Yupp, but with the M the player is actually quite high up above the ship. I noticed it when I had a hell of a time trying to pick up crates when I was actually flying beneath them. :)draffutt wrote: for the rest of the ships in your list; i am guessing you are using the external viewer.
[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*
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"Various empirical models (intelligent approximations based on intuition, guesswork, and fiddling adjustable constants)."
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The cockpits of L and/or M are displaced a long way.
Since these are "old" ships, their cockpit positions are most likely in components.txt
Since these are "old" ships, their cockpit positions are most likely in components.txt
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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good to hear.Baddieus wrote:Been using your latest patch and everything is looking good so far.

Saw a Kha'ak Carrier & Destroyer roaming up near The Vault and everything was rotating very nicely ... THANKS !!!
once i get around to figuring out how to do create LOD i'll fix the turret on that ship. i don't know if you notice the turret graphic disappears around 500m but the cockpit object next to it disappears after 2k and its a smaller object (go figure with that one). otherwise i like the improvement myself as well.
One thing I've noticed, which may not be fixable, but really urks me is when I purchase a used ship on the fly, the pilot seems to be able to snatch the shields and/or weapons, making off with them in his little space suit.
that is a problem with how the engine handles bailed pilots. so ego will have to fix that if they choose to do so.
@arcana75
try updated all of Gazz's, lucike's, and ScRaT_GER scripts and see what happens.
@craterface
i'll move the cockpit closer to the body.
@Gazz
thanks for the info.
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have you noticed that Kha'ak M1 have the docking port that doesn't work? (in the rear)
Is there any way to fix that?
Is there any way to fix that?

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draffutt I'm happy to report it works now
I ended up in Gaian Star and noticed it was kinda empty too so I gave it another go and this time it took!
No idea why Savage Spur didn't. Maybe the possibility that SS had ships in it caused the CTD. Well I dunno if it had or not, but I was sure Gaian Star didn't have anything save for a few lasertowers, roids, 2 stations and my Vidar.

I ended up in Gaian Star and noticed it was kinda empty too so I gave it another go and this time it took!
No idea why Savage Spur didn't. Maybe the possibility that SS had ships in it caused the CTD. Well I dunno if it had or not, but I was sure Gaian Star didn't have anything save for a few lasertowers, roids, 2 stations and my Vidar.

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ah, i didn't know if it was a patch to hold over before 2.0 was released or what the story was. It isn't really clear.
So I'll give it a shot,
Update:
Since everyone seems to be having great luck getting this to work, I know i must be doing something wrong or I have a conflict someplace.
I have two other mods, 08 - Complex Creator, and 09 - EMP. Complex Creator likes to be in the main directory as 08 and EMP runs as the active mode in the mod directory as 09.
I moved each up a number and placed the Complex Creator as 09 and EMP as 10. Kept the EMP in the mod folder and the CC in the main directory. The install packer uses mode 10- as the base, deletes the CC from the main directory and the game crashes.
If I put both 09 and 10 in the mod folder, the install packer gives me two options for the base mod, selectiong either one as the base deletes the other one as inactive.
Perhaps this is more a question for the complex creator folks, but how many fake patches can you have active at a time, how do you activeate more than one, and what am I doing wrong.
I have moved to a lonnly sector, renamed the textfile, and the game crahes on load. If I reset everything back to normal the game runs fine.
Edit: Found a way to have this mod and the CC in the main directory and the EMP in the mod directory. THe game still crashes though.
So I'll give it a shot,
Update:
Since everyone seems to be having great luck getting this to work, I know i must be doing something wrong or I have a conflict someplace.
I have two other mods, 08 - Complex Creator, and 09 - EMP. Complex Creator likes to be in the main directory as 08 and EMP runs as the active mode in the mod directory as 09.
I moved each up a number and placed the Complex Creator as 09 and EMP as 10. Kept the EMP in the mod folder and the CC in the main directory. The install packer uses mode 10- as the base, deletes the CC from the main directory and the game crashes.
If I put both 09 and 10 in the mod folder, the install packer gives me two options for the base mod, selectiong either one as the base deletes the other one as inactive.
Perhaps this is more a question for the complex creator folks, but how many fake patches can you have active at a time, how do you activeate more than one, and what am I doing wrong.
I have moved to a lonnly sector, renamed the textfile, and the game crahes on load. If I reset everything back to normal the game runs fine.
Edit: Found a way to have this mod and the CC in the main directory and the EMP in the mod directory. THe game still crashes though.
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You can only use one "Mod" from the Mods directory at a time, & the game doesn't really care what it's called, so you can leave the names descriptive.
What you are trying to do requires using them as what are known as "Fake Patches", which is where you number them one higher than the current highest & dump them in the games root directory, but this doesn't really allow for switching them off easily.
Also, if you're using Cycrows installer, I've found that it creates such a fake patch of it's own as the highest currently installed, so before numbering & installing fake patches, run the installer, Alt-Tab out, then add the "Fake Patch(es)" you're planning to use, then alt-tab back to Cycrows & quit it. This is because Cyrcrows Installer removes it's patch whilst it's running & puts it back when exiting.
What you are trying to do requires using them as what are known as "Fake Patches", which is where you number them one higher than the current highest & dump them in the games root directory, but this doesn't really allow for switching them off easily.
Also, if you're using Cycrows installer, I've found that it creates such a fake patch of it's own as the highest currently installed, so before numbering & installing fake patches, run the installer, Alt-Tab out, then add the "Fake Patch(es)" you're planning to use, then alt-tab back to Cycrows & quit it. This is because Cyrcrows Installer removes it's patch whilst it's running & puts it back when exiting.
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i don't know as i haven't tried to do something like that. but it should be to hard as the model is already in place (i don't have to cut a hole in it). its just a matter of figuring out how to turn it on. plus i don't know how long it'll be if and when i get to it.someone else wrote:have you noticed that Kha'ak M1 have the docking port that doesn't work? (in the rear)
Is there any way to fix that?

@arcana75
glad you got it working. hopefully all that trouble is worth the improved game experience.

you mention textfile... what text file are you referring to? also if you are using PM as solomon short suggested then if the PM is before the last cat/dat I.E. PM is at position 09 and you add another at position 10 then it can cause problems.thunderai wrote:I have moved to a lonnly sector, renamed the textfile, and the game crahes on load. If I reset everything back to normal the game runs fine.
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@draffutt: if you have X2 you can look at it, the docking door on Kha'ak Carrier was the X2 standard docking door (and the animation was the same in all docking doors of the game), plus the Kha'ak carrier body is the same from X2. (and in X2 the doors opened and closed correctly)
(I have X2 and if there are no copyright problems I can send the file to you)
anyways... do as you wish. I understand it is difficult and probably useless to fix that.
(I have X2 and if there are no copyright problems I can send the file to you)
anyways... do as you wish. I understand it is difficult and probably useless to fix that.

Trade, Fight, Build, Think, Modify.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
Ship Rebalance Mod
OOS Rebalance
Resized Aldrin Big Rock
SIDE/TOP/FRONT Ship Size Comparison
Remember young Padawan: money stolen can be, time cannot.
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@arcana75
and here i thought i was the only one to notice as i mention in the op before the installation instructions. i had noticed a slight speed increase in my game.
but otherwise glad it is working out for you.
@someone else
bad news i was reading an advanced written TUT by observe on how to create custom hangers and the question was asked of him if it was possible to get x2 style doors working again. he said yes if you followed the instuctions in his TUT. but since it is written for the advanced user (which i am not) i'll not be doing that anytime soon. maybe you can ask killerog since he is currently porting over x2 ships for TC and see about getting a working model then.
and here i thought i was the only one to notice as i mention in the op before the installation instructions. i had noticed a slight speed increase in my game.


@someone else
bad news i was reading an advanced written TUT by observe on how to create custom hangers and the question was asked of him if it was possible to get x2 style doors working again. he said yes if you followed the instuctions in his TUT. but since it is written for the advanced user (which i am not) i'll not be doing that anytime soon. maybe you can ask killerog since he is currently porting over x2 ships for TC and see about getting a working model then.

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It's not really a bug but the Osprey has more hull then the Heavy Osprey.
Since the heavy one is nearly 2times bigger then it's little brother.
The Heavy Hydra has same hull as an Osprey although it's very filigree...
Edit:
Another Thing - i imported the Paranid Deimos in Max and the last LOD is much bigger then the other ones. Don't know if it is a bug of DBOX.
[ external image ]
Since the heavy one is nearly 2times bigger then it's little brother.
The Heavy Hydra has same hull as an Osprey although it's very filigree...
Edit:
Another Thing - i imported the Paranid Deimos in Max and the last LOD is much bigger then the other ones. Don't know if it is a bug of DBOX.
[ external image ]
[ external image ]
X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

X-Tended TC Mod Team Veteran.
Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:

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stats wise yes it does look a little odd. but if you look at the model i think it fits perfectly. the osprey looks like it is more solidly built then the heavy version. if it was possible; some well placed shots and the heavy version would fall apart from the way it was constructed.Killjaeden wrote:It's not really a bug but the Osprey has more hull then the Heavy Osprey.
Since the heavy one is nearly 2times bigger then it's little brother.
The Heavy Hydra has same hull as an Osprey although it's very filigree...
at the moment if there is a problem with the LOD i'll not be able to do anything with it. as i don't know how to create one let alone fix one at the moment. but i'll make a note of it. thanksEdit:
Another Thing - i imported the Paranid Deimos in Max and the last LOD is much bigger then the other ones. Don't know if it is a bug of DBOX.
[ external image ]

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