[Mod]/[Ressource] Shipexpansion V1.7d [2.7/3.0]

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Killjaeden
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Post by Killjaeden »

Are you creating up/down capable turrets for those as well?
Hey i made the turret-guide, do you think i would create turrets that share the same designproblems like the standardversions?^^
They ARE up/down turrets ;) as well as all other turrets i already created for this mod.
So it is basicly a freighter of the M6 class?
sort of - it's civilian and it should have any use for the player so it will get a bigger cargospace (no big laser-/shieldgenerator) then the normal M6 version. But not too big.
If you want any kind of realistic look, the Springblossom and Hyperion need to be made much, much fatter to rationalise their huge cargo holds.(or simply scaled up overall...)
realistic? oh then the hyperion would look like the Perseus Vanguard XD
Nobody would like it if I would change those ships to look more bulky.
Or the cargospace have to be cut down. If i compare the sizes, the Hyperion would have less cargospace then a H. Nemesis -> 400?
Same for SB (basically just engines with wings and cockpit)

I won't bother with those because i hate the intention of ubarships for playeruse... And i don't change them because not everybody shares my opinion ;)
But in my models i keep this structure - bigger cargospace? bigger model or less generatorpower.
Maybe if you query the number of docking bays?
Nice idea - but i don't have any clue about scripting that exceeds the basics (gimme ship+equipment, make hostile, destroy xD)
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Post by Gazz »

Killjaeden wrote:Hey i made the turret-guide, do you think i would create turrets that share the same designproblems like the standardversions?^^
They ARE up/down turrets ;)
I have long given up on assuming that someone will do the obviously logical thing instead of staying with the default design. Nothing personal.

Still, design limitation or no, I kinda like the look of the classic left/right turrets from a purely aesthetic POV.

Nobody would like it if I would change those ships to look more bulky.
Or the cargospace have to be cut down. If i compare the sizes, the Hyperion would have less cargospace then a H. Nemesis -> 400?
Same for SB (basically just engines with wings and cockpit)

I won't bother with those because i hate the intention of ubarships for playeruse... And i don't change them because not everybody shares my opinion ;)
Like I said... if you wanted something realistically looking.
Personally I don't mind differeing opinions. Like so many things about X3 they can be... modified. =P

Nice idea - but i don't have any clue about scripting that exceeds the basics (gimme ship+equipment, make hostile, destroy xD)
get dock bay size is only one line.
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spectre900
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Post by spectre900 »

Killjaeden wrote: And that's the problem... everyone can post stats but stats don't make a ship. And my mainfocus is on commonwealth ships so if i have too much spare time i can eventually build one.
ive been doing some work on an old ship design of mine, it should fit into the X3 universe as it is based on turrets and missiles and might even fit my idea of a Terran M7 built on offence. it may require a full remodel tho as im not sure if existing Terran parts could build the ship, but you know more about that than I do.

http://i10.photobucket.com/albums/a125/ ... anM7v2.png

it would have 6 ports on both sides with SSC & M/AM (forward fire capable) and 4 in front with PSP slots (or gauss might fit its ammo based guns better).

4-5 GJ shield
some 4-6000 cargo
110-120 M/s
would turn like a Split heavy corvette
laser bay 71,900 J - 1,618 J/second

allso have an old 3D reder image an old online friend of mine did some years back. but doubt he still have the files for it.
http://i10.photobucket.com/albums/a125/ ... ruiser.jpg

well, that's what I got.
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Killjaeden
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Post by Killjaeden »

if i would build a terran ship it would be atf (the capital design, not the fighters) so yes it would be blocky.
However this design is too blocky if you know what i mean ;)
Some time i will start with ATF but not any time soon, since i already have a big list of commonwealth ships i want to realize ;)
As a side note:
those turrets are not possible in X, if you want to know why - see my turret tutorial(1st chapter) & guide :)

On another note - nice to see a picture, most of the time people just say "hey how about 200m/s, 4GJ, ..." ;). Even if it is not detailed or highquality it can give inspiration.
Like I said... if you wanted something realistically looking.
Personally I don't mind differeing opinions.Like so many things about X3 they can be... modified. =P
Yeah :D same here. In my game Hyperion and Springblossom ARE realistic... because they have balanced stats.^^ Same as other certain ships. even if i use them personally.

€dit: better shots of chimera:
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Last edited by Killjaeden on Thu, 12. Nov 09, 18:43, edited 1 time in total.
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Post by spectre900 »

Killjaeden wrote: those turrets are not possible in X, if you want to know why - see my turret tutorial(1st chapter) & guide :)
hmm, I looked at the guide but im not really sure why it would not work. most turrets are near the edge exept the middle turret perhaps, but they could be moved further out or moved next to the rear bottom turret (and move that one back a little too). the front "wings" could be extended a bit to make the turrets be infront of the block for a clear fire arc.

unless you mean that the actual turrets on the picture would not work (or look really dumb when active) due to the bottom "lip" part. well those are just some turrets I allready had drawn on the ship long before. in X3 it would use the basic X3 turrets or something that allready works.

and thanks for the info, gives me something to think of if I draw more ships :)
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Post by scaseman »

This may seem a bit strange but I just found a ship called a Dragon XL which is described as a Dragon when you select info but so far I have only seen on sale in Argon Prime shipyard. There may be other locations but I have not found them yet. There is no description in the encyclopedia and none of your posts mentions it. I was wondering if it was part of your mod or has come from another one. It is faster than the heavy Dragon with weaker shields and the cargo hold is bigger with only one main weapon and three turrets.
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Killjaeden
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Post by Killjaeden »

oops? this one was never ment to be found (it's a goner ships o0)
Yes it's from my mod but only for moddingpurposes - if you take a look at it you'll notice that it has 3 new turret dummies... it's a reference for modders.
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Post by scaseman »

Thanks . Thats one mystery cleared up. Funnily enough while taking the Dragon XL through its paces I saw my first UFO spinning through space.
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Post by jamiewest1 »

Hi im having a problem getting this mod to work every time i start the game with this mod i instantly blow up plus i see lots of icons on the screen i.e incoming missile various target locks yet when i uninstall the mod everything works fine please help me this mod looks fantastic it just wont work for me :(
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Killjaeden
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Post by Killjaeden »

i instantly blow up plus i see lots of icons on the screen i.e incoming missile various target locks
Did you start a new game?
That sounds very strange... do you use other mods too?
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Post by jamiewest1 »

Thanks for the quick reply i reinstalled the game today after a format of my computer yes i did start new game and yes i have other mods installed they are Cheat package 1.6,cmod3,community plugin,explorer command,Mars and Mars for cmod (with the merged file)military hud,npc bails,salvage claim software,sector and background mod,apricot Cbeam,create abandoned ship,HuB plot easy,fud tbackgrounds nofog,SCS,military response revamp,vanilla malt starts,500km comm range and yours plus the updated t-file if it is a conflict it is only this mod that seems to make it arise (really want them ships) :)
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Killjaeden
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Post by Killjaeden »

scripts don't cause problems for to mods

i don't know which files those mods change:
sector and background mod
fud tbackgrounds nofog
apricot Cbeam (script or mod?)
...
if any of those do changes to the Dummies file or Components file
we have located the problem
From the name it doesn't sound like those change the tships & tcockpits file.

The only thing you can do is to download the Modmanager and look into the modfiles of those if there are any of those files.
Or ask in the appropriate thread of the mods

500km comm range
is compatible (i use it myself)

Maybe a screenshot could help too.
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Post by corhen »

there are 2 coppies of sector and background mod

one of them has a Tfile in it, which increases speed of the ships

if you are using this one, thats the problem
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Post by jamiewest1 »

no i use the one without tships i know mars has a drone zip in it and when i extract that it has a tships txt file which goes in the types folder do you think that would interfere?

im reinstalling then i will add your mod and after testing that i will add my other mods one at a time till i find the culprit then i will post back my findings.

apricot cbeam is a script where you can beam in containers, astronauts,
sector and background mod makes the sectors bigger and adds realspace backgrounds.Fuds no fog removes the fog so you have a nice view distance 100km i think
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Post by Killjaeden »

ok mars is the bad boy, remove the tfile in the types folder you don't need it because it's already implemented...
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Post by jamiewest1 »

I tried what you said about removing the Tships.txt from the types folder it still did the same but after i removed the mars mod it went back to how it should be which is a shame (loved that mod) but i would rather have ships thanks for your help well done on the mod :)

EDIT i would have put up a screenie but im not quite sure how to :(
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Killjaeden
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Post by Killjaeden »

i removed the mars mod
as i said i included this mod in my mod so you don't need it
(Mars is a script, it only uses the modfile for fightdrones+repairlaser)

You can upload your image on imageshack.com or a similar imagehoster

i doubt i can do anything for you because i don't have a clue how this can happen (exploding ships,...). Please try a new gamestart with my mod only for testing purposes

btw what patchversion do you use? do you have a steamversion?
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Post by jamiewest1 »

i use 2.5 dvd version and it works fine now as i said in the earlier post i installed your mod first worked then all my other mods worked fine then i installed mars and it went crazy but when i removed mars it went back to being good i probably could have explained it better but it all works fine now thanks again for taking the time to help me mate

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That screenie was from a new game start from before i sorted it, its ok now just thought you would want to see it :)
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Post by Killjaeden »

this is the last version of this mod.

Final Version 1.7c
Changelog:
-bloated file of Maverick fixed (-9MB)
-small texture-bugs on Pirat Maverick fixed
-wrong material on Boron Kraken fixed
-Maverick now available without using cheatscripts, can be found
-Cameraposition of Adv. Chimera fixed
-T file fixed

Documentations updated.

The Pirate maverick can now be found in a sector.
The Maverick Prototype was lastly seen in Hatikvah's Faith. It was chased by the Paranid military but escaped, heavy damaged, into the piratesectors. Even after intense searching it was never found there.
(be prepared to fly a long time ;) )
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Post by sam81 »

Killjaeden,

I just briefly messed around with the Split Kingtiger, it's an excellent ship. I like the extra turrets on all sides and its speed. I first felt that its docking capacity could have been higher, but that would be too many features on one boat. Haven't tried the others yet but I'm sure I'll be equally impressed.

I was wondering if the Kingtiger has the ability to mount Ion Cannons on its two forward turrets. It already has PPC compatibility. If it doesn't already have Ion Cannon capability, would it be too much trouble to add them just one the forward two?

Thanks and keep up the great work!
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