[MOD] Capital Ship Bridge
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I like the mod idea and will need to get it. I was wondering a couple things though:
1. Have you looked into other bridges? Something for the different class of ship like the Rahanas. Since the super structure of many ships is cube shaped it could be something for the future.
2. Have you watched Ender's Game? For some reason I see the captain standing in the center with control panels in a semi circle around him, and a lot of displays showing key tactical information. Much like was depicted in that movie. At least for a warship.
1. Have you looked into other bridges? Something for the different class of ship like the Rahanas. Since the super structure of many ships is cube shaped it could be something for the future.
2. Have you watched Ender's Game? For some reason I see the captain standing in the center with control panels in a semi circle around him, and a lot of displays showing key tactical information. Much like was depicted in that movie. At least for a warship.
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I'm trying to perform a similar task of replacing an existing asset with my own. However I keep getting an error on the pathing. Anyone have any suggestions?
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<?xml version="1.0" encoding="UTF-8"?>
<diff>
<replace sel="/macros/macro[@name='props_he_local_highway_entrance_macro']/properties/component[@ref='props_he_local_highway_entrance']">
<component ref="props_lordjack_highway_entrance" />
</replace>
</diff>
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2werewolves?
I have a steam-version. I am interested in version 1.24 of the bridge. Tell me how to make 1.24 using the workshop?
http://i.imgur.com/1ButrF5.jpg
I have a steam-version. I am interested in version 1.24 of the bridge. Tell me how to make 1.24 using the workshop?
http://i.imgur.com/1ButrF5.jpg
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I don't think your mod is doing this. I was playing vanilla(2.50b) and my character was still falling trough ships landing bay.... There is report in beta about this tooLitauen wrote:Let me know if problem persists. I will put something underneath the Ren for him to stand by while hangar draws itself around.

It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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Non steam version? should that not be an insta-ban for that?werewolves? wrote:Just get it off Steam workshop, it works fine for this mod.
Unless you have "non-steam" copy of Rebirth
X4 Advert Redesign : https://www.nexusmods.com/x4foundations/mods/899
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
Split Voice Overhaul : https://www.nexusmods.com/x4foundations/mods/598
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From what I've seen, the only time the problem happened to me, was in a situation where the engine has been too slow to draw the elements of the room around me, so I happened to "touch the ground" an instant before the ground was effectively created (you may have noticed that your character is spawned some distance from the ground and makes a little fall, I think this is some kind of workaround for this very problem)...maybe it's a coincidence, but I interpreted it this way...Nikola515 wrote:I don't think your mod is doing this. I was playing vanilla(2.50b) and my character was still falling trough ships landing bay.... There is report in beta about this too
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Aken_Bosch wrote:From what I've seen, the only time the problem happened to me, was in a situation where the engine has been too slow to draw the elements of the room around me, so I happened to "touch the ground" an instant before the ground was effectively created (you may have noticed that your character is spawned some distance from the ground and makes a little fall, I think this is some kind of workaround for this very problem)...maybe it's a coincidence, but I interpreted it this way...Nikola515 wrote:I don't think your mod is doing this. I was playing vanilla(2.50b) and my character was still falling trough ships landing bay.... There is report in beta about this too
To me all elements wore drawn but my character still keep falling and respawns back in skunk. And if I leave skunk ramp it will start falling again. Im still using vanilla.... That's why I think it is not mod related. I know we had this bug before and it was fixed and it started back in 2.50 again.... Only way to fix this is dock in and dock back out...
Here is pic when I was trying to talk to engineer and just fell trough floor (this happened with vanilla)
http://cloud-4.steampowered.com/ugc/397 ... E1FA4F212/
It's not world hunger because we can't feed poor,it's because there will never be enough to feed the rich .....
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You seem to be "abonned" to the mod so it is in your game... look at the "extension" ingame main menu to confirm it's on but everything look good on your pict...DlMFlRE wrote:2werewolves?
I have a steam-version. I am interested in version 1.24 of the bridge. Tell me how to make 1.24 using the workshop?
http://i.imgur.com/1ButrF5.jpg
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
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You won't be able to do it with the steam version of the mod, you will have to wait until the mod author puts the different versions on nexus or some other site..DlMFlRE wrote:Workshop works. Mod works. Mod version 1.42. I want 1.24. I do not know how to do a workshop with the help of 1.24 instead of 1.42. Please tell me.
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
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i think it would be easier to remove this from the bridge directly (you need to disable mod updates before that of course) - just search in the assets-folder of the Mod for sound or noise and, if you are sure which causes this, remove it or post the related ssnippet and i can poinnt you in the right directionZippe wrote:Does anyone know which soundsample is responsible for this loud humming on the capital bridge? I really need to get rid of that, it drives me nuts, but I can't find it.
Thanks,
Zippe

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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I always thought it was from the engines as you do not hear the sound when ship doesn't move.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
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Finally, 2.50 is released and I've purchased my first combat capital
This mod is lovely stuff. I'd misunderstood earlier comments to mean there would be no shadows but we do have some and they are nice to see angling along the bridge as we turn.
By virtue of it's lower cost, speed and interesting main weapon, the first combat capital I picked up was a Balor. Unfortunately, it has a large and somewhat unattractive radar dish taking up quite a bit of the frontal view. It also has a disk on the top of the bridge so if anyone wanted to remove the forward one somehow, that would be fine by me

This mod is lovely stuff. I'd misunderstood earlier comments to mean there would be no shadows but we do have some and they are nice to see angling along the bridge as we turn.
By virtue of it's lower cost, speed and interesting main weapon, the first combat capital I picked up was a Balor. Unfortunately, it has a large and somewhat unattractive radar dish taking up quite a bit of the frontal view. It also has a disk on the top of the bridge so if anyone wanted to remove the forward one somehow, that would be fine by me

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a certain Mynock just contacted me regarding a minor Bug in this Mod (why me - no idea.. probably because i am mentoined in the Credits..):
when deploying the Construction Vessel the Docking Icon disappears inside the Docking Port
i think this can be resolved by adding a attribute to the connectin of the Player Dock, but note that you will have to move the dock again to the right position and rotation because this attribute messes up those (better: they will be attached to a ship part and not the main hull and move/rotate with it
)
when deploying the Construction Vessel the Docking Icon disappears inside the Docking Port
i think this can be resolved by adding a
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parent="anim_top"

if not stated otherwise everything i post is licensed under WTFPL
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter
I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help
Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help

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- Joined: Thu, 5. Aug 04, 01:57
Hehe I noticed that a while back, but just thought I wasn't supposed to dock at the construction vessel anymore...
Normally I don't even go on board the construction vessel anyway cause I just get the crew to go from the skunk to the vessel by talking to them on skunk and telling them to work on Construction vessel and off they fly, once it deploys there is no need to go there as well

Normally I don't even go on board the construction vessel anyway cause I just get the crew to go from the skunk to the vessel by talking to them on skunk and telling them to work on Construction vessel and off they fly, once it deploys there is no need to go there as well

Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.