[Mod] Unofficial bug (player) fixes 2.7comp * updated 12 Jun*

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draffutt
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Post by draffutt »

Goncyn wrote:Will your updated Alkeena collision fix work with 2.7?
for the most part you shouldn't have too many issue's. i'll need to updated alkeena's to fix the ranging problem and a couple of ships will need to be updated to support the changes in the 2.7 release.
AndruN wrote:I nevertheless hope that you will correct the Argon Griffon for I on it have plans.
it'll be a couple of days before i could even get to it.
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Litcube
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Post by Litcube »

Hm.. When you fixed the Eclipse, I wonder if that effected the Eclipse Prototype as well? Turrets are munged up.
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Litcube
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Post by Litcube »

Yeah, 22, and 25 are erroneously reversed for the weapon dummies. Once swapped, the Eclipse Prototype works fine.

:)
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Sorkvild
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Post by Sorkvild »

Susanowa Prototype cockpit scene is still broken.
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draffutt
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Post by draffutt »

Sorkvild wrote:Susanowa Prototype cockpit scene is still broken.
are you using any other mods by chance? as you can see here:
[ external image ]

both cockpits and all guns function for me.


**Update**

fixed problem identifed by Litcube

fixed: Griffon fully functional again. due to having to reorder the scene file entries to match vanilla. when you start up your game you must not be in the ship and there must not be any other griffon in your sector. otherwise the game will not redraw/recreate the ship and it'll remain messed up.
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M@ReK
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Post by M@ReK »

I cannot unpack the file (TC update.rar), downloaded few times. File size: 392 KB
draffutt
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Post by draffutt »

try again. it seems when i did my last update the host "lost" a huge chunk of the file. it downloads fine now after i reuploaded it.
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Sorkvild
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Post by Sorkvild »

draffutt wrote:
Sorkvild wrote:Susanowa Prototype cockpit scene is still broken.
are you using any other mods by chance? as you can see here:


both cockpits and all guns function for me.
Here is what I use:

cmod3, immersive backgrounds, lusca & thanatos ships, Reduced Civilians Mod, Military HUD
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Post by draffutt »

what method are you using to get this "lusca & thanatos ships" into your game?
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Post by Sorkvild »

draffutt wrote:what method are you using to get this "lusca & thanatos ships" into your game?
Hi, I use fake patch method for ships ( http://forum.egosoft.com/viewtopic.php? ... 91#2746191 ) while immersive backgrounds mod goes from mods folder
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Post by draffutt »

1) did you install it on top of mine?
2) did you combine my tship with "lusca & thanatos ships"?
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Litcube
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Post by Litcube »

draffutt wrote:Compatible with 2.7

Partial fix: When certain ships docked at stations using autodock ship would sometimes not quite make the connection. This appears to be a two part fix and I only accomplished 1 part.
I know exactly the symptom you're talking about; ships will appear to freeze at the docking arm. Every 30 seconds or so, the game engine will nudge them a half meter, but it can take 30 mins to move the final few to conect, and sometimes not at all. TS ships seem to be the main culprit. It's pissed me off for years.

Out of curiosity, what two things did you find in regards to ships not docking? What was the fix you implemented? Will the fix have any effect on this issue, or do both need to be fixed to have any effect?
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Post by Sorkvild »

draffutt wrote:1) did you install it on top of mine?
2) did you combine my tship with "lusca & thanatos ships"?
1. Yes, it's right behind the official file
2. No I did not because I cant.
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Post by BlackRazor »

Sorkvild wrote:
draffutt wrote:1) did you install it on top of mine?
2) did you combine my tship with "lusca & thanatos ships"?
1. Yes, it's right behind the official file
2. No I did not because I cant.
In which case I think you're not using draffut's mod as you are overwriting his mod with the ships mod: any change made by draffut to TShips gets overridden by the extra ships.
If you want to use both mods you will have to merge them manually.
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draffutt
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Post by draffutt »

@Sorkvild

As BlackRazor stated it will need to be combined in order to fix your issue. The TShip contained in that mod was originally created from the 1.3 Ego patch. You are missing out on a lot of updates since then.

@Litcube

If you put the game on SETA when it happens it will then insta dock you.

as for the potentional fix. first part is with the scene file that controls the docking arms. there are 3 placeholder objects to represent the 3 sizes of ships that would dock, it could use a little more tweeking in the placing/spacing. by anyways the middle placeholder was further away in relation to the other placeholder objects. Once I adjusted this I noticed TS, TP, and TM's had an easier time docking. there still is an issue with this thou. the setting in the T files for the docks/factories that are +3 or is it -3 (i forget which at the moment) have an eaiser time while the other has an harder time.
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Feuerriese
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Post by Feuerriese »

I think Gazz took care of with his Docking Lockup Fix. Just mentioning it in case everybody forgot about it :D
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Sorkvild
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Post by Sorkvild »

You were right dudes, ship pack and draffut patch conflicted with tships. I removed ship pack and noticed some changes draffut's mentioned before. Guess I'll stick to the patch for now ...

Merging tships. So I do copy and paste from tships (ship pack) and paste into draffuts patch tships file ? Thats all ? Will I be able to use patch and ship pack still applied as a fake patch ?
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draffutt
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Post by draffutt »

@Sorkvild the simpliest way i can see

1) copy the last two lines of the other mod TShip (it should be the lusca and thanatos entries
2) Paste it to line 376 in my TShip
3) Now at the top of my TShip you should see an entry that states 50;458; change it to 50;460;
4) Add my TShip back to my mod
5) Make sure my mod is after the other mod

if you do it this way you'll maintain compatability with your game.
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Sorkvild
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Post by Sorkvild »

draffutt wrote:@Sorkvild the simpliest way i can see

1) copy the last two lines of the other mod TShip (it should be the lusca and thanatos entries
2) Paste it to line 376 in my TShip
3) Now at the top of my TShip you should see an entry that states 50;458; change it to 50;460;
4) Add my TShip back to my mod
5) Make sure my mod is after the other mod

if you do it this way you'll maintain compatability with your game.
That helps a lot. One more question. Line 376 and 377 was already occupied so I pasted two lines from ship pack to 378 and 379 of your tsips file. Hope it works.
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Post by draffutt »

Unfortunatly that is going to cause you some issue's if you have those ships from axeface as ego added ship(s) after the axeface released his mod.

thats is why i stated add to line 376 to maintain compatibality with your save game.
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