[Mod] Formation Collision Fix (FCF) v0.2.1a (9-10-09) Slight M4 Adjustment

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The_Mess
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Post by The_Mess »

The other quirk I've noticed is that pirate fighters end up lagging behind the freighter they're defending in high traffic/tons of roids areas as they continuously drop down to zero speed. Made hit and run tactics way too easy on pirates. Did however produce the most beautiful X formation for a Pirate M2's defending fighters though...
BLACKANDY
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Post by BLACKANDY »

anyone using this and 2.71 with success?
dctrjons
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Post by dctrjons »

Going to test it out now.
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Killjaeden
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Post by Killjaeden »

this should be compatible to any patches available
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Wintersdark
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Post by Wintersdark »

Nevermind, old old post.

Doh. Please delete.
Last edited by Wintersdark on Sat, 9. Oct 10, 06:20, edited 1 time in total.
powerbrite
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Post by powerbrite »

BLACKANDY wrote:anyone using this and 2.71 with success?
yes me ive been using this for for long time no crashess works fine still some ship crashess butt not as meny as vanila game ,ok
Wintersdark
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Post by Wintersdark »

Of all the mods I wished someone took up and started working on again :(
davenporter
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Post by davenporter »

Anyone still working on this? This is the most useful patch in the game.
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alt3rn1ty
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Post by alt3rn1ty »

davenporter wrote:Anyone still working on this? This is the most useful patch in the game.
I am a bit behind the curve with updates, but I presume X3TC v3.0 patch did not address this problem... so if this mod is still the only viable fix - are there any issues using this with 3.0 or as above I would also like to know if work is still progressing?
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ezra-r
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Post by ezra-r »

alt3rn1ty wrote:
davenporter wrote:Anyone still working on this? This is the most useful patch in the game.
I am a bit behind the curve with updates, but I presume X3TC v3.0 patch did not address this problem... so if this mod is still the only viable fix - are there any issues using this with 3.0 or as above I would also like to know if work is still progressing?
Ego admitted they won't be fixing this due to the amount of work it takes. ** Sigh **

It must be difficult to find any workaround in the engine too.
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alt3rn1ty
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Post by alt3rn1ty »

Thanks Ezra, yes I remember quite a while ago in L3 testing during the 2.7 releases the conversations there, which is why I presume there would not have been a fix for 3.0.

A lot of - well really above and beyond the call of duty work by ego-soft has gone into extensive support for X3TC as usual with this series well after most companies would have dropped support (really looking forward to grabbing a copy of the superbox, even though I dont necessarily need it, I still intend playing this for a very long time to come, its probably one of the most relaxing and immersive games I have ever played (and it might be more friendly with my no longer supported ridiculous HD DVD drive which is never going to get any firmware updates))

The icing on the cake would be if Alkeena is still around and not too busy RL to give this last aspect of X3TC the final polish for us wingman fanatics.
MegaBurn
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Post by MegaBurn »

What about a narrowly focused scripted solution? Something to bypass the few known bugs and avoid the headache of merging this with ship pack mods (e.g. SRM-C, DDTC, etc).

Narrowing it down, the main issue is in-sector player-owned non-player (autopilot/hireling) ships, mission/plot ships, and certain scripted ships (hook) with a max speed above a certain threshold value (~200) - slower ships can avoid collisions with vanilla stats and random NPC's can fend for themselves. Covering a limited range of ships would require an AL plug-in with a search routine for find "important ships" then attach/remove scripts. The ship scripts would check for collision avoidance behavior events with non-hostile objects then start monitoring the distance to the object, and disable collisions within a range equal to its max speed. When the distance starts to increase enable collisions again, after a half second warp the ship clear of the object with a new heading at half max speed (e.g. bounce off effect) -or- trigger a fail safe to destroy the ship after a second (or two) of disabled collisions.

That would not prevent fast ships from running into larger hostile ships/stations, but would prevent the main headache of wings member collisions being lethal. Being value based it should catch over-tuned larger ships and ship pack mods. I doubt it would have a major impact on performance, except maybe in heavy dogfights of mostly M5/M4. The warping effect on that time scale should visually appear to be bouncing off, could add some shield damage for effect. Warping ships prevents any possibility of an exploit via "parking" ships inside of other objects. Destroying ships prevents any possibility of a ship getting lost or stuck within certain gigantic objects (e.g. complexes, Terran stations, Aldrin moon, etc).

Any problems with this in theory? Is anyone interested in working on it as a scripted alternative or supplement to this mod?

Note: XTC released a similar solution to a different problem, see Safe Undocking Scripts, its possible they have already solved this problem...
BLACKANDY
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Post by BLACKANDY »

is Formation Collision Fix (FCF) v0.2.1a (9-10-09) Slight M4 Adjustment work on XTC?
qwizzie
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Post by qwizzie »

most likely no ... coz XTC has every script / files changed
so i doubt its compatable
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TrixX
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Post by TrixX »

BTW this mod doesn't work right even with the normal game due to using Camera dummies to extend the collision detection space. Seeing as turrets can target them it messes things up.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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darkangel666
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Post by darkangel666 »

Well the cameradummys are a small problem, but its a good way to solve this problem with collisions. I am using this "Dummy-Method" too because i like flying in formations. :roll:

The Formation-problem would be not when egosoft would change the Collision-algorythm. But what should we do? ^^'
I think who want fly in "normal" formations should live with these dummies.


@Alkeena

What algorythm do you use to calculate the positions for the dummies? Maybe i got something for you because i developped a program which uses the TShips and all Scenes to modify the data. And i'm using a simple algorythm to calculate the positions. Its working good. But i didn't localized it, so it's in german. I also mentioned you in the program credits because i think it was first your idea. I hope it was right. ^^'

If some people are interested please say me and i'll localize it for you :)


Sry for my not so correct english (i think). I'm german. ^^'
draffutt
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Post by draffutt »

@Darkangel666

I am interested in trying out what you have. Thanks
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darkangel666
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Post by darkangel666 »

I see ^^ so i must localize it into english^^

I will do it the next week or the week after the next. Then i change my german topic so that the instructions may be also available in english.
The link to this Topic can be found in my signature. Feel free to look but i can't promise that i can make it this year. But i'll try it.

Oh, before i forget it. The algorythm is just beta-stage. So it's not finished yet competely because i'm trying to find a value which allows a fine formation flight while keeping the dummies zoom-in and zoom-out as small as possible. But i didn't find the correct value. And the algorythm i think must also be changed. But this will i do later when i can't find any good value.


Sry for my not so correct english (i think). I'm german. ^^'
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Earth Ultimatum IV.
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Post by Earth Ultimatum IV. »

Hello, I´d like to know if this awesome thing works on X3:TC version 3.2b.

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