You don't really need a plot, the axis are represented on your ship radar (and you will need them once you have the coordinates).
You can also see them in the map.
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You don't really need a plot, the axis are represented on your ship radar (and you will need them once you have the coordinates).
In every case where you cannot find the vault it will be a tempzone. If it's not a tempzone, it means it's close to the sector center so you should already have found it !Witzzard wrote: ↑Tue, 22. Mar 22, 01:30 Now comes the seemingly more fiddly bit - where is it position wise in the sector. Which is also something i'm not a 100% on - so if anyone got a better idea, feel free to add to our understanding
When the containing zone is a temporay zone, you seemingly can simply search from the erlking_blueprint_ : upwards for class="zone" and will find three lines "<offset> + position + </offset>", whereas the position line inbetween the offsets should hold the position you might want to look for.
If in the zone line, the zone isn't followed by a macro="tempzone" ,you'll seemingly have to go back down towards the vault/blueprint itself, as the position is set there through their own offset line.
You might want to use macro="landmarks_erlking_vault_. A few lines under that you should again see a <offset> line followed by a position. That position should then be the ones you should be looking at in the sector. Please note, the offset indicator should come before any <connections> indicator, as far as i can tell.
Then again, i'm not 100% clear on everything.
This is the most ****** and lazy way of implementation.ChrisF0001 wrote: ↑Tue, 22. Mar 22, 09:53 Points to Egosoft for trying something new, but I can't help but notice that I've seen several threads about how this is horrible and not a single post from anyone who actually liked it.Let's learn and move on...
With a little bit of mathematics you can remove the need for guess and tryChrisF0001 wrote: ↑Tue, 22. Mar 22, 09:53 Well I think I found Data Vault #3 at last (the one with position = "default 1"), and it wasn't pretty.
First I dropped a nav beacon where I thought the middle of the sector should be, renamed it to something I could search for and looked in the save file for it's position. A good 70km away from the actual middle. This gave a bit of extra context to where #3 should have been, so I dropped a new advanced satellite at my new estimated position... nothing.
So, I started carpet bombing the whole area with advanced satellites in an expanding spiral from that point, and it eventually turned up - a similar distance away from my search-start nav beacon but in *completely the opposite direction*. So... I don't know. Mostly pulling coordinates out of the save file worked, but a couple of times I think I only got them by dumb luck even with the answers effectively in front of me.
Points to Egosoft for trying something new, but I can't help but notice that I've seen several threads about how this is horrible and not a single post from anyone who actually liked it.Let's learn and move on...
I'm honestly still wondering if we're missing some actual start for some mission. Like having a +20 Rep with VIG and landing at the Keepsafe(or how it was called) station or some such. As this implementation, especially with lacking long range scanner pings, simply feels wrong.mr.WHO wrote: ↑Tue, 22. Mar 22, 09:59This is the most ****** and lazy way of implementation.ChrisF0001 wrote: ↑Tue, 22. Mar 22, 09:53 Points to Egosoft for trying something new, but I can't help but notice that I've seen several threads about how this is horrible and not a single post from anyone who actually liked it.Let's learn and move on...
They could make some kind of plot with puzzles and riddles to find the locations when you capture the battleship, or give you some kind of tracking signal to get the general location.
Literally anything, but this crap.
This one? https://www.nexusmods.com/x4foundations ... tab=images by jamesdehunter?
Maths was fine (well, until #3) - the guesswork is because I'm not using any mods that will show me coordinates. So it became 'I know where the origin (0,0,0) is' (or so I thought), *that* station is 60km away, therefore I need to go (holds fingers up to the screen) about *here*...TKz wrote: ↑Tue, 22. Mar 22, 10:35 With a little bit of mathematics you can remove the need for guess and try![]()
Let's say you have the position of the zone of a known object (a station for example) : X=50km, Z=20km.
If you have the position of the zone of the vault, for example : X=350km, Z=210km, then you can subtract the position of the known object, it will give you X=300km, Z=190km in this example, and it's the exact distance you need to fly on each axis from the known object to find the vault (well the zone of the vault, but the vault will be close inside)![]()
You don't need a mod that will show you coordinates. You get the coordinates in the savefile.ChrisF0001 wrote: ↑Tue, 22. Mar 22, 18:49 Maths was fine (well, until #3) - the guesswork is because I'm not using any mods that will show me coordinates. So it became 'I know where the origin (0,0,0) is' (or so I thought), *that* station is 60km away, therefore I need to go (holds fingers up to the screen) about *here*...
One of them I just got my estimation wrong, but fortunately my assumption of where (0,0,0) was was also wrong by the same amount.![]()
YES!Berhg wrote: ↑Tue, 22. Mar 22, 17:06This one? https://www.nexusmods.com/x4foundations ... tab=images by jamesdehunter?
I don't know how to modify it as I think you are suggesting. Could you upload a version of it for us?nemo1887 wrote: ↑Tue, 22. Mar 22, 20:02YES!Berhg wrote: ↑Tue, 22. Mar 22, 17:06This one? https://www.nexusmods.com/x4foundations ... tab=images by jamesdehunter?
If it is in save file it should have spawned.Tartaros_exe wrote: ↑Wed, 23. Mar 22, 01:10 I tried looking for it, modded satelites and finding it in the save file (should have been in Avaris 5 at around 10k -4k 300k)
I have it in my save but not in the game.Imperial Good wrote: ↑Wed, 23. Mar 22, 01:42If it is in save file it should have spawned.Tartaros_exe wrote: ↑Wed, 23. Mar 22, 01:10 I tried looking for it, modded satelites and finding it in the save file (should have been in Avaris 5 at around 10k -4k 300k)