[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...

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builder680
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Post by builder680 »

Varek Raith wrote:
builder680 wrote:Also, something else...

I removed the SRM trail packs and cockpit cat/dats (went to empty sector before removing trail pack). Now my Vidar has no collision (weapon or object... it's unhittable), and neither does my Truelight Seeker. I wonder if it's something with all my M6's. I tested my Griffon and Arrow and they seem to be fine.

Ugh, I wish I knew what caused this. I'm only guessing it was removing those mods... but frankly I don't know how long they've been like that. I hadn't crashed into anything or been in a fight with them in a while.

EDIT:

My TS Mistral SF is also unhittable with weapons. And has no ship/object collision. Clips right through things.Ugh...

And TP Scabbard.
And TM Macana.
Are you using bounce?
When there is no enemies within 10 km, it removes collision detection on your ships in sector. This does not apply to the ship you're currently piloting.
I do use Bounce, but I already knew this. I'm saying that weapons also don't hit. Bounce doesn't turn that off. Plus I went into those ships and personally flew them through the middle of asteroids and other ships.

EDIT:

Went back to an older save and it's fine now. Yay! Wasn't even an SRM thing after all (see below)... sorry for cluttering up the 300+ page thread...

Also, I think you were right about Bounce, Varek. Once I got in combat with an enemy or tried to fly through something I didn't own, collision seemed to work fine. But the REALLY weird thing is that I could fly the Playership through asteroids... although I only originally tested on asteroids that had mines that I owned on them. And only ships below M7 size were affected.

Sorry I contradicted you, you were correct!

I could have sworn Bounce didn't affect weapon collisions, but toggling it back and forth (after I got myself into combat first, and then jumping back home) made my weapons either hit (if off) or go through (if on).
Last edited by builder680 on Mon, 4. Apr 11, 01:02, edited 5 times in total.
paulwheeler
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Post by paulwheeler »

builder680 wrote: So I read the changelog on page 1, and saw that SomeoneElse had made those changes to basically make it a very valuable trading ship. What timing you have!
Actually Someone Else turned it into a mini missile frigate. Totally against established Goner "law". So I got rid of the missile turrets and beefed up its non-agressive traits. Its now one of the fastest M6s with a huge cargo bay. Perfect for budding freigter pilots!
paulwheeler
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Post by paulwheeler »

Varek Raith wrote:
Paul, I noticed that the Terran Orbital Shipyard you can buy is named "Orbital {17,16041}" when you deploy it.
I'll check this - thanks.

I think I should make you the official SRM bug-hunter! :wink:
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Familiar
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Post by Familiar »

Sorkvild wrote:Ranger uses Nova Sentinel body to be precise.

I'd leave Nova alone that's a cult ship already and maybe replace Ranger with proper looking small but fast freighter.
No no! I did not meant replace Nova :)
I mean change ranger model to other then nova. After all, Nova is military argon fighter.

I suggest use model that appears in Bug-player fix by draffut.
I think it fits slow unarmed goner ship the best way
Screenshots:
http://www.dropbox.com/gallery/18265894 ... r?h=1406ab

Paul, believe you already know, but ATF TM have messed engine effects too...
Yaki fighters currently use the Paranid engine colour, with their own special trail. However, they are all consistent.
That mean they will not get purple engine effect?
Last edited by Familiar on Mon, 4. Apr 11, 00:59, edited 1 time in total.
builder680
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Post by builder680 »

Familiar wrote:
Sorkvild wrote:Ranger uses Nova Sentinel body to be precise.

I'd leave Nova alone that's a cult ship already and maybe replace Ranger with proper looking small but fast freighter.
No no! I did not meant replace Nova :)
I mean change ranger model to other then nova. After all, Nova is military argon fighter.

I suggest use model that appears in Bug-player fix by draffut.
I think it fits slow unarmed goner ship the best way
Screenshots:
http://www.dropbox.com/gallery/18265894 ... r?h=1406ab
It's very hard to see that ship. It looks like the pics were taken in the darkest place possible other than inside an asteroid! :p
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Familiar
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Post by Familiar »

Those were from Home of Light

:) added photos from Akeela's Beacon :)
builder680
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Post by builder680 »

That ship is pretty sweet looking!

Looks like it should be a TP though, or maybe even a TM with some more 'skeletal' work... not very M3 like.
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Locksley
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Post by Locksley »

And the Paranid Headquarters got {367263} {46736} (or something) instead of it's name in the sector overview. Oh, so easy to upset the MD :)

Cheers!
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Goncyn
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Post by Goncyn »

I'm seeing a growing number of ships showing up with negative current freight, including ships I've had forever and ships I've just captured. What's the likely cause? Is there a way to fix it?
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Familiar
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Post by Familiar »

builder680 wrote:That ship is pretty sweet looking!

Looks like it should be a TP though, or maybe even a TM with some more 'skeletal' work... not very M3 like.
Goner Ranger never supposed to be M3

:wink:

It has GO class
builder680
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Post by builder680 »

Familiar wrote:
builder680 wrote:That ship is pretty sweet looking!

Looks like it should be a TP though, or maybe even a TM with some more 'skeletal' work... not very M3 like.
Goner Ranger never supposed to be M3

:wink:

It has GO class
Ahh. I'm still pretty new to X. Neat to know. :) I knew the Goners were supposed to be peaceful, but didn't realize they had their own class. Now I know what the GO ship in SRM stats means.
paulwheeler
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Post by paulwheeler »

Goncyn wrote:I'm seeing a growing number of ships showing up with negative current freight, including ships I've had forever and ships I've just captured. What's the likely cause? Is there a way to fix it?
That is due to altered stats in recent updates. Its nothing to worry about, it just means you'll still have the old cargo bay size rather than the new one. It can only be corrected by cloning (not sure if cycrow's cheats allows you to remove the extra cargo tunings...).

It's due to the number of cargo tunings installed staying the same when the difference between max and min changes. Cargo tunings are measured from the maximum rather than the minimum like they are for engine tunings. So if I reduce the maximum, on existing ships you'll still have the old total tunings installed so the minimum reduces lower than it should.

If cargo min is 50 and max 200, maxed tunings is 150.

I then alter it to be min 50 max 100, the new maxed tunings is only 50, but you still have 150 installed so:

the in-game stats will say min -50, max 100.

I do try and keep the difference between min and max the same to avoid this, but sometimes thats just not possible.
paulwheeler
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Post by paulwheeler »

Locksley wrote:And the Paranid Headquarters got {367263} {46736} (or something) instead of it's name in the sector overview. Oh, so easy to upset the MD :)

Cheers!
There isn't anything called "Paranid Headquarters"... Is it one of the corporate HQs?

Double check that you have deleted the old "setup.srm.corps.xml" script from your scripts folder.

Try turning corporate HQs off and on again, hitting "update SRM" each time. This will destroy it and recreate it. The sector should remain the same as long as you don't reinitialise the plugin.
Last edited by paulwheeler on Mon, 4. Apr 11, 09:50, edited 1 time in total.
paulwheeler
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Post by paulwheeler »

Familiar wrote:
Sorkvild wrote:Ranger uses Nova Sentinel body to be precise.

I'd leave Nova alone that's a cult ship already and maybe replace Ranger with proper looking small but fast freighter.
No no! I did not meant replace Nova :)
I mean change ranger model to other then nova. After all, Nova is military argon fighter.

I suggest use model that appears in Bug-player fix by draffut.
I think it fits slow unarmed goner ship the best way
Screenshots:
http://www.dropbox.com/gallery/18265894 ... r?h=1406ab
Where did that model come from? Is it a recent addition to the bug fix? Its certainly not a vanilla model...

It looks OK though and will certainly add a bit more variety. I'll look into it
Familiar wrote: Paul, believe you already know, but ATF TM have messed engine effects too...
Yaki fighters currently use the Paranid engine colour, with their own special trail. However, they are all consistent.
That mean they will not get purple engine effect?
I'll check the ATF TM...

I'm not sure a bright purple engine effect will work with the Yaki fighters due to the yellow centre of the trail. I thought it looked OK as it is, but I will see if I can improve it a little.









EDIT - That Ranger model is the MK2 Freight Drone model I think - its tiny - Half the size of a Nova!

I certainly can't use that unless I can work out how to resize models.
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Sorkvild
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Post by Sorkvild »

EDIT - That Ranger model is the MK2 Freight Drone model I think - its tiny - Half the size of a Nova!

I certainly can't use that unless I can work out how to resize models.
Yes, Freight Drone mk2 model is too small.

Maybe you could use a ship from Killjaeden http://www.abload.de/image.php?img=ptypenova2lc2u.jpg This is Nova prototype. Good replacement for Ranger or ... Nova prototype
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Goncyn
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Post by Goncyn »

paulwheeler wrote:
Goncyn wrote:I'm seeing a growing number of ships showing up with negative current freight
That is due to altered stats in recent updates. Its nothing to worry about, it just means you'll still have the old cargo bay size rather than the new one.
Ah, that makes sense. No worries then.

Another question: does anyone have any tips for quickly locating all the weapons dealers? I understand that many folks want a sense of mystery, and the new random placement has certainly accomplished that. I guess I will have to go back through the universe and expand my satellite network for full-sector coverage at some point, but in the short term, I just want to be able to buy some weapons :).
paulwheeler
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Post by paulwheeler »

The weapon dealer locations are now random, so everyone's game will be different.

Youll just have to hunt for them or use the reveal all sectors command from the cheat scripts.

There are some placement rules - they wont be in a sector with a shipyard and they wont be within four jumps of the other same corporation's wd. There are also a few blacklisted sectors, like presidents end.
cnecktor
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Post by cnecktor »

Hi are the srm shipyards random too? I have been looking but have not found any. In the mean while just saving credits for one of the srm ships. I made a rule too that I only use captured ships in till I find one of the srm shipyatds.
paulwheeler
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Post by paulwheeler »

cnecktor wrote:Hi are the srm shipyards random too? I have been looking but have not found any. In the mean while just saving credits for one of the srm ships. I made a rule too that I only use captured ships in till I find one of the srm shipyatds.
Yes they are. They all go through a series of tests and collision detection to ensure you don't get any in silly places. Their position will remain the same until they get destroyed when they will respawn in different locations. The only ones that are different are the Corp HQs which always spawn in the same place unless the plugin is reinitialised.

Make sure you have them switched on in the config menu though and make sure you hit "Update SRM". They are all off when the plugin is initialised.

As a guide there are 3 Corporate Shipyards per race, 2 PAR Shipyards per race, 1 Corporate Research Station per race, 2 Weapon Dealers per race. All will spawn within 30km x/z and 8km y of the centre of the sector except for the research stations which spawn on the edge of sectors.

Hint for finding the Research Stations:
Spoiler
Show
They use the Military Outpost model.
paulwheeler
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Post by paulwheeler »

I've now worked out a way to alter model sizes. Its a bit convoluted as I'm not using any kind of 3D editor so its only suitable for small ships (without many entries in the scene file) at the moment - don't be expecting me to resize every model in the game!

So in the next update:

Sirokos reduced by 50% so its now the same size as other M6s.

Mjollnir switched to use Thor Prototype model. Model reduced by 20% so it sits nicely between Thor and Valkyrie.

Thor Prototype switched to use standard Thor model.


I may now use the model on the previous page for the Goner Ranger and make it much bigger. I'll see how it scales up.

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