[MOD] X Rebirth Lost Sectors v1.5.0
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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I'm having trouble with the Dispater, i'm using the no fuel mod; but for some reason my ship is refusing to jump.
I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.
Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.
Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.
I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.
I hope this is enough info.
I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.
Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.
Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.
I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.
I hope this is enough info.
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dfm5000 wrote:I'm having trouble with the Dispater, i'm using the no fuel mod; but for some reason my ship is refusing to jump.
I get the infamous calculating parameter deal; now I put 3000 fuel cells in just to make sure it being empty of fuel cells wasn't the problem.
Patrolling the sector it's in works, ship will also boost if told to withdraw from battle.
Another Dispater managed to jump fine; it was originally set to escort another Dispater both of which I captured the one not moving is the escort.
I'm also currently doing the campaign portion where Yisha get's slapped for loosing all my ships and throwing us into devries.
I hope this is enough info.
It would help KrYcHokE if you could provide additional information about:JESS 246 wrote:Same here I have the ships not jumping to the lostsectors and other none game star sectors maybe their A.I. don't recognize new areas needs looking into.
- What other mods you are using.
- Whether you're playing a campaign game like dfm5000.
- If in a campaign game, the stage you at in it.
Last edited by Sparky Sparkycorp on Sun, 15. Jan 17, 20:06, edited 1 time in total.
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If this good advice doesn't clear the problem dfm5000, it could also help to try again when 4.10 is released (or maybe in the beta temporarily). The 4.10 beta contains an improvement to the way player-owned ships, and their escorts, are dealt with when some of the are confiscated by the PMC.KrYcHokE wrote:If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.
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Forgot to mention that was another step I took which was to replace the captain, but I feel she lost her job for nothing because the other captain did the same thing.KrYcHokE wrote:If another Dispater works fine it original game bug or no fuel mod, try to replace captaine of bug ship or continue campaign.
Do you think the script didn't terminate for escorting the previous dispater?
I sold the ship, and it's still not moving.
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I just started a new game with this mod on. It is full of awesomeness. I didn't yet have time to explore the new system properly, but from what I've seen, you've put a hell of a lot of work in there, and it shows.
Thanks for sharing!
Up to now, the only thing I problem I have is that the multibeam canon (or whatever the exact name is) does not auto aim when you play with the joystick. I don't know if it's intended, but it makes the weapon kind of useless in a dogfight, and very hard to use even on anything smaller than a xenon P.
edit: typo
Thanks for sharing!
Up to now, the only thing I problem I have is that the multibeam canon (or whatever the exact name is) does not auto aim when you play with the joystick. I don't know if it's intended, but it makes the weapon kind of useless in a dogfight, and very hard to use even on anything smaller than a xenon P.
edit: typo
Humans are deuterostomes, which means that when they develop in the womb the first opening they develop is the anus.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
This means that at one point you were nothing but an asshole.
Some people never develop beyond this stage.
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This Mod and espacially the Ships do look awesome.
I will give it a shot when i have time.
huge question from my side anyway...
do you use the vanilla build trees / macros for the foundry and water collector or are they a complete rewrite?
by the way, what was the incompatibility with TOBS?
I will give it a shot when i have time.
huge question from my side anyway...
do you use the vanilla build trees / macros for the foundry and water collector or are they a complete rewrite?
by the way, what was the incompatibility with TOBS?
MynoCorp Technologies - We build it, you're stuck with it.
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The lost sector's mod and your mod used the same name for the builder ship. It basically removed your overwatch mkII from the game due to name collisions.eMYNOCK wrote:This Mod and espacially the Ships do look awesome.
I will give it a shot when i have time.
huge question from my side anyway...
do you use the vanilla build trees / macros for the foundry and water collector or are they a complete rewrite?
by the way, what was the incompatibility with TOBS?
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KrYcHokE
Зачем в свой мод пихать то что уже есть и можно добавить другими модами ?
Это приведет к тому , что будут глюки , а так как народ , в своем большинстве теряются в том количестве модов, что есть уже , то на выходе ты получишь кучу багов и криков о том , что что то не работает .
Но раз ты уже и захотел добавить станции , то хотя бы переименовывай макросы для совместимости модов.
Пусть будет 2 одинаковых станции на застройщике , но зато без глюков , чем они будут наложены одна на другую.
И если ты уже всунул чей то мод в свой , то в описании напиши , что в данном моде уже включен мод такой то такой то и его следует выключить.
Зачем в свой мод пихать то что уже есть и можно добавить другими модами ?
Это приведет к тому , что будут глюки , а так как народ , в своем большинстве теряются в том количестве модов, что есть уже , то на выходе ты получишь кучу багов и криков о том , что что то не работает .
Но раз ты уже и захотел добавить станции , то хотя бы переименовывай макросы для совместимости модов.
Пусть будет 2 одинаковых станции на застройщике , но зато без глюков , чем они будут наложены одна на другую.
И если ты уже всунул чей то мод в свой , то в описании напиши , что в данном моде уже включен мод такой то такой то и его следует выключить.