[MOD] SSBM V2.7 & Cmod3-SSBM

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

what exactly is changed in Globals.txt - so that i know what overriding it with signalboost will remove.
fud
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x3

Post by fud »

I *think* he tweaked comm range and satellite/scanner ranges.


That's all I noticed anyway.
[Snipe] Bando
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x3tc

Post by [Snipe] Bando »

semiliterate wrote:what exactly is changed in Globals.txt - so that i know what overriding it with signalboost will remove.
As far as I noticed, the signal boost works and nothing is broken. I do not know what's been overwritten, but i did not notice anything strange so far.
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spacefueladdict
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Post by spacefueladdict »

semiliterate wrote:what exactly is changed in Globals.txt - so that i know what overriding it with signalboost will remove.
As 'fud' said, plus docking range has been increased to 6.5km, and reduced the weapons firing arc from 30 deg to 20 deg. :)

If you wish to change any values back or to your own personal preference just extract/change/repack. :wink:



Version 2.0(Final) now available for download :D
amtct
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Joined: Thu, 13. Nov 08, 22:19
x3ap

Post by amtct »

I can't download this mod.I have a dynamic IP,but it seems all IP's are banned there.

[ external image ]

I don't want to wait 45 minutes :roll:
[Snipe] Bando
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x3tc

Post by [Snipe] Bando »

No problems with the download, nor with the unzipping. Smooth as silk. :D

Thanks a lot Spacefueladdict.

Awesome stuff.

Off to start again......... :roll:

Bando
amtct
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Post by amtct »

[Snipe] Bando wrote: Awesome stuff.
Really? :)
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spacefueladdict
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Post by spacefueladdict »

[Snipe] Bando wrote:No problems with the download, nor with the unzipping. Smooth as silk. :D

Thanks a lot Spacefueladdict.

Awesome stuff.

Off to start again......... :roll:

Bando
No worries mate, ENJOY! :pirat:
MindImage
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Joined: Fri, 21. Nov 03, 10:35

Post by MindImage »

Thank you for this great mod spacefueladdict!
Can't wait to use is :)
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spacefueladdict
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x3tc

Post by spacefueladdict »

MindImage wrote:Thank you for this great mod spacefueladdict!
Can't wait to use is :)
Happy Hunting, Enjoy :D
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-[e1337e.weazel]-
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Post by -[e1337e.weazel]- »

Thanks for the final, awesome mod. :thumb_up::;)
***modified*** und stolz drauf
"Je dunkler der Keks, desto bunter die Seite!"
[ external image ]
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X2-Eliah
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x4

Post by X2-Eliah »

Hum, I have encountered a plot issue within my game, and want to root it down to what has caused this, so I'm not saying that this caused the issue, but better be safe and check...

The issue is with Goner plot, right after
Spoiler
Show
saving beholder Hall.. At the time where I am supposed to enter the sector with the pirate base, and he is supposed to jump in with an Heavy M6, an invincible Mammoth with no-one aboard jumps in instead
.

Now, is there anything in this mod that has changed the ship IDs or mission files of the Heavy Centaur Prototype and/or Mammoth / Goner plotscenes?

And, as a follow-up has anyone with this mod done that plot mission?

Most likely this mod isn't the culprit though, but I have to check this out anyways.. Just in case.
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spacefueladdict
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Post by spacefueladdict »

X2-Eliah wrote:Hum, I have encountered a plot issue within my game, and want to root it down to what has caused this, so I'm not saying that this caused the issue, but better be safe and check...

The issue is with Goner plot, right after
Spoiler
Show
saving beholder Hall.. At the time where I am supposed to enter the sector with the pirate base, and he is supposed to jump in with an Heavy M6, an invincible Mammoth with no-one aboard jumps in instead
.

Now, is there anything in this mod that has changed the ship IDs or mission files of the Heavy Centaur Prototype and/or Mammoth / Goner plotscenes?

And, as a follow-up has anyone with this mod done that plot mission?

Most likely this mod isn't the culprit though, but I have to check this out anyways.. Just in case.
Firstly are you using the mod with the new t-ships or not? if you are, then the HCP only differs in the fact that it has a docking port, it Id-is altered in any way and it's in the same place in the t-ships file.

Has anyone had any issues with any of the plots concerning ships?
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X2-Eliah
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Post by X2-Eliah »

New t-ships, of course..

If the id things are left unchanged, then this can hardly be the cause of the bug, still, best to check just in case..
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spacefueladdict
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Post by spacefueladdict »

X2-Eliah wrote:New t-ships, of course..

If the id things are left unchanged, then this can hardly be the cause of the bug, still, best to check just in case..
It must be a bug, cos as far as i remember i only swapped the standard Heavy Centaur for the one with the additional docking point. but i will double check and get back to you.
semiliterate
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Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate »

did you touch angular acceleration?

'cause i have no clue what is doing it, but my game slows to a crawl as soon as i try and either strafe or roll while doing anything else. normal flight is fine, no framerate drop in the middle of Herron's Nebula. as soon as i touch strafe... framerate falls. SETA does it too.
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joelR
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Post by joelR »

So can I run this without worrying about it breaking the economy?
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X2-Eliah
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Post by X2-Eliah »

As far as my experience goes (2.0a job files - the beta version, but trading is identical to the one in the final version), the economy is actually pretty sound..

As an example, there are about 6 Flak artillery array forges in the universe, and at least half of them had 4-5 units when I had to check - far better than vanilla X3-TC, in fact.

That is but an example, but generally that is how it is - the Economy is very balanced and effective.

As for strafing issues, have you checked the X3-TC technical support forums, I think I recall something like that mentioned there.. Might be not really caused by this mod in particular.
Edit - this might refer to your problem, if partly: http://forum.egosoft.com/viewtopic.php?t=244602

Hope that helps (TM)
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spacefueladdict
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Post by spacefueladdict »

semiliterate wrote:did you touch angular acceleration?

'cause i have no clue what is doing it, but my game slows to a crawl as soon as i try and either strafe or roll while doing anything else. normal flight is fine, no framerate drop in the middle of Herron's Nebula. as soon as i touch strafe... framerate falls. SETA does it too.
In one word... Yes, Fighters have lower 'AA' it reduced the of slide on the smaller craft when turing and reduced the number of collisions whilst in formations. X2-eliah and i did a test and the diff was... noticeable.

If you are you using the version with the 't-ship add-on?

Is someone getting the same problem whilst using the not 't-ship' version?
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spacefueladdict
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Joined: Thu, 12. Jun 08, 15:42
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Post by spacefueladdict »

X2-Eliah wrote:Hum, I have encountered a plot issue within my game, and want to root it down to what has caused this, so I'm not saying that this caused the issue, but better be safe and check...

The issue is with Goner plot, right after
Spoiler
Show
saving beholder Hall.. At the time where I am supposed to enter the sector with the pirate base, and he is supposed to jump in with an Heavy M6, an invincible Mammoth with no-one aboard jumps in instead
.

Now, is there anything in this mod that has changed the ship IDs or mission files of the Heavy Centaur Prototype and/or Mammoth / Goner plotscenes?

And, as a follow-up has anyone with this mod done that plot mission?

Most likely this mod isn't the culprit though, but I have to check this out anyways.. Just in case.
Found where the problem is.... I had accidentally deleted the HCP! :oops: :oops: :oops:

Have sorted it now and there is a note on the first page of the thread for all 'T-ship version' users.

SFA

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