Ship/Factory 3D Models and Stats Viewer version 1.1.1.6 (spoiler?) NEW VER. APR 07
Moderator: Moderators for English X Forum
This was written under XP & I think most people using it have XP, so
I don't think it's the OS thats the prob.
Do you get anything at all before the error message?, eg the first main window with title 'X Models 3D Viewr', or the 'Loading Data' progress dialog
(as per top of page 2 in the help doc file) ?
I don't think it's the OS thats the prob.
Do you get anything at all before the error message?, eg the first main window with title 'X Models 3D Viewr', or the 'Loading Data' progress dialog
(as per top of page 2 in the help doc file) ?
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16
-
- Posts: 7
- Joined: Wed, 19. Jul 06, 11:18
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16
-
- Posts: 817
- Joined: Wed, 7. Apr 04, 15:19
unmarkedhelicopter
thanks for the log file, unfortunately not too much info in there,
but it possibly indicates that x3 was running, is that correct ?,
I've never tested it under that condition.
I'm going to try removing certain start-up DirectX capability-checking code
that is not used (yet, to do with shaders, which I'm not using [yet - - shock, horror!])
and post up a version that you might like to try, give me a couple of hours
and I'll be back
Orka - did you have 1.0.1.x, and if so did it work ok?
Can I ask anyone who has 1.0.2.0 working to post a message, since this would help me determine if the problems are graphic card capability related
cheers
thanks for the log file, unfortunately not too much info in there,
but it possibly indicates that x3 was running, is that correct ?,
I've never tested it under that condition.
I'm going to try removing certain start-up DirectX capability-checking code
that is not used (yet, to do with shaders, which I'm not using [yet - - shock, horror!])
and post up a version that you might like to try, give me a couple of hours
and I'll be back
Orka - did you have 1.0.1.x, and if so did it work ok?
Can I ask anyone who has 1.0.2.0 working to post a message, since this would help me determine if the problems are graphic card capability related
cheers
Fixed it! (I hope)
I think I have found the problem, I left in some shader test-code that was
practically guaranteed to cause a crash - it should be OK now : version 1.0.2.1
Apologies to those who have downloaded 1.0.2.0, you'll have to download 1.0.2.1 from the original post in this thread
- as soon a friendly beta-tester can confirm it's OK,
- not that I'm mentioning any names : unmarked helicopter
(or anyone who wants to)
practically guaranteed to cause a crash - it should be OK now : version 1.0.2.1
Apologies to those who have downloaded 1.0.2.0, you'll have to download 1.0.2.1 from the original post in this thread
- as soon a friendly beta-tester can confirm it's OK,
- not that I'm mentioning any names : unmarked helicopter

-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16
-
- Posts: 165
- Joined: Wed, 8. Sep 04, 01:49
I get exactl the same thing.....can't even start the program upnikoliath wrote:I too get an error report before the program runs. No specific error, just the old "X3 model viewer exe has ancounterted a problem blah blah."

edit: Just installed the newest version and it's working. Thanks, this tool is just awesome!
-
- Posts: 817
- Joined: Wed, 7. Apr 04, 15:19
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16
I noticed a couple of things :-
SHIPS
Different ships have different gun convergence patterns (even different Mamba's). So given that the guns have a small degree of movement possible (the "Your target is within (say) 1deg of where you are firing so I'll just adjust your aim a bit", (where does that kick in ? Fight Command Software I / II or is it just a k cycle option ???) does this mean that at extreme edge of this "cone" not all your guns are on target ?
SHIPS
The other thing I like to do is keep my "good guns" (read %*$$&! expensive !!!!) as close to the main fuselage as possible, so whould it be possible to select an individual hardpoint / turret and see on the model where that actually sits ? Can anyone confirm/deny that when you "rub off" a weapon (either in a collision or from enemy fire) that the 'more exposed' weapons are more at risk ? (It seems random to me but ... )
FACTORIES
I'd really like a listing per resource.
And allows .txt/.csv/.xls export of a snapshot (manually updated depending on when GOD moves stuff around !) (Ideally limited to the stations the individual player has detected. (early on I always buy a triplex scanner, the fastest ship I can get and do a "universe tour")
e.g. Silicon, Sell - Where are ALL the places buying Silicon ?
Computer Components, Buy - Where are all the places selling Computer Components ?
I'd still have to check with satellites on pricing etc. but this would narrow down the search when I have a hold FULL of Measteaks that are starting to smell bad.
Dave, this is a really good tool, but I suppose we still have to check manually for those exotic 'secondary resources' required by NPC factories ? (Got to have something to aspire to
)
SHIPS
Different ships have different gun convergence patterns (even different Mamba's). So given that the guns have a small degree of movement possible (the "Your target is within (say) 1deg of where you are firing so I'll just adjust your aim a bit", (where does that kick in ? Fight Command Software I / II or is it just a k cycle option ???) does this mean that at extreme edge of this "cone" not all your guns are on target ?
SHIPS
The other thing I like to do is keep my "good guns" (read %*$$&! expensive !!!!) as close to the main fuselage as possible, so whould it be possible to select an individual hardpoint / turret and see on the model where that actually sits ? Can anyone confirm/deny that when you "rub off" a weapon (either in a collision or from enemy fire) that the 'more exposed' weapons are more at risk ? (It seems random to me but ... )
FACTORIES
I'd really like a listing per resource.
And allows .txt/.csv/.xls export of a snapshot (manually updated depending on when GOD moves stuff around !) (Ideally limited to the stations the individual player has detected. (early on I always buy a triplex scanner, the fastest ship I can get and do a "universe tour")
e.g. Silicon, Sell - Where are ALL the places buying Silicon ?
Computer Components, Buy - Where are all the places selling Computer Components ?
I'd still have to check with satellites on pricing etc. but this would narrow down the search when I have a hold FULL of Measteaks that are starting to smell bad.
Dave, this is a really good tool, but I suppose we still have to check manually for those exotic 'secondary resources' required by NPC factories ? (Got to have something to aspire to

-
- Posts: 170
- Joined: Thu, 27. Nov 03, 10:45
nikoliath, Orka, Tanvaras:
thanks for the positive feedback, it helps.
unmarkedhelicopter:
The gun firing directions indicated in the prog are aligned with the position/direction of the guns themselves.
The game allows you a solid angle of targeting direction, I not sure if this is centered on the the above, but I guess its probably close.
Possibly the 'misalignments' you mention show the degree of difference between these.
Being able to identify a given gun (position) in a turret is a good idea & something I hadn't thought of,
it should be quite possible as long as I can squeeze the text 1,2...8 into the space available into each turret-stats screen area.
(something for the next version).
I think equipment damage is more random than 'gun X is damaged because you've hit something at that position on your ship', I think its more like 'you've sustained y% damage and random parts of your cargo/equipment will be marked as damaged', so keeping you best guns close-in to the ship body probably won't help.
A snapshot of your current game-state to detect existence/stock/price of factories would need to be done with a script that runs while you are playing. That is currently beyond the scope of this program, which read the static information & doesn't interact with X3 even if it is running. I'd be surprised if there wasn't a script similar to this, but you'll have to search on the Scripts & Modding forum.
(If there isn't, maybe it would be the first one I write
)
Keep the ideas coming
thanks for the positive feedback, it helps.
unmarkedhelicopter:
The gun firing directions indicated in the prog are aligned with the position/direction of the guns themselves.
The game allows you a solid angle of targeting direction, I not sure if this is centered on the the above, but I guess its probably close.
Possibly the 'misalignments' you mention show the degree of difference between these.
Being able to identify a given gun (position) in a turret is a good idea & something I hadn't thought of,
it should be quite possible as long as I can squeeze the text 1,2...8 into the space available into each turret-stats screen area.
(something for the next version).
I think equipment damage is more random than 'gun X is damaged because you've hit something at that position on your ship', I think its more like 'you've sustained y% damage and random parts of your cargo/equipment will be marked as damaged', so keeping you best guns close-in to the ship body probably won't help.
A snapshot of your current game-state to detect existence/stock/price of factories would need to be done with a script that runs while you are playing. That is currently beyond the scope of this program, which read the static information & doesn't interact with X3 even if it is running. I'd be surprised if there wasn't a script similar to this, but you'll have to search on the Scripts & Modding forum.
(If there isn't, maybe it would be the first one I write

Keep the ideas coming
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16
Interesting, I guess you'd have to decide which 'direction' of next ship,
ie next-race same ship-type, or same race next ship-type.
Are you thinking this would this be useful because you wouldn't have to open
the 'select ship' dialog so often, ie an extra way to navigate the dialog content,
or is it that you want less open windows at any given time.
Perhaps I'll mull this over to see if I can think of a way make of making a ship / factory
navigator, without closing the main select dialog(s).
ie next-race same ship-type, or same race next ship-type.
Are you thinking this would this be useful because you wouldn't have to open
the 'select ship' dialog so often, ie an extra way to navigate the dialog content,
or is it that you want less open windows at any given time.
Perhaps I'll mull this over to see if I can think of a way make of making a ship / factory
navigator, without closing the main select dialog(s).
-
- Posts: 215
- Joined: Tue, 11. Jul 06, 20:16