Source for ships in XSP
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 124
- Joined: Fri, 28. May 04, 02:47
Sorry to say 1.53 is still adding em .This is in the final components in the shipcreator mod (after installing the ships).
Just installed the Hammerhead and Thuinderbolt again and the " ;0; " are still being put into the components file.I think theres actually an extra one in now then there was before ,but I been looking at so many files lately I may be mistaken on the number of em in there.
Just installed the Hammerhead and Thuinderbolt again and the " ;0; " are still being put into the components file.I think theres actually an extra one in now then there was before ,but I been looking at so many files lately I may be mistaken on the number of em in there.
-
- Posts: 1350
- Joined: Wed, 4. Jan 06, 03:28
-
- Posts: 970
- Joined: Thu, 29. Apr 04, 20:25
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 970
- Joined: Thu, 29. Apr 04, 20:25
I just tested the Sulaco in XFP .37, exported it with ShipCreator 1.53, Imported it with the "Standard Game" as the base mod, spawned a sulaco and docked with it.
The cockpit show up behing a wall in the imported one despite working properly in the non-imported one.
The same thing happens with the Sulaco I exported from Deadly's 2.2.4 with ShipCreaor 1.52 and imported with 1.53.
In both cases, the cockpiit BOD itself is a standard X3 cockpit (and it can be verified that it's showing up in the XFP version as it uses the old X2 cockpit); but it's in the wrong place (inside the ship).
The cockpit show up behing a wall in the imported one despite working properly in the non-imported one.
The same thing happens with the Sulaco I exported from Deadly's 2.2.4 with ShipCreaor 1.52 and imported with 1.53.
In both cases, the cockpiit BOD itself is a standard X3 cockpit (and it can be verified that it's showing up in the XFP version as it uses the old X2 cockpit); but it's in the wrong place (inside the ship).
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 1604
- Joined: Tue, 13. Dec 05, 21:55
Is there a way to disable the custom cockpits of many of the modded ships?
I dont mind making some changes in the Tships file. I just want to know how i can disable it, i dont like that my view is narrowed in.
Also, i've come across a rather unfortunate event after installing all 96 ships on top of the Xtended o.5c mod.
Many (if not all) of the ships from the original mod shows up with no model!!! And as they have no model, they are also invincible to anything but ramming, but thats quite risky when trying to ram a ship with 4 GJ of shielding!!!!
Any ideas?
I dont mind making some changes in the Tships file. I just want to know how i can disable it, i dont like that my view is narrowed in.
Also, i've come across a rather unfortunate event after installing all 96 ships on top of the Xtended o.5c mod.
Many (if not all) of the ships from the original mod shows up with no model!!! And as they have no model, they are also invincible to anything but ramming, but thats quite risky when trying to ram a ship with 4 GJ of shielding!!!!
Any ideas?
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 13
- Joined: Sun, 5. Feb 06, 20:13
Having trouble
I'm having trouble with deadlyda's ship mods.although they are superbly created but the cockpit view is jumbled and as a result they do not fire their weapons. All the other creations of the great ship installer(and compatible files)work fine.its a real shame as these were ships I were looking foward to use.I have to most recent edition of the ship installer and and x3 is patched up to most recent releases.Anyone have any ideas
Thanks
Thanks

-
- Posts: 232
- Joined: Wed, 21. Sep 05, 04:54
I forget how do we get to buy one of these ships? From the shipyard? Because I don't see any there listed. I read the readme and followed the instructions. I am supposed to have like 6 shipped installed.
Your base are belong to me.
Intel i7 920 OC @ 3.2Ghz
Asus P6T Deluxe v2
6GB DDR 3 Corsair XMS
Nvidia Geforce GTX 285
Intel i7 920 OC @ 3.2Ghz
Asus P6T Deluxe v2
6GB DDR 3 Corsair XMS
Nvidia Geforce GTX 285
-
- Posts: 1350
- Joined: Wed, 4. Jan 06, 03:28
Check the base install directory of the X3 game your using, there should be no shipcreator scripts in there, if you spot 4 then move them into the script dirctory (only if they're there, all .shipcreator scripts should be in the script dir)).fusion23 wrote:I forget how do we get to buy one of these ships? From the shipyard? Because I don't see any there listed. I read the readme and followed the instructions. I am supposed to have like 6 shipped installed.
Also check when installing ships that you are installing into the correct game directory (if you're like me and have 3 or more game directory's you'll have to check).
There also maybe a bug if you are running a mod and selecting it instaed of the shipcreator mod at game startup.
and also if you've opened the.xsp file in the shipcreator than I've noticed it de-selects what shipyard to install it too.
-
- Posts: 970
- Joined: Thu, 29. Apr 04, 20:25
Hrm... OK. here's what I did and what happened.
I've got a ShipCreator based on the standard game. It has no components file in it.
I imported the SulacoBrige from Deadly's 2.3.4 into my Conestoga.XSP.
I updated the XSP in ship creator. Now my sihp creator mod does have a components file in it, and the last entry is the Sulaco bridge.
Started up the game, spawne the ship, and the model is gone. The ship is invisible.
Removed the comonents from the XSP. Resaved. Reupdated my game (now there's no components again). Reran. Respawned. Model is back.
Here's the other bit I don't understand. I thought that the components file would gnerate itself from the BOD data if it was deleted. Why is it that we are having problems with models when the components file is non-existant and generated? Shouldn't that work reliably?
I've got a ShipCreator based on the standard game. It has no components file in it.
I imported the SulacoBrige from Deadly's 2.3.4 into my Conestoga.XSP.
I updated the XSP in ship creator. Now my sihp creator mod does have a components file in it, and the last entry is the Sulaco bridge.
Started up the game, spawne the ship, and the model is gone. The ship is invisible.
Removed the comonents from the XSP. Resaved. Reupdated my game (now there's no components again). Reran. Respawned. Model is back.
Here's the other bit I don't understand. I thought that the components file would gnerate itself from the BOD data if it was deleted. Why is it that we are having problems with models when the components file is non-existant and generated? Shouldn't that work reliably?
-
- Moderator (Script&Mod)
- Posts: 22437
- Joined: Sun, 14. Nov 04, 23:26
-
- Posts: 970
- Joined: Thu, 29. Apr 04, 20:25
The model shows up with no components entry at all... but the cockpit is erronious. When I add the components for the cockpit, the model disappears.
If anyone could tell me where I look in which files in order to determine which components are in use by a given model, that would be useful. I understand how to determine which BODs but the components still confuses me.
If anyone could tell me where I look in which files in order to determine which components are in use by a given model, that would be useful. I understand how to determine which BODs but the components still confuses me.
-
- Posts: 124
- Joined: Fri, 28. May 04, 02:47
-
- Posts: 124
- Joined: Fri, 28. May 04, 02:47