[Mod] OOS Rebalance v2 (v2.10 - 04.06.11)

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DrBullwinkle
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Post by DrBullwinkle »

Is it necessary to store the not-in-use weapons? When you swap weapons, why not *destroy* the not-in-use weapon? Then spawn the appropriate weapon when you need it?

If you could eliminate storing of the weapons, then you would also eliminate the weird side-effects that OOSR2 has (seeing "weapons" that are not really there).

Just a thought...
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Gazz
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Post by Gazz »

When you remove the weapons then the ship may not have the available cargo space to put them back in when needed.
What would you do then? Fight without lasers or have a script decide which cargo should be dumped from the ship to put the lasers back in?
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DrBullwinkle
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Post by DrBullwinkle »

Gazz wrote:When you remove the weapons then the ship may not have the available cargo space to put them back in when needed.
That's the thing... there would never be a time when you have to "put them back in". OOSR only has to worry about *mounted* weapons, right? Never weapons in cargo.

In other words, the OOSR kind of weapon swap is a different problem than the MARS or Missile Defense type of weapon swap. In OOSR, the weapons never have to go into the cargo hold.

==============================================
EDIT: After looking at plugin.gz.oosr.lib, it appears that the way that you mount a weapon is by using the MCSI command to swap it with a weapon in cargo. That might explain your comment about the cargo space.

However, if I am understanding this correctly, you only really need cargo space for ONE WEAPON. True?

I am thinking that the advantages of destroying and spawning the appropriate weapons outweigh the need to manage cargo space. Even if the cargo space must be reserved, there would be fewer side effects if the cargo were filled with debris or containers rather than weapons. The fake weapons in the cargo hold seem to cause a lot of trouble.

Am I on the right track here? Or am I missing something basic?

(And by "something basic", I mean: Such as the fact that you solved the problem in AP, so there is less need to maintain OOSR 2?)
GeminiFire
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Post by GeminiFire »

@Sir Gazz...
Bad timing to ask that because in the upcoming AP patch there will be.. changes. Extensive ones.
As far as I can see, this will be the "final" OOS combat.
Until the thing is out the door, I can't really comment on that. Well, I could but then I'd have to kill you and that's always so messy.
Now that AP 2.0 is off and running, could you elaborate on the "...changes. Extensive ones"....

I am sure you can now enlighten me, without having to end my existence...

My AP Game is progressing to the point where OOSR and MARS are to be installed soon...

By the way, Thanx for all you do. On and off "The Clock"...
Your scripts are some the most prized in the X Universe...

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Gazz
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Post by Gazz »

In a nutshell, OOSR v2 is hardcoded into AP where it can then be modded by editing the separate OOS bullet damages.
Since no quirky workarounds are necessary, none of the "side effects" of OOSR v2 apply.

The damage calculations are also all new and should result in more or less believable results.
Ships with multiple turrets, for instance, can attack multiple ships at once so while protecting the "real" fighting ships with disposable bait ships may still work, it can get... costly.
When the chance to hit is sufficiently low, ships can completely avoid damage, so PPC all around may not always be the best solution.


It's not a perfect simulation of IS conditions. I cannot and will never be.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Magewolf
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Post by Magewolf »

How would your know if you have this working right?

I installed this a few days ago but I had not had any OOS combat until last night.I had kept a H Centaur from a ship return mission and 2 police Discovers came to blow it up.I had given it a 200 g shield and a jumpdrive and left it to wait by a Xeon sector.When I got the message about it being attacked I looked and the Discovers were eating right through its shield I just had time to jump it to the other side of the Xeon sector before it started taking hull damage.

So I checked my OOS ships and it looked like all of them still had their regular weapons in their turrets.And I could not find the log files for the fight.The extra OOS weapons show up as equitable in the ship info screen.


I copied all the folders in the zip into my TC install so I do not know what I might have done wrong.
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Jellyfish_tracks
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Post by Jellyfish_tracks »

Hey, sorry if this is a necro. I'm having some performance issues with TC and I'm trying to figure out if its an incompatability between some mods or if its just the game load in general. I've posted it here because I figured this is the most likely cause either in incompatability or in cpu load, but feel free to move it if this isn't the right place for it. :oops:

So I had installed: missile data Display, missile defense mk2, OOS combat rebalance v2, mouse auto-aim v3, Graxter's remove rocks, SS_T's X3TC Shader Performance Boost, Litecube's Bounce, 7ate9tin11s Universe Explorers v2.4.0, LV's race response fleets, jaga_telesin's X3 Unleashed, and ulfius' cmod 3. :roll:

I get the feeling its an incompatability between the OOS rebalance and Cmod3 because of weapon alteration. But then I noticed paulwheeler using Cmod3 and this on pg2 of this thread.

if its not that, then maybe Race Response Fleets is messing with X3 Unleashed in the jobs files.

any thoughts?
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DrBullwinkle
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Post by DrBullwinkle »

You have not described your computer or what performance problems you are having, so it is hard to give you any concrete answers. However, I can offer some thoughts:
  • I do not see any obvious conflicts in your list.
  • OOSR v2 adds some cpu load. Sorry. There is an OOSR v3, but my experience was that OOSR v2 is probably "better" overall. OOSR v4 is in AP, and is the best of the bunch.
  • RRF is known to add some cpu load. When AI-vs-AI battles are in-sector, it can add a lot of cpu load. And for what? Watching NPC's battle each other, which they already do in the vanilla game anyway??? There should be an "RRF-versus-Player-Only" Mode which would eliminate the unnecessary overhead. Since there is not such a mode, you may want to try turning RRF off or removing it completely to see what effect that has on your performance.
  • Here are some more Performance Tips.
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Jellyfish_tracks
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Post by Jellyfish_tracks »

Ok, well I'm really glad to hear there's not a glaringly obvious incompatibility, because I really like the sounds of all of these scripts/mods.

Basically soon after I had the last few installed (MD mk2, x3 unleashed and Cmod3) I would get a slideshow style lag, and often spontaneous freezing with a repeating sound loop, which I could close with ctrl+alt+del. But I had pretty much just revealed most of the galaxy and had half the sectors with satellites - does that affect lag, or is the universe 'always' running without having it explored?

It's probably cpu load. I'm running an AMD Athlon dual core at 2.1GHz on a toshiba satellite L500D, so I'm surprised I can even run TC. :lol:
Especially since the second cpu in dual cores don't help a great deal. I'm saving my pennies for a new machine, and hopefully I can run MARS on it =)

Thanks for the help DrBW, and Gazz for the wicked scripts, and those performance links look most excellent.

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