Source for ships in XSP

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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 use the Minbari Sharlin and Highguard Glorious Heritige in my own games and have not had a model problem.

The install is pretty cut-n-dry. I can't think of anything offhand that would make those models invisible in your game. I'll ponder it and see what I can come up with.

What is the base mod your are using.
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jackleonfraust
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Post by jackleonfraust »

:cry: i miss the pretty pics from your site :cry:
Child of Bodom
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Post by Child of Bodom »

tensin wrote:I use the Minbari Sharlin and Highguard Glorious Heritige in my own games and have not had a model problem.

The install is pretty cut-n-dry. I can't think of anything offhand that would make those models invisible in your game. I'll ponder it and see what I can come up with.

What is the base mod your are using.
I tried with the Xtendet Mod... But the Game didn´t even start, so I now use the Standard Game... oO
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tensin
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Post by tensin »

i miss the pretty pics from your site
You do know that if you click on the section names (like "Battlestar Galactica") it takes you to the sub-page with pictures and descriptions?
I tried with the Xtendet Mod... But the Game didn´t even start, so I now use the Standard Game...
I hate to make the big suggestion but... you may want to try to wipe and reinstall X3. Install the ship installer and one of the ships and see if it works. If it does, start installing other bits one at a time and see if it continues to work, if it doesn't... well, then I'm stuck but will continue to try to think what might do that.
Kadaas
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Post by Kadaas »

no go on the Hammerhead.but I sent you a PM with what I had to do to get the rear turret to work.Will do some experimenting to see if can get some of the others tat have probs to work also.
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tensin
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Post by tensin »

Ok. As has been pointe out to me, adding three files (.Dummies.and Tcockpits) fixes the issue. Things I have learned.

With the three files added, the cockpit for the rear turret looks different and the weapons fire.

Delete Components, let X3 recreate it, and the cockpit still looks like it did after addint the three, but the weapons don't fire.

1. Though fixing components alone may not be enough to resolve the firing issue (and using Balgot's components file messed up other models), it is enough to stop it.

2. Dummies or TCockpits is imprtant to the appearance of the rear cockpit working.

3. The Ship Creator is not successfully exporting the requsite bits from these three files

So the magic question is: Which parts of these files are neccessiary for the Hammerhead (and, for that matter, each of the other Balgot ships I'm having this problem with).

Advice and suggestions are appriciated.
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tensin
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Suggestions on Drack fighter?

Post by tensin »

It's waaay out-of-spec and so I want to rebalance it, but I'm not really sure what the characteristics should be.

Should it even be an M3? Or is it more of an M4-M5? It's been a long time since I've seen season 5. What are it's strengths/weaknesses compared to other B5-genre fighters?
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jackleonfraust
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Post by jackleonfraust »

yay! piccies! :D

say, how come xtended ships are so much easier to extract than ddrs and others?

i cannot even think of trying to make my own balgot files and ddrs always seems to have3 errors when i do it myself. :roll:

oh, well. im playing with the erronious old files i have and drivin on.
(my current game, i made my own start. if ya wanna hear it, ill tell ya) :D
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tensin
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Post by tensin »

My "final solution" to the Deathglider problem was to make it an M4 (actually, I think maybe it should be an M5) and remove the turret entirely (they don't have them in startgate). You'll find my rebalanced one doesn't have a turret to worry about.

It's not unlikely I'll do the same with the Hammerhead. I don't recall if they had turrets in Space: Above and Beyond, but they shouldn't in X3 if they are M4s.

I've not experimented with 1.52's capture of balgots stuff yet (and likely won't till tomorrow afternoon), but I am still working on getting those turrets to export properly.

Another tack I want to try is simply replacing them with stock turrets. That may work.
Snowship
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Post by Snowship »

The Hammerheads do have a turret, 1 at the front (underside)
grbaker
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Post by grbaker »

A turret at the front of a fighter.... now that is something I haven't seen in X3 yet... sounds kinda cool. Takes care of those on comming missiles for you.
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tensin
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Post by tensin »

Actually, ye: That sounds really cool.

Must put that on my "to make" list. Perhaps if not an M3, an M6 with a front turret in addition to the main front guns.
grbaker
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Post by grbaker »

there was an M6 in X2 with a top turret that had a good all round view of the X-axis, but a turret up front still sounds cool.
Snowship
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Post by Snowship »

tensin wrote:<snip> with a front turret in addition to the main front guns.
Actually by memory there was no main guns, the turret was it.
Obviously in X3 you'd have to set it to "Attack My Target"
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jackleonfraust
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Post by jackleonfraust »

doesnt that hurt your stats? I thought turret kills counted as ai kills and not player kills :?:
Sephiroth1550
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Just Wondering

Post by Sephiroth1550 »

Tensin,

I have read through this forum and have noticed that Moxy did not give you permission to use his XTended Mod ships. So I tried to load your ships into his mod. Everything worked fine until you tried to destroy a ship and then it would lock up. This does not happen except when I try to load one of the .xsp ships into his mod. Do you know why that might happen or is there something that I need to look for when configuring them?

Also, everythin works fine until a ship should be exploding. It never loads the explosion images, but instead locks up just before. You end up looking at the ship you just killed and the game freezes.
Cycrow
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Post by Cycrow »

does it happen to all ships when you destroy them or just certain ships ?

it could be a problem that there pointing to the wrong explosion and as the game cant find it, it causes it to lock up
Sephiroth1550
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Post by Sephiroth1550 »

Yeah, this is every ship that I try to take out. I loaded LVL's cheat program and tested it with every class of Argon ship. I didn't do the other races, but I most certainly will if you think that will help.

Also, this may be a little off topic, but could someone point me in the direction of utilities for making my own .xsp files. If I can't get this working, then I would still like to use some of Moxy's ships.
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Dread
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Post by Dread »

Tensin, I too am still having problems with some ships not showing up properly in shipyards, as we have discussed along with Cycrow in the last few days, and I am now going to be testing out the various XSP's tonight.

But just wanted to draw your attention back to it as I have been posting about this in Cycrows Ship Installer topic as I was not sure if it was the XSP's or the Installer that is the cause of this problem and so was not 100% sure which post to use.
There are quite a few ships that have this problem as when I installed my selected ships (which I redownloaded from your site last night) and put them all on in one go the Shipyard in Paranid Prime had 4 entries for sale at the bottom but with no description. I already found that the Roger Young and massive Vorlon was doing this at the Boron and Paranid shipyard but obviously there are more ships that do it.
When you get chance could you look into this, and Im quite happy to help in anyway I can.
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jackleonfraust
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Post by jackleonfraust »

Re: wrong explosion

as i recall, the xtended uses a weapons effects. this changes the standard explosions with newer ones.

this may be a conflict. try to remove the efx portion and see if it works.

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