[Mod]Battlestar Galactica Ships V1.3[03/09] [New info Last post]
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Battlestar Pegasus is the most incrediibly powerful ship - I had heard about it, but when I let it loose in a Xenon Sector, it just cleared the place. I'd suggest experimenting with the weapons - but I have described above, the loadouts on my Battlestar Groups
Argon Patriot and Battlemaster
Peace - Through Superior Firepower
Peace - Through Superior Firepower
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I don't know if it helps but last night I ordered two Raptors to jump from Argon Prime to an Unknown Sector to dock with a Valkyyrie, (Battlestar Triton)
The Battlestar stopped, allowed the Raptors to land, then continued on it's patrol. Really clever.
The Battlestar stopped, allowed the Raptors to land, then continued on it's patrol. Really clever.
Argon Patriot and Battlemaster
Peace - Through Superior Firepower
Peace - Through Superior Firepower
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Hi, I am unsure as to whether this was a known issue, but I took a look through the Basestar .bod file (along with the TShips entry), and noticed some of the turrets were a little lost. I resorted the entries. Is the done thing for me to put up the adjustments here? Or should I send them to you killerog?
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Just installed the latest mod and the basestar seems to have a few problems with it, firstly I cant fint it to create on, I had some that were already in xenon sectors (it now reads as 'read text 17-20114') so I took control of it and took it for a spin to see what was new and now none of the weapons on it will fire adn their energy is always reading at around -10%. I assume this is probably because these were already around before the updated mod was installed but as i cant find it using cycrows cheat script i cant create a new one to say.
Any ideas would be great - keep up the good work
Any ideas would be great - keep up the good work

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Right, tried it in-game and I have the same problem - inablility to fire weapons coupled with negative power reading. I think that could be to do with the incredibly high weapons energy setting (>4GW). I'll tone that down to 0.4GW which will be in-line with and M2's power supply.
I also noticed that after the first 12 turrets, the weapons refused to be mounted, so I'll cut down the number of turrets as well to see if that helps. I'll test this now and give an update in a little bit.
Update: Solved the energy problem. All guns are now registering +100%
Unfortunately, the turrets still are not firing. In the end the Basestar took out the station by whipping it with one of its pylons, mildly amusing, but not quite what I was hoping to achieve XD.
Update 2: Checked the .bod file in the XModels3DViewer app and noticed that both Left & Right turret groups do not have weapon cones, only the Up & Down groups do. I checked other M1s and M2s and noticed that they all have weapon cones for all turret groups. I guess that this may be an issue, but I don't know how to fix it.
(@garethworsley -> That readtext error is due to an error I caused in the tships. Search for "20114" in the TShips file, and replace it with "20064", and it should remove the readtext error.)
I also noticed that after the first 12 turrets, the weapons refused to be mounted, so I'll cut down the number of turrets as well to see if that helps. I'll test this now and give an update in a little bit.
Update: Solved the energy problem. All guns are now registering +100%
Unfortunately, the turrets still are not firing. In the end the Basestar took out the station by whipping it with one of its pylons, mildly amusing, but not quite what I was hoping to achieve XD.
Update 2: Checked the .bod file in the XModels3DViewer app and noticed that both Left & Right turret groups do not have weapon cones, only the Up & Down groups do. I checked other M1s and M2s and noticed that they all have weapon cones for all turret groups. I guess that this may be an issue, but I don't know how to fix it.
(@garethworsley -> That readtext error is due to an error I caused in the tships. Search for "20114" in the TShips file, and replace it with "20064", and it should remove the readtext error.)
Last edited by CCA on Fri, 14. May 10, 19:14, edited 1 time in total.
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