problem... there is a fix, but i cannot recall it atm. :oops: has to do with missing components files i think.
Cycrow
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Post by Cycrow »

there shouldn't be a problem with adding ships into save games.

there are a few problems with keep changing the ships you have installed, nothing major, jsut the scripts dont remove them from the game yet, but that will be fixed evenutally, but shouldn't be much of a problem.

if you have the cheat scripts installed, you can use the Create ship command, and all installed ships should show up in that list, so you can tell if they are installed correctly. IF they are there, then there the problem is that there not getting added to the shipyards, this could be cause the scripts weren't installed correctly or missing, or that the ships you have installed havn't been set to a shipyard.

the first you can fix by installing the seperate script pack, the program install the scripts for u however, you could also try to reselect the directory, goto browse and select the directory rather than just in the drop down box, this will force the program to install the scripts again.

the second, if your using 1.50, you can go into edit mode of the ship from the installer, right click on the ship and goto edit mode, then select the shipyards you want it in and goto save
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tensin
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Post by tensin »

I'm going to try re-exporting a few from Deadly's now that we are on 1.5 of the installer. Some, including the Nebulon B, may suffer from problems related to early versions of Cycrow's program. I should get everyone that's been reported non-fucntional moved to 1.5 today and we will see.

*EDITED to remove response that Cycrow has already made*

If there's a certain ship or ships you particularly want working so you can play an not need to restart: let me know and I'll put them as a priority (I presume the Nebulon-B is one).

*Edit* The Nebulon-B has been manually reimported. You'll have to manually DL it (the old version of the Nebulon B predated 1.4 of the installer) and replace it in Ship Insaller.

Please let me know if it works.
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jackleonfraust
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Post by jackleonfraust »

@ tensin:

think you will be ready for the multiple releases planed for the end of the month? :wink:

you should have this process down by then and now, you will make less errers :lol:

i know i am getting better :P :roll:
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tensin
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Post by tensin »

I'd be more impressed with myself had i gotten the hammer working. Most of what I got good at, Cycrow has fixed in the prgram itself so I rarely have to do.

But yea, there are a lot of new ships coming, and I have a good number remaining to do, and may to fix, and many of the old ones to rebalance (though the XFP ships coming out should be balanced already, and I think they are making XSPs... so for me it may just be a matter of hosting a copy.

I've converted all of my reworked ships to 1.5 and added images and notes (of course, they all already had descriptive texts).

But do feel free to "share the love" with your own exports and reworks. Particularly for the ones I don't have balanced versions of. (I'm hearing some sounds that my Minbari Hybrid may be less popular than I'd hoped. I think I'll make a pure M2 variant without the Kyon emitters.
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tensin
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Post by tensin »

Just checked some of my rebalances on the XFP spreadsheet:

Thunderbolt: 100.97
Barracuda Mk2: 94.15 (scary as this is only *improved* from the standard Barracuda.
Argon Nova X2: 92.75 (this is the egosoft-stock Pirate Nova with a different boday)
Firefly: 94.28

I think those are pretty darn good considering every one of those was "eyeballed".

The Galactica and Sarlin I haven't tried on the chart. They are neither true M1s nor true M2s, and there's no accounting for the Kyons.

EDIT: Interestingly, the Sharlin shows up as a 102.43
The Galactica ended up 112.40. Out-of-spec for XFP but very near.
Last edited by tensin on Fri, 16. Jun 06, 20:24, edited 2 times in total.
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jackleonfraust
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Post by jackleonfraust »

the batedora seemed a little overpowered, as did the stilleto. some of the cap ships are a little fast. i noticed the battlestar had the no fire issue, though im not shure if you have fixed that or not. most of my xsps are now out of date with the loss of my main data link :cry: i am halfway through my list as far as testing and will chck the newer ones asap. :D
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tensin
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Post by tensin »

That's cause I haven't rebalanced those yet :)

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