[SHIPS]Battlestar Galactica Ships Ver 1.8, with Promotional Video

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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steve75
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Post by steve75 »

:) Thats fantastic, thanks...I've just thrown an old joystick out too :evil: I now see what I have to do, back to the d.i.y shop for me then :D I'd seen the switch controllers, but I'm saving that for my next sim. My poor little head is going to be awash with diagrams and pedal designs now, using a joystick would solve the space issue too. I'm going to buy a joystick right now.
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hawkbs
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Post by hawkbs »

The one using old joysticks you will find here along with a couple of other things
http://www.flightsim.com/main/m-howto.htm
Darkfire1
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Post by Darkfire1 »

hey hawk can you pm me or enlighten us all on how to add ships to your mod from another mod? i want to use more ships but i cant seem to figure it out how to add some to it.
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Darkfire1
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Post by Darkfire1 »

is the assualt raptor bugged foranyone else? I spawn a few and they dont do anything...
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steve75
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Post by steve75 »

I've not noticed anything with the raptor, but the two top engines on galactica sometimes dont work, I'll be playing later so i'll take the raptor for a spin and see if it plays up at all. Mod works fine apart from the engines on galactica but thats a tiny issue. Whats your raptor doing?
Darkfire1
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Post by Darkfire1 »

It doesnt seem to have any gun slots and didnt want to shoot its missles, im on vacation now but when i get back ill break open the X editor and find out where the bugz be....I think there is more than one raptor? I was using the asuualt raptor?
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hawkbs
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Post by hawkbs »

Raptors dont have guns in the series so thats the way I kept it. The missiles should work though. btw I have posted this in both this thread and the X3R thread several times before.
As for combining mods I think Mod Manager can do that. You can always open two mods and drag the files across but you still will have to edit the tships etc manually. Do not replace one tships with another or you will just lose all the other ships in the mod.
Darkfire1
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Post by Darkfire1 »

hmmm, sorry that I didnt catch it, I was under the impression that your mod doesnt use the mod manager that i wouldnt be able to use it to edit anything... I will have a looksy soon, thanks
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Darkfire1
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Post by Darkfire1 »

alright hawk im not sure what your talking about, i use the x3 editor for dblshadow and i can open the cat's but only the t files can i look at so i cant move the scenes over or anything...is there something that can open the cat and decompress them?
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Darkfire1
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Post by Darkfire1 »

:lol: I had downloaded the plugin manager... which did me no good! O well i am n00b!


Hawkbs: thx for your help mate, would you mind these ships being in a community mod pack ? I want to add them all together giving credit to the ship creators of course! Lemme know ok? Thx!
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hawkbs
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Post by hawkbs »

Go for it. Anyone that wants to include them in any mod is welcome to.
Darkfire1
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Post by Darkfire1 »

Awesome Thanks! :D
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steve75
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Post by steve75 »

about the raptor having no gun turrets, in the episode where baltar, chief tyrel, cally, celix and crashdown are all stranded on kobol after the crash in season two i think, apollo rescues them in a raptor which clearly has a single front mounted weapon, like a rotary cannon! one more thing too hawkbs, and this is just an idea, could galactica have front mounted missile battery's or would putting them in be a problem, i tried using the ship creator to adjust it that way but it wont allow me to change anything it says it cant find the root directory of x3tc.
gienkov
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X3 Terran Conflict BSG Mod problem

Post by gienkov »

Hello hawkbs
I have problem running BSG mod. I have X3 Terran Conflict 1.4v. Sorry, my english is bad cuz i'm from Poland. I've looked into "setup.bsg.1" script and i founded this:
[ external image ]

After "$ship =" should be this:

[ external image ]

I tried to add "Assault Raptor" ship there but i doesn't have it! I also tried Reinit Script Caches but with no effect. Can you told me what i have to do?
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hawkbs
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Post by hawkbs »

I think it might be something to do with your language file. The BSG ships were designed for the English/US Version. If you are using a different language ie Polish then that might be the answer.
Theres a German translation http://www.file-upload.net/download-144 ... 1.rar.html that was done by 4DK2 however I dont know of a Polish version.
Thats about the only thing I can think of that might explain your issue.
You could try switching the language and see if that works.
Last edited by hawkbs on Tue, 3. Mar 09, 13:37, edited 2 times in total.
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hawkbs
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Post by hawkbs »

steve75 wrote:about the raptor having no gun turrets, in the episode where baltar, chief tyrel, cally, celix and crashdown are all stranded on kobol after the crash in season two i think, apollo rescues them in a raptor which clearly has a single front mounted weapon, like a rotary cannon! one more thing too hawkbs, and this is just an idea, could galactica have front mounted missile battery's or would putting them in be a problem, i tried using the ship creator to adjust it that way but it wont allow me to change anything it says it cant find the root directory of x3tc.
I just found this
Armament

Raptor weapon pods (Exodus, Part II).Offensive
Raptors are normally unarmed as they make for a poor general-purpose fighter. The craft have an internal weapons bay capable of holding both offensive and defensive weapons. They are also capable of carrying heavy external armaments on four wing hardpoints, two wingtip hardpoints, and two fuselage hardpoints on the sides of the Raptor's body. Known weapons carried include:

nuclear missiles
bombs/munitions pods
quad racks of missiles
multiple-tube rocket batteries mounted on the fuselage points
external cannons
Defensive
The Raptor's contours provide it a reduced DRADIS signature to avoid detection. In addition, the craft carry an assortment of pods to aid in communications or defense as well as electronic countermeasures such as a jigger.[2]

Up to 6 decoy drones
Up to 4 communication drones
Up to 4 sets of flares
Up to 4 chaff pods
I'll take a look at it maybe this weekend and add them onto the Assault Raptor only.
As for Galactica she is at the maximum allowable weapons for X3 if I recall. In X3R I went past it and had to reduce them. You cant just add them in with Ship Creator they need to be added to it in 3DS Max or Gmax fiirst then the scene file needs to be exported. Then you need to edit the tships to accomodate them. It can be painful at times.
gienkov
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Post by gienkov »

I've reinstalled game, everything working fine. Thanks :wink:
steve75
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Post by steve75 »

Sounds painfull too, could it be done at the expense of the guns that already exist at the bow? that could be done in the ship editor? I wouldnt know im ignorant to that kind of stuff, i had a play around with the ship editor in x3r but the missile guns werent availiable in that game. I finally got my MKVII kitted out and doing some serious damage too, awesome ship. Still cant figure out why cycrows ship editor wont recognise the game directory, it wont let me edit any ship at all, ive installed the TC version of the plugin manager, so im wondering if anyone else has had this problem???
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hawkbs
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Post by hawkbs »

Cycrows Ship Editor currently is not compatible with Terran Conflict. We are all waiting for him to update it. See the sticky on the top of page 1 of this forum for more info.
The guns on Galactica do need to be added in 3DS Max or Gmax. Sorry but you just cant put guns on a ship in Ship Editor without them being in the scene file for the ship itself. They also need a cockpit and an index location, as well as generally a left and right turret. The guns also need to have there own laser part. Doing custom guns / turrets is not easy at all. Its taken me over 1 year just to get the guns firing correctly on Galactica now. So sorry I wont be changing any guns on her at all. If anything I will work on landings bays and her engines but not sure when I will have the time.
Heck I havent even played TC yet apart from loading in my ships to see if they work lol.
steve75
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Post by steve75 »

well that went over my head lol, fair play then. Lego is about as technical as it gets with me, saying that I do tinker with music now and again on the pc. Theres still one big question though! when the BSG mod comes out will I finally be able to launch my viper through the tubes or is that a no no? The big problem using ships the size of Galactica also is the constraints of the sectors and gates, would these go and leave room for an open universe to really travel in space as it were? I was looking over the cry of the gods page, and there was a heap of great ideas, but I felt some of the questions regarding plot had the solutions staring them in the face such as the tylium mining, we already have mobile mining so why cant the Monarch be the tylium miner with a refinery ship in tow with the fleet to process the ore?? I just think it would be more realistic if each of the major ships in the fleet had certain functions regarding storyline. Also population credits, each time the player engages the enemy credits and rank can be earnt by the amount of populous saved or rescued etc...but then I'm a dreamer and I pray that one day we can land on Kobol for some FPS action taking on Cylon patrols, in search of the tomb of Athena, almost like a hybrid of X3 and Battlefield 1942, missions in FPS could be finding the tomb, extracting algae for food, taking the arrow of Apollo from Caprica, then hopping back into space to continue the trade,build,fight,think, of X3. I dont know anything about making this kind of thing happen its just a dream, I have the imagination but alas no savvy in the technical dept, atmospheric flight would be awesome tho, with fuel as a issue too, X3 ships run on nothing, so fuel and food,water could be major plot enhancers almost micro managing the fleet trying to keep morale up. I'm shocked that you havent got to play yet Hawkbs!!! I hope you find the time to soon :)

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