[SCR] [X3:TC/AP] [v1.9.8.12] [03/23/14] Galaxy Explorer
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I tried out this mod today, I also tried to install the satallite menu, but I don't know if I did it right, there were no instrucitons on how to add it. I just put he xml file in my "director" folder, because I saw other xml files there. And I don't see anywhere to open it in game. I found the explorer config menu, but no satallite menu.
Also so far in the game I started today, I bought one explorer and set him to explore, and he was doing well. Buying a ton of satallites, then he just disappeared, and I got no kill message or nothing. I also think that the ships he claimed which were pirate vessals were getting blown up by the argons (who are are good terms with me), so something there seemed to have gotten messed up.
Also so far in the game I started today, I bought one explorer and set him to explore, and he was doing well. Buying a ton of satallites, then he just disappeared, and I got no kill message or nothing. I also think that the ships he claimed which were pirate vessals were getting blown up by the argons (who are are good terms with me), so something there seemed to have gotten messed up.
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you have to put the satspawn xml file into your "scripts" folder and replace the file that already exists there.
that's it. You can now choose the option "spawn" in the explorer configuration menu (-> commands -> ship commands).
Check your pilot log for info on how your explorer got destroyed.
that's it. You can now choose the option "spawn" in the explorer configuration menu (-> commands -> ship commands).
Check your pilot log for info on how your explorer got destroyed.
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Ok tried again, but still no option to spawn sats, anyway I think it was my fault, becuase I accidentally installed the SPK version after I had already used the .exe file. I assume it is overwriting the script the separate sat spawn script. Anyway, probably it is better to pay for them anyway, spawning them from nowhere is kind of cheating.gnasirator wrote:you have to put the satspawn xml file into your "scripts" folder and replace the file that already exists there.
that's it. You can now choose the option "spawn" in the explorer configuration menu (-> commands -> ship commands).
Check your pilot log for info on how your explorer got destroyed.
However, I still could not find where the previous explorer got destroyed I checked my log and there is nothing in it about losing a ship of the kind that it was using (a discoverer explorer). Hopefully it was just a fluke or somethting and won't happen again.
Edit: Apparantly for some reason the notifcations when getting attacked are off for my galaxy explorer pilots. Or at least the notifcation that they are killed. Becuase I lost another pilot last night and recieved no notifcation in my log again. Anyway I just assume they got killed, no biggie. The script is still very good, and the rate that they are losing ships is far less than other explorer scripts that I have used.
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Little ships sometimes get insta-killed before SIGNAL_ATTACKED has time to fire.Cascinova wrote:Apparantly for some reason the notifcations when getting attacked are off for my galaxy explorer pilots.
Ship killed notifications helps.
Peace through superior firepower
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Or for something more advanced and up to date you can also try Hot Sectors to track enemy activity and killed ships.
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Sorry if this has already been asked (Too lazy to read 32 pages of posts - I did read the first 5 and the last 2, though)... anyway... I've had a Galaxy Explorer running for awhile now. If I stop him and then start him up again in a different sector, will he try to remap sectors he's already explored (or worse drop satellites in sectors that already have them)? Or is he smart enough to realize he's in a sector that's already explored and move on to the next one?
Also, if I toggle the setting to explore hostile sectors or not, do I need to stop the explore command and start it up again for the change to take place, or will he adapt without stopping his exploration?
Thanks.
Also, if I toggle the setting to explore hostile sectors or not, do I need to stop the explore command and start it up again for the change to take place, or will he adapt without stopping his exploration?
Thanks.
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Hi,
I cannot seem to get this mod to actually spawn sattelites.
I installed it manually (also tried spk pluginsuite install) with the spawn sattelite replacement script.
The explorers run fine, i have set the number of satellites to spawn, but they just explore and scan, not drop satellites
I run AP 3.0 with XRM (1.29c) mars scripts for XRM, marine repairs, rswe and bounce.
I tried (and uninstalled correctly!) Universal explorers (the xrm rebooted version, beta) but that doesnt seem to work in M6's and since xrm has XL jumpdrives i cannot get jumpdrive capable M3/4/5 explorers that way.
Any suggestions on what it could be, or another explorer type mod. I am mainly interested in the satellite network part. (Yes i know i can cheat myself a complete satellite network with other mods, but that doesnt feel right
)
Thank you in advance.
I cannot seem to get this mod to actually spawn sattelites.
I installed it manually (also tried spk pluginsuite install) with the spawn sattelite replacement script.
The explorers run fine, i have set the number of satellites to spawn, but they just explore and scan, not drop satellites
I run AP 3.0 with XRM (1.29c) mars scripts for XRM, marine repairs, rswe and bounce.
I tried (and uninstalled correctly!) Universal explorers (the xrm rebooted version, beta) but that doesnt seem to work in M6's and since xrm has XL jumpdrives i cannot get jumpdrive capable M3/4/5 explorers that way.
Any suggestions on what it could be, or another explorer type mod. I am mainly interested in the satellite network part. (Yes i know i can cheat myself a complete satellite network with other mods, but that doesnt feel right

Thank you in advance.
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What is the ware size of an Advanced Satellite in XRM?inty20 wrote:AP 3.0 with XRM
What is the largest ware size that your explorer can carry?
Peace through superior firepower
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Thanks.
They use this script (Galaxy Explorer). I believe that Gnasirator tests in XRM, so he will probably respond to you when he gets an opportunity to do so.inty20 wrote:I wonder what other people are using for exploring/sat network building with XRM/AP
Peace through superior firepower
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Hmm seems, like there's still a signal link active for SIGNAL_ATTACKED.
Did you use the ship as an explorer once?
I don't know, how to fix this for good. I could write you a short script which removes the signal link but I can't think of a way to automatically remove those links if a ship which was used as an explorer before now does something else ...
maybe someone else has an idea (Bull?)
Workaround for now: Use explorers only as explorers ...
I'll try to dedicate some time to this issue this weekend!
Did you use the ship as an explorer once?
I don't know, how to fix this for good. I could write you a short script which removes the signal link but I can't think of a way to automatically remove those links if a ship which was used as an explorer before now does something else ...
maybe someone else has an idea (Bull?)
Workaround for now: Use explorers only as explorers ...
I'll try to dedicate some time to this issue this weekend!
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