[MOD] X-Tra Ship/Station Pack - [V1.94 Available 3/9/2011]

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

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Gemini24
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Post by Gemini24 »

Wasnt referring to the missle mount Turret, was referring to the forward mounted turret, the weapon mountable one.

While that one is firing, launching missile with the hotkey doesnt work because That turret causes them to explode, hence my example with having to stop firing your main guns on some ships to use a missile to prevent shooting your own missiles down.

Sorry if i was unclear, again it isnt a big issue as u can just turn that turret off.
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vukica
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Post by vukica »

Ok, tried out everything and... basically it's all perfect(aside from the previosly reported bugs and errors).

The Hiroshima is too big, at least it's wings are and i think that's what causing other ships to hit it.

Other than that... really perfect!

I hope you make a Terran M0 ;)
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Cadius
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Post by Cadius »

Wasnt referring to the missle mount Turret, was referring to the forward mounted turret, the weapon mountable one.

While that one is firing, launching missile with the hotkey doesnt work because That turret causes them to explode, hence my example with having to stop firing your main guns on some ships to use a missile to prevent shooting your own missiles down.
Ah ok that makes sense, I'll move the front turret to the bottom of the cockpit and see if that helps
Gemini24
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Post by Gemini24 »

Yeah sorry about that, probably couldve been more clear when i first said somethin :oops:

Havent found anything else wrong :) so i shall continue to enjoy the ships and wait for whatever u have instore for us!
AwesomeWalrus
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Post by AwesomeWalrus »

I love how your designs manage to not only look unique, but fit seamlessly with other ships in the game. It seems like there's more than a few custom ships that look like they belong in StarHunter 2400 more than X3. :P Also, that TM is gorgeous!

Keep up the awesome work!
RadarEclipse
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Post by RadarEclipse »

The ships are wonderful, and I love the fact that the M3B is the Zeus from FreeSpace.
Hartzaden
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Post by Hartzaden »

hay i have notaced a small error with the turrets on the heroshma. the 2 4 6 8 main gun positions have the projectiles spawn almost 1k away from the ship. is this a issue with my install or somthing that the moddlier needs to fix?
Gemini24
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Post by Gemini24 »

Probably just a personal thing, i spawned a few ship around 1 hiroshima and watched the turrets fire, all seemed to be coming from where they should.
Yupsolo
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Post by Yupsolo »

Hello, I try to use your ship mod, they look very great. However when I install your mod (as a fake patch), I can't use other ship mods (like Normandy 2.5, the new ship don't appear). Moreover I'm really interest in only one ship, the Mass Effect cruiser that you wonderfully done!!! Do you think it's possible to package your ship one by one in different XSP files, to easly install them using the XPlugin Manager? I don't know how to do that by myself :-/
Thanks
LukeB117
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Post by LukeB117 »

you can combinate the mods with x3 editor only copy the normandy mod into the ship pack but you must copy it one to one and modifi the t ships in the ship pack
Anzunehmen, die Erde sei der einzig bewohnte Himmelskörper im All, ist so absurd wie der Gedanke, dass auf einem mit Weizen besäten Feld nur ein einziges Saatkorn aufgeht.

Metrodorus von Chios, (4. Jh. v. Chr.), griechischer Philosoph
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Cadius
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Post by Cadius »

Ah finally got some time off RL to work on v1.6.
Hello, I try to use your ship mod, they look very great. However when I install your mod (as a fake patch), I can't use other ship mods (like Normandy 2.5, the new ship don't appear). Moreover I'm really interest in only one ship, the Mass Effect cruiser that you wonderfully done!!! Do you think it's possible to package your ship one by one in different XSP files, to easly install them using the XPlugin Manager? I don't know how to do that by myself :-/
They both use Tship files so one will override the other. But no worries, v1.6 will include the Normandy 2... with a name change to fit in.
hay i have notaced a small error with the turrets on the heroshma. the 2 4 6 8 main gun positions have the projectiles spawn almost 1k away from the ship. is this a issue with my install or somthing that the moddlier needs to fix?
A known issue, it's with the model itself. Will fix it for v1.6
Yupsolo
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Post by Yupsolo »

Cadius wrote:Ah finally got some time off RL to work on v1.6.
They both use Tship files so one will override the other. But no worries, v1.6 will include the Normandy 2... with a name change to fit in.

Wow, you're the boss! You're mod with the Normandy 2 (and 1?). Are you working on a XSP format of your mod?
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Cadius
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Goodies

Post by Cadius »

New ship!

Split M7 - Ocelot
http://img713.imageshack.us/img713/2041 ... n00071.png
http://img687.imageshack.us/img687/6021 ... n00072.png
http://img697.imageshack.us/img697/9785 ... n00076.png
http://img691.imageshack.us/img691/967/ ... n00074.png
http://img294.imageshack.us/img294/8717 ... n00075.png

After it was decided that the M7 Tiger was too cumbersome a design to maneuver, Split military drew up plans for the Ocelot, a slightly smaller but more aggressive ship of the line. Unlike the Tiger, the Ocelot has no main guns and relies entirely on its frontal and broadside turrets.
Last edited by Cadius on Mon, 15. Feb 10, 16:00, edited 1 time in total.
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MadMan983
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Post by MadMan983 »

i like it!
any chance you could add the shipexpantion ships to your mod? i have tryed to combine the 2 but i had..... er... less then optimal results.
When ever people agree with me i always feel i must be wrong.
Bomar
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Post by Bomar »

Very nice man :).....btw I see what you did there on the ocelot. XD
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mr.WHO
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Post by mr.WHO »

If you would have some free time maybe you could use this (Macross carriers) as ATF M7 light carrier?

http://forum.egosoft.com/viewtopic.php?t=245821
Hartzaden
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Post by Hartzaden »

i see someone uses C-mod :)
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Killjaeden
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Post by Killjaeden »

Tiger chassis huh? has lot of potential :D
Somehow the wings on the ocelot don't work for me...
not splitish enough. Perhaps rotate them a bit? or make them triangular (looking from above) and have one side that is 90° to the hull and one that has an angle?
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Modeller of X3AP Split Acinonyx, Split Drake, Argon Lotan, Teladi Tern. My current work:
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mark_a_condren
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Post by mark_a_condren »

Cadius

Do you have a script for making your ships available at shipyards yet ?

Mind you, at the rate your doing ships i don't think you would have time for anything else.

MarCon

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