[MOD TC/AP] Combat Mod 4 - v4.16 17/06/13 - AP 3.0 Compatibility

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paulwheeler
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Post by paulwheeler »

The PBG is an area of effect weapon. It does damage to a ship for as long as the ship is in the flames. In vanilla it is extremely overpowered for a "light" weapon. It should do similar damage to the PBE and the PRG.

FWIW - I haven't actually touched the PBG yet. Its stats are what they were in CMOD3 by Ulfius.
paulwheeler
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Post by paulwheeler »

I have identified what is causing many of the performance issues with missiles. With the default particle trails, the faster missiles end up with corrupted trails as the trail generator simply can't keep up. This not only breaks other trails on the screen but also hits fps hugely.

So for the missile update I have also adjusted the particle trails so that they work fine with even the fastest missiles. This has really helped with fps whenever a missile is on the screen.

Also I am creating new icons for all the missiles to help make identifying them a little easier without having to trawl through the stats.

They will be colour coded for range, the explosion size on the icon will relate to the missile's damage and any special abilities will be noted on the icon. This should make selecting missiles that little bit easier.
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imperium3
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Post by imperium3 »

paulwheeler wrote:I have identified what is causing many of the performance issues with missiles. With the default particle trails, the faster missiles end up with corrupted trails as the trail generator simply can't keep up. This not only breaks other trails on the screen but also hits fps hugely.

So for the missile update I have also adjusted the particle trails so that they work fine with even the fastest missiles. This has really helped with fps whenever a missile is on the screen.
How fast do the missiles have to be for this to become a problem? As in, is this likely to be an issue for the standard MRM? :oops:
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Spectre01
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Post by Spectre01 »

Wow, no wonder it's lagging with the beefed up missile speed when I encounter some wasp spam.
paulwheeler
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Post by paulwheeler »

Yes it will be an issue with the standard mrm too. Any speed over about 500m/s seems to have problems. The fix is fairly simple though and the new trails will be in the main cmod4 and the srm and its various trail packs. It'll be easy to add to other mods too if they alter particles3.

Also for some reason the vanilla (and mrm) missiles are set to generate two trails, a coloured one and also a black exhaust. Getting rid of the black one helps too - you can't see it against black space anyway.
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Spectre01
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Post by Spectre01 »

I recall they even have that black smoke trail for all the fighters too in the vanilla ever since reunion. Wondering what was they thinking :D
Aktherion
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Halp!!!

Post by Aktherion »

why do the weapons in my Cmod 4 game look like the Vanilla munitions?
before i re-installed my game incendiary bomb launchers looked so cool, (when i had Cmod3) and now.... now they lack the previous "neato" factor
Ragemaster9999
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Post by Ragemaster9999 »

Paul,

Is there a way to remove energy cell cost from the game vie script? Iv been trying to use Crycows jump drive features but there seems to be problems, not sure what but others in thread say definitive conflict with CMOD4 /SRM

http://forum.egosoft.com/viewtopic.php? ... &start=255

Alot of fighters seem to have low cargo, and choosing between jump drive energy or missile ordance is an unfun trade. What do you think?
paulwheeler
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Re: Halp!!!

Post by paulwheeler »

Aktherion wrote:why do the weapons in my Cmod 4 game look like the Vanilla munitions?
before i re-installed my game incendiary bomb launchers looked so cool, (when i had Cmod3) and now.... now they lack the previous "neato" factor
Cmod4 retains the same effects as cmod3. If you're not seeing them then something is wrong.

Perhaps another mod interfering? If the IBL has lost its effect, perhaps something that alters particles3? A trail mod maybe?
paulwheeler
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Post by paulwheeler »

Ragemaster9999 wrote:Paul,

Is there a way to remove energy cell cost from the game vie script? Iv been trying to use Crycows jump drive features but there seems to be problems, not sure what but others in thread say definitive conflict with CMOD4 /SRM

http://forum.egosoft.com/viewtopic.php? ... &start=255

Alot of fighters seem to have low cargo, and choosing between jump drive energy or missile ordance is an unfun trade. What do you think?
There is no conflict between the advanced jumpdrive and the srm or cmod.

I use the advanced jumpdrive myself with no problems.

If you are using the srm addon SSRP, then this deliberately blocks the jumpdrive from being installed in fighters.

You can't change the price of energy cells easily, as price controls production rates and resource requirements. Making energy cells cheaper will probably mess up the economy.

As for having to chose between energy and missiles, surely that's the fun? You have to think... or buy a carrier. If you're early in a game try a TM.

The SRM fighter cargo bay sizes are not very different from the vanilla values.
e46justice
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Post by e46justice »

Any way to get a Cmod thats compatible with ToTT, the new russian mod?

they added 10gj shielding and few other race weps.

If not i understand.

thanks for the continued work on Cmod makes the game simply better.
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Spectre01
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Post by Spectre01 »

Well, you just have to copy everything from that russian mod into the cmod4's files with the same name. No other way around it. And I bet paul won't make a another stand along cmod4 just for that russian mod.
paulwheeler
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Post by paulwheeler »

ToTT is a global mod and they change almost everything. In addition to new shields, they also add loads of new weapons, factories etc.

Basically, it would be not only a huge amount of work, but it would probably have to be a stand alone version of the CMOD as it wouldn't work with other mods. It would also have to be a totally different balance to fit with the new weapons, shields etc. In fact, adding the CMOD may well mess up their balance of weapons.

So in essence as I'm not playing ToTT, its not really going to happen.
e46justice
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Post by e46justice »

very understandable lol

Keep up the good work with SRM/CMod
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Sorkvild
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Post by Sorkvild »

I'm not sure if anyone reported something what I've found today.

Why in COMD4 bullets from the majority of weapons hit ships around it's shape ? Almost every ship has this huge invisible hitbox applied, why is that ?
I compared it to vanilla and in vanilla bullets hit exactly where the ship is.

[ external image ]
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paulwheeler
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Post by paulwheeler »

Sorkvild wrote:I'm not sure if anyone reported something what I've found today.

Why in COMD4 bullets from the majority of weapons hit ships around it's shape ? Almost every ship has this huge invisible hitbox applied, why is that ?
I compared it to vanilla and in vanilla bullets hit exactly where the ship is.

[ external image ]
I did notice this myself the other day with a couple of weapons. Its due to me increasing the hit box on certain weapons to improve their effectiveness. I may have gone too far with a few though. Let me know which weapons are particularly bad and I'll see what I can do.

Of course it may be something to do with scene files. Are you using any particle trail or engine effect mods/SRM addon packs?
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Sorkvild
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Post by Sorkvild »

I did notice this myself the other day with a couple of weapons. Its due to me increasing the hit box on certain weapons to improve their effectiveness. I may have gone too far with a few though. Let me know which weapons are particularly bad and I'll see what I can do.

Of course it may be something to do with scene files. Are you using any particle trail or engine effect mods/SRM addon packs?
You really went too far with this one, there's no fun in dogfighting wit such eased hitting :( Maybe it helps AI but spoils the entire combat fun at the player side. Fix it and reset to normal values, please. It will be appreciated.

Which weapons? I ran through generic ones like HEPT, PBE, CIG, PRG, IRE, PAC. All experience uber hitbox except for the PAC - pac doesn't hit this enlarged hitbox :/ Further testing on other weapons is required in order to eliminate this ... improvement.

I do not use particle trail nor engine effects. Only SRM+Ship System Rebalance Pack+Cmod4. No other mods installed.
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paulwheeler
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Post by paulwheeler »

All of these things are subjective. What works for some does not necessarily work for others. Personally I think the vanilla weapons are not consistent in this area at all. Some weapons hit too easily others are largely ineffective, such as the PRG. Some of the weapons you mention I haven't touched at all. I have been trying to make the ineffective weapons a bit more useful, but being a one man team with not huge amount of hours at my disposal, I'm bound to tweak things a little too far from time to time.

I will investigate this further....
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Bléral
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Post by Bléral »

For what it's worth, I never noticed any issue... definitely nothing like what appears in this screenshot. Could very well be that I haven't been attentive enough, of course. But everything seems fine to me so far :gruebel:
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HotSake
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Post by HotSake »

I'll throw in another vote for everything seeming fine.

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