
Is CMOD dead?
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Well, it "runs"Lancefighter wrote:wait what? Im running cmod with 2.1 ... ... Should i not be?
And this is why I LOVE how CCP (eve online) does their patchnotes.brekehan wrote:Well, it "runs"Lancefighter wrote:wait what? Im running cmod with 2.1 ... ... Should i not be?
But I don't have faith in the ship and weapon modifications, especially when you get the ships mod along with it, not overwriting eachother, since 2.1 had many changes to ship and weapon stats. I'd be more at ease if there was an official CMOD version for 2.1 where everything was checked.
I know I've come across a few ships already that didn't seem to make much sense in thier stats and weapon choices.
nope. there is no need to update it... the Cmod3 files are perfect as they are.brekehan wrote:Still no update to reflect 2.1 patch
Is CMOD dead?
No. 2.1 changed no weapons. Only two missiles. Since those missile files can be overwritten, it seems to me using CMod3 without the improved ships (I for instance use rebalanced ships by someone else) works fine.brekehan wrote: since 2.1 had many changes to ship and weapon stats.
Ah crap. I just started a newish game using the improved ships under 2.1. I haven't got very far. Will my game be borked or will it be OK since I haven't progressed very far?someone else wrote:The ship mod is another thing. and you must remove it immediately, it will break your game... Egosoft added the ship for the "treasure hunt plot" and if you use this mod the game cannot create it and will probabably go crazy.
anyways that mod is too crude imho... PPC on a Cerberus? WTF! try my ship rebalance mod instead...![]()
OK I'll use one of those then. Thanks for your helpsomeone else wrote:yep. both are Ok and the sector may be Ok, but is better in the terran unknown sectors (the ones after Kuiper belt) or another random unknown sector.
why a unknown sector? because it must not contain ships, find a sector without any ship (or with only some TS) and you'll be fine.
yes i know auto aim works well, turrets fire at any maximum distance which there weapon allow , but pretend the targeting reticule is not cool )Lancefighter wrote:you should be able to 'pretend' the targeting reticule is there, and shoot in the right direction - the auto-aim still works, it just doesnt show up
I don't want to be rude, but your question has been answered in the thread you made regarding this topic.Laroche81 wrote:Hello people.
I very like this mod though i made minor changes just 4 myself.
I have a question that still nobody answered me whenever i asked:
Is it possible to increase maximum distance of a laser targer when you lock a target (this is a military cross i am talking about)???
I think it has a constant maximum range = 4,43 km and nothing can change itwhatever the weapons actual maximum range is.
Where can i configure it , is there any mod or script fixing it ?
I wanna shoot 5+ km manually , but i cant as there is no targeting cross at this distance![]()
Thx forward