[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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For anyone interested, here is a freshly baked Wall File for Litcube's Bounce v1.62 for SRM v1.06
[ external image ] SRM 1.06 Wall File (via Mediafire)
Just drop it into your /t folder and overwrite any existing files, or - if you haven't used Bounce yet - use this instead of generating a new wall file.
I think it'll work okay.
[ external image ] SRM 1.06 Wall File (via Mediafire)
Just drop it into your /t folder and overwrite any existing files, or - if you haven't used Bounce yet - use this instead of generating a new wall file.
I think it'll work okay.
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Check the latest Bounce update (1.62) note.Mizuchi wrote:For anyone interested, here is a freshly baked Wall File for Litcube's Bounce v1.62 for SRM v1.06
[ external image ] SRM 1.06 Wall File (via Mediafire)
Just drop it into your /t folder and overwrite any existing files, or - if you haven't used Bounce yet - use this instead of generating a new wall file.
I think it'll work okay.

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- Joined: Mon, 9. Jul 07, 23:33
Mizuchi your wall file is a different size than the one that came with 1.62. Not sure what that means.....builder680 wrote:Check the latest Bounce update (1.62) note.Mizuchi wrote:For anyone interested, here is a freshly baked Wall File for Litcube's Bounce v1.62 for SRM v1.06
[ external image ] SRM 1.06 Wall File (via Mediafire)
Just drop it into your /t folder and overwrite any existing files, or - if you haven't used Bounce yet - use this instead of generating a new wall file.
I think it'll work okay.
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- Joined: Mon, 14. Feb 11, 03:58
It means you didn't extract the files (or you're looking at the wrong 8389-L044 from Bounce after extraction). Litcube used .zip, Mizuchi used .rar. They're both 28k uncompressed.joelR wrote:Mizuchi your wall file is a different size than the one that came with 1.62. Not sure what that means.....builder680 wrote:Check the latest Bounce update (1.62) note.Mizuchi wrote:For anyone interested, here is a freshly baked Wall File for Litcube's Bounce v1.62 for SRM v1.06
[ external image ] SRM 1.06 Wall File (via Mediafire)
Just drop it into your /t folder and overwrite any existing files, or - if you haven't used Bounce yet - use this instead of generating a new wall file.
I think it'll work okay.
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- Posts: 2008
- Joined: Mon, 9. Jul 07, 23:33
Ahh I see what I did wrong. I didnt cut/paste the wall file from the included subfolder in the bounce zip so it was overwriting an old wall file. Thanksbuilder680 wrote:It means you didn't extract the files (or you're looking at the wrong 8389-L044 from Bounce after extraction). Litcube used .zip, Mizuchi used .rar. They're both 28k uncompressed.joelR wrote:Mizuchi your wall file is a different size than the one that came with 1.62. Not sure what that means.....builder680 wrote:Check the latest Bounce update (1.62) note.Mizuchi wrote:For anyone interested, here is a freshly baked Wall File for Litcube's Bounce v1.62 for SRM v1.06
[ external image ] SRM 1.06 Wall File (via Mediafire)
Just drop it into your /t folder and overwrite any existing files, or - if you haven't used Bounce yet - use this instead of generating a new wall file.
I think it'll work okay.
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Lol, aint that the truth.........even then i doubt we could afford to fuel the carrier to intercept it anyway.vkerinav wrote: And of course, let's not forget that other difference: X3 carriers have to go up against opponents that are comparably armed, where as the UK is unlikely to face more than a hostile rowboat.
Anyway i still cant see a valid argument for cutting back the numbers of fighters on carriers, they have already been heavily cut back already for performance reasons.
A Carrier should be the single most powerful unit in the game, cut its fighter complement back anymore and its not much better than a M7......... when really they should be command ships and faily rare.
Maybe there should be more use made of the light carriers, and cap the numbers of the heavy carriers where possible.......for example i still see more Collosus and Raptors than Griffons or Panthers.
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Oh. Eehehe. Now we have two.builder680 wrote:Check the latest Bounce update (1.62) note.

I just sat down and made one and thought "well, I might as well share it with my other SRM Komrades and Kapitans".
I guess I was so busy making sure I did it right that I didn't notice the other stuff. I wasn't trying to steal your thunder or anything.
And yeah: I archived it in .rar format in high compression, that's why it's a slightly different size prior to extraction.

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Come now. We'd grind up the old and infirm, ferment them into ethanol, and use them for fuel. Kids too, if that didn't get us far enough.Sn4kemaster wrote:Lol, aint that the truth.........even then i doubt we could afford to fuel the carrier to intercept it anyway.vkerinav wrote: And of course, let's not forget that other difference: X3 carriers have to go up against opponents that are comparably armed, where as the UK is unlikely to face more than a hostile rowboat.
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There is a limitless supply of fuel in the UK's Old Peeps homes
Anyway back to Carriers, Dropping the fighter compliment isn't such a bad thing with stock balance as Fighters are currently overpowered based off this with CMOD or even stock Vanilla. The weapons were balanced per weapon not by barrage for fighters making 10-15 fighters a threat (probably a good thing when TC was released) however with some of us having CPU's in the 4+Ghz range and Gfx cards that munch on babies for breaky, having a full Fighter Wing isn't such a crazy idea with up to 50-90 fighters depending on military definition and whether or not you're French (not being racist
).
However fielding 50+ fighters currently basically = win to that side. When I was testing normal weapons vs my rebalanced ones for XTL I had a massive fight between two ATF forces. Both lead by a Valhalla, with 2xM1's, 2xM2's, 6xM7's (no M7M's), 16x M6's and about 120 Fighters a side. Predictably I dropped to about 10FPS during the initial combat, but once there was about 75% of the combined forces destroyed I got back to about 35-45 FPS (this was on my old Phenom II X2 555 BE too).
Results were with normal weapons the Fighters one it for the fleets. Nearly all Caps went down and both Valhalla's died. The first battle (normal guns) finished with just 1x M1 and about 40-50 fighters left on the winning force. The second battle (with XTL balance) finished with about 10-20 heavy fighters left and some pretty battered M7's, 1x M1 and the Valhalla after it beat the other Valhalla in a ramming match
Again though this is my experience with altering the weapon balance, and it's not like Stock or CMOD. So the dynamic does get altered. Just thought the results would be reasonably applicable to this discussion

Anyway back to Carriers, Dropping the fighter compliment isn't such a bad thing with stock balance as Fighters are currently overpowered based off this with CMOD or even stock Vanilla. The weapons were balanced per weapon not by barrage for fighters making 10-15 fighters a threat (probably a good thing when TC was released) however with some of us having CPU's in the 4+Ghz range and Gfx cards that munch on babies for breaky, having a full Fighter Wing isn't such a crazy idea with up to 50-90 fighters depending on military definition and whether or not you're French (not being racist

However fielding 50+ fighters currently basically = win to that side. When I was testing normal weapons vs my rebalanced ones for XTL I had a massive fight between two ATF forces. Both lead by a Valhalla, with 2xM1's, 2xM2's, 6xM7's (no M7M's), 16x M6's and about 120 Fighters a side. Predictably I dropped to about 10FPS during the initial combat, but once there was about 75% of the combined forces destroyed I got back to about 35-45 FPS (this was on my old Phenom II X2 555 BE too).
Results were with normal weapons the Fighters one it for the fleets. Nearly all Caps went down and both Valhalla's died. The first battle (normal guns) finished with just 1x M1 and about 40-50 fighters left on the winning force. The second battle (with XTL balance) finished with about 10-20 heavy fighters left and some pretty battered M7's, 1x M1 and the Valhalla after it beat the other Valhalla in a ramming match

Again though this is my experience with altering the weapon balance, and it's not like Stock or CMOD. So the dynamic does get altered. Just thought the results would be reasonably applicable to this discussion

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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The trouble with dropping fighter docking capacities on carriers is that it is heavily contraversial. Probably not for balancing reasons specifically but more for utilitarian reasons. I would guess the majority of players are like myself and like their carriers to carry a number of smaller wings. Say... 20 heavy fighters, 10 interceptors, 5 scouts, and the rest for player ships and captures.
Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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Paul Kvasir is misaligned to it's Saftey Net (probably better to get rid of the net and just re-export the hull with DBox 1.13) leaving floating weapons all over the place (SN is in the right place, main hull got moved for some reason).
Also just to note, the Vali still has drunk forward weapons and the Lofn still has bad turret placement and missile points that want murder it's cargo
Just thought you'd like to know
Also just to note, the Vali still has drunk forward weapons and the Lofn still has bad turret placement and missile points that want murder it's cargo

Just thought you'd like to know

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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All of cadius' ATF models have been redone to remove safety nets. the entry is still in the scene file but its not actually there any more. I have already fixed the alignment issue on the Kvasir and Aegir scenes for the next update (everything is out of alignment slightly at the moment as the model has shifted in cadius latest release).TrixX wrote:Paul Kvasir is misaligned to it's Saftey Net (probably better to get rid of the net and just re-export the hull with DBox 1.13) leaving floating weapons all over the place (SN is in the right place, main hull got moved for some reason).
Also just to note, the Vali still has drunk forward weapons and the Lofn still has bad turret placement and missile points that want murder it's cargo
Just thought you'd like to know
The Lofn issue would be better reported to cadius.
I tested the Vali guns ingame and they seemed fine to me.... Doesn't the autoaim correct such issues? Besides, its difficult for me to align them correctly as I don't have any 3d editing software. Its tough to do such things in notepad!
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This might interest those who like to fly the bigger ships: the XChange Guild Portals 1.0a by OPR Link: http://forum.egosoft.com/viewtopic.php? ... sc&start=0
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No the autoaim doesn't fix that particular issue if you are using boresight and a joystick 
The Lofn I'll report to Cadius, though I thought you had 3DS Max, doing all this in notepad would be a bind
No probs on the Kvasir, I was just reporting to inform

The Lofn I'll report to Cadius, though I thought you had 3DS Max, doing all this in notepad would be a bind

No probs on the Kvasir, I was just reporting to inform

"If you’re not prepared to be wrong, you’ll never come up with anything original."
Sir Ken Robinson
Sir Ken Robinson
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The Vali's front guns like that are no good. Causes issues.paulwheeler wrote:Adding and positioning turrets is certainly a chore in notepad. I takes a bit of trial and error but it works. Retexturing the x2 ships in notepad was fun!
I've aligned every turret in notepad, including all SRM ships, XTC ships, and Time of Truth ships that I liked an incorporate into my game. Hope this help you:
/====================FORWARD================================
/Top
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.0; 0.0; 0.0; 0.0; -1; -1; }
/Top-Right
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.875; 0.0; 0.0; 1.0; -1; -1; }
/Right
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.75; 0.0; 0.0; 1.0; -1; -1; }
/Bottom-Right
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.625; 0.0; 0.0; 1.0; -1; -1; }
/Bottom
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.5; 0.0; 0.0; 1.0; -1; -1; }
/Bottom-Left
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.375; 0.0; 0.0; 1.0; -1; -1; }
/Left
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.25; 0.0; 0.0; 1.0; -1; -1; }
/Top-Left
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 2000; 0; 0; 0.125; 0.0; 0.0; 1.0; -1; -1; }
/========================================================
/====================Right===============================
/Top
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 3000; 0; 0; 0.25; 0.0; 1.0; 0.0; -1; -1; }
/Back
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 3000; 0; 0; 0.333333; -0.5; 0.5; -0.5; -1; -1; }
/Bottom
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 3000; 0; 0; 0.5; 0.7; 0.0; 0.7; -1; -1; }
/Front
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 3000; 0; 0; 0.333333; 0.5; 0.5; 0.5; -1; -1; }
/========================================================
/====================Rear================================
/Top
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 0.0; 1.0; 0.0; -1; -1; }
/Top-Right
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 0.5; 1; 0.0; -1; -1; }
/Right
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 0.7; 0.7; 0.0; -1; -1; }
/Bottom-Right
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 0.875; 0.375; 0.0; -1; -1; }
/Bottom
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 1.0; 0.0; 0.0; -1; -1; }
/Bottom-Left
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 0.875; -0.375; 0.0; -1; -1; }
/Left
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 5000; 0; 0; 0.5; 0.7; -0.7; 0.0; -1; -1; }
/Top-Left
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 1000; 0; 0; 0.5; -0.5; 1; 0.0; -1; -1; }
/========================================================
/====================Left================================
/Top
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 7000; 0; 0; 0.25; 0.0; -1.0; 0.0; -1; -1; }
/Bottom
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 7000; 0; 0; 0.5; 0.7; 0.0; -0.7; -1; -1; -1; }
/Front
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 7000; 0; 0; 0.333333; 0.5; -0.5; -0.5; -1; -1; }
/Back
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; 7000; 0; 0; 0.666666; 0.5; 0.5; -0.5; -1; -1; }
/========================================================
/Up
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; -1000; 0; 0; 0.25; -1.0; 0.0; 0.0; -1; -1; }
/Down
P 0; B ships\props\weapondummy; C 1; N Bships\props\weapondummy; b
{ 0x2002; -2000; 0; 0; 0.25; 1.0; 0.0; 0.0; -1; -1; }
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- Posts: 8132
- Joined: Tue, 19. Apr 05, 13:33
Its the main guns out of alignment with the boresight on the Vali thats the problem - not the turrets. They should all be slightly turned inwards so they all focus at a particular point in front of the ship.
I have fixed all the turret/camera misalignments that have been pointed out before - thats easy in notepad!
I have fixed all the turret/camera misalignments that have been pointed out before - thats easy in notepad!
Last edited by paulwheeler on Sun, 1. May 11, 23:12, edited 1 time in total.