It's something to do with the </macro> after the </properties>. If I remove it, the gates all load, but the Ocean of Fantasy gate is still active (i.e. the properties change is ignored). If I put the </macro> back then nothing works. At at a loss here, because the code is literally copied and pasted from the unpacked Boron DLC where Egosoft inactivates the Boron gates.bhorton22 wrote: ↑Mon, 5. Aug 24, 07:51I do have your scripts mod, I never thought of just disabling the gate, lol.
However, I tested the above, and the following code does not work and for the life of me I can't figure out why (the gates just disappear - all of them every single one ion the deadairfactiongallente mod). I was wondering if you could take a look and tell me what am I doing wrong:
<macro name="ZoneDGA1_Cluster_DGA8_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGateDGA8To604" ref="gates">
<offset>
<position x="0" y="0" z="32000"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space"/>
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>
[MOD]DeadAir Mods pt2
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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- Joined: Sun, 29. Aug 10, 22:30
Re: [MOD]DeadAir Mods pt2
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- Posts: 40
- Joined: Sun, 29. Aug 10, 22:30
Re: [MOD]DeadAir Mods pt2
I figured it, there needs to be a space after the "false" (i.e. <state active="false" />bhorton22 wrote: ↑Mon, 5. Aug 24, 15:26It's something to do with the </macro> after the </properties>. If I remove it, the gates all load, but the Ocean of Fantasy gate is still active (i.e. the properties change is ignored). If I put the </macro> back then nothing works. At at a loss here, because the code is literally copied and pasted from the unpacked Boron DLC where Egosoft inactivates the Boron gates.bhorton22 wrote: ↑Mon, 5. Aug 24, 07:51I do have your scripts mod, I never thought of just disabling the gate, lol.
However, I tested the above, and the following code does not work and for the life of me I can't figure out why (the gates just disappear - all of them every single one ion the deadairfactiongallente mod). I was wondering if you could take a look and tell me what am I doing wrong:
<macro name="ZoneDGA1_Cluster_DGA8_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGateDGA8To604" ref="gates">
<offset>
<position x="0" y="0" z="32000"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space"/>
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>
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- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
Glad you figured it out but I don't believe that's the issue. You have an extra </macro> right after properties that is breaking the entry. EDIT: You actually closed macro early.bhorton22 wrote: ↑Mon, 5. Aug 24, 15:32I figured it, there needs to be a space after the "false" (i.e. <state active="false" />bhorton22 wrote: ↑Mon, 5. Aug 24, 15:26It's something to do with the </macro> after the </properties>. If I remove it, the gates all load, but the Ocean of Fantasy gate is still active (i.e. the properties change is ignored). If I put the </macro> back then nothing works. At at a loss here, because the code is literally copied and pasted from the unpacked Boron DLC where Egosoft inactivates the Boron gates.bhorton22 wrote: ↑Mon, 5. Aug 24, 07:51
I do have your scripts mod, I never thought of just disabling the gate, lol.
However, I tested the above, and the following code does not work and for the life of me I can't figure out why (the gates just disappear - all of them every single one ion the deadairfactiongallente mod). I was wondering if you could take a look and tell me what am I doing wrong:
<macro name="ZoneDGA1_Cluster_DGA8_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGateDGA8To604" ref="gates">
<offset>
<position x="0" y="0" z="32000"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space"/>
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>
Code: Select all
<macro name="ZoneDGA1_Cluster_DGA8_Sector001_macro" class="zone">
<component ref="standardzone"/>
<connections>
<connection name="connection_ClusterGateDGA8To604" ref="gates">
<offset>
<position x="0" y="0" z="32000"/>
<quaternion qx="0" qy="1" qz="0" qw="0"/>
</offset>
<macro ref="props_gates_anc_gate_macro" connection="space">
<properties>
<state active="false"/>
</properties>
</macro>
</connection>
</connections>
</macro>
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- Posts: 10
- Joined: Sat, 3. Aug 24, 20:25
Re: [MOD]DeadAir Mods pt2
It is working great, thank you again, this is such great work, the ships, the weapons. Congratulations.
I just reached +20 standing and now I can buy all Amarr ships, fantastic.
I just have one question/suggestion : On the Providence, is it possible to set the cockpit below the ship using this (the numbers are random for now, just found out it seems possible to move cockpit position) ?
Thanks 
I just reached +20 standing and now I can buy all Amarr ships, fantastic.
I just have one question/suggestion : On the Providence, is it possible to set the cockpit below the ship using this (the numbers are random for now, just found out it seems possible to move cockpit position) ?
Code: Select all
<connection name="con_cockpit_01" tags="cockpit cockpit_visible ">
<offset>
<position x="0" y="29.12331" z="117.9724" />
</offset>
</connection>

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- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
You should be able to move it around without issues.Ludiks wrote: ↑Fri, 16. Aug 24, 10:43 It is working great, thank you again, this is such great work, the ships, the weapons. Congratulations.
I just reached +20 standing and now I can buy all Amarr ships, fantastic.
I just have one question/suggestion : On the Providence, is it possible to set the cockpit below the ship using this (the numbers are random for now, just found out it seems possible to move cockpit position) ?ThanksCode: Select all
<connection name="con_cockpit_01" tags="cockpit cockpit_visible "> <offset> <position x="0" y="29.12331" z="117.9724" /> </offset> </connection>
![]()
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- Posts: 10
- Joined: Sat, 3. Aug 24, 20:25
Re: [MOD]DeadAir Mods pt2
Thanks for reply and again for your great work !DeadAirRT wrote: ↑Fri, 16. Aug 24, 13:58You should be able to move it around without issues.Ludiks wrote: ↑Fri, 16. Aug 24, 10:43 It is working great, thank you again, this is such great work, the ships, the weapons. Congratulations.
I just reached +20 standing and now I can buy all Amarr ships, fantastic.
I just have one question/suggestion : On the Providence, is it possible to set the cockpit below the ship using this (the numbers are random for now, just found out it seems possible to move cockpit position) ?ThanksCode: Select all
<connection name="con_cockpit_01" tags="cockpit cockpit_visible "> <offset> <position x="0" y="29.12331" z="117.9724" /> </offset> </connection>
![]()
I managed to find a spot that I think ok for the cockpit of the Providence with :
Code: Select all
<connection name="con_cockpit" tags="cockpit cockpit_visible">
<offset>
<position x="0" y="-60.18" z="786.58"/>
</offset>
</connection>
https://i.imgur.com/dUfSykm.png
Last edited by Terre on Fri, 30. Aug 24, 18:04, edited 1 time in total.
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
Reason: Images posted directly to the forums should not be greater than 640x480 or 100kb, oversize image now linked
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Re: [MOD]DeadAir Mods pt2
Heh. It makes it look like I got smashed and my imp newbie ship picked up my pod before the pop.
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- Posts: 11146
- Joined: Thu, 27. Feb 03, 22:28
Re: [MOD]DeadAir Mods pt2
Hi,
I've found a quirk of Dead Tater, but it might be as I'm using it in an unintended way - or not using it at all at that moment to be exact - I'll explain...
I set my DTs doing their thing, but with the distance penalty enabled - I didn't use to to this, but I do once I move to L-Class Freighters as they're a bit slow. This works just fine. However, sometimes I'll have an "Urgent" need for something, say at my HQ for research, so I'll snag one of the DT Freighters, give it a Buy order, give it a Transfer order at the HQ and carrying on doing whatever I was doing. Previously, this would work great, the DT would finish whatever it was previously doing, then go and do the trade I asked. However, it doesn't do this sometimes, and I think this might be why...
I'd ordered one of my DTs - an Okinawa Freighter - to go and buy multiple things for my HQ, offloading each item in turn. So, Buy Advanced Electronics, Transfer Advanced Electronics, Buy Field Coils, Transfer Field Coils. After quite some time playing, I went to check if the HQ had all it needed now to start research - it didn't having NONE of the items at all. I checked on the Freighter and it had numerous failed orders. However, how those orders failed is curious and, I think, perhaps linked to Dead Tater...
Basically, for each failed Buy order, the ship reported "Insufficient Funds", which isn't right as I have many times the funds needed for these transactions. This got me thinking... The Freighter - which is still a Dead Tater at heart, despite being given manual orders - was far away from its "Home" Anchor Space sector and had a 5% distance penalty applied. I'm wondering if these caused some weirdness making it think the trade was invalid due to how much it thought it cost due to the penalty?
This is pure speculation on my part, though based on a degree of logic I think, but thought I'd mention it here. I know it's not a DT problem as such, but it looks like a DT setting is blocking manual trades potentially. As mentioned, I'll often hijack a DT for a manual trade run, but I'd not usually have that distance penalty enabled - except on large, slow freighters, the exact ship I just picked for this manual task.
Perhaps this is more a point of curiosity than anything. I've now taken the same Freighter, but cleared the DT default behaviour...it's currently heading back to the same station attempting to buy Field Coils again...let's see if if works, or fails like last time... and it worked just fine, no "insufficient funds" message, wares loaded as expected.
So, again speculation on my part, but it looks like the Dead Tater behaviour is influencing a manually-issued trade order. What do you think?
I've found a quirk of Dead Tater, but it might be as I'm using it in an unintended way - or not using it at all at that moment to be exact - I'll explain...
I set my DTs doing their thing, but with the distance penalty enabled - I didn't use to to this, but I do once I move to L-Class Freighters as they're a bit slow. This works just fine. However, sometimes I'll have an "Urgent" need for something, say at my HQ for research, so I'll snag one of the DT Freighters, give it a Buy order, give it a Transfer order at the HQ and carrying on doing whatever I was doing. Previously, this would work great, the DT would finish whatever it was previously doing, then go and do the trade I asked. However, it doesn't do this sometimes, and I think this might be why...
I'd ordered one of my DTs - an Okinawa Freighter - to go and buy multiple things for my HQ, offloading each item in turn. So, Buy Advanced Electronics, Transfer Advanced Electronics, Buy Field Coils, Transfer Field Coils. After quite some time playing, I went to check if the HQ had all it needed now to start research - it didn't having NONE of the items at all. I checked on the Freighter and it had numerous failed orders. However, how those orders failed is curious and, I think, perhaps linked to Dead Tater...
Basically, for each failed Buy order, the ship reported "Insufficient Funds", which isn't right as I have many times the funds needed for these transactions. This got me thinking... The Freighter - which is still a Dead Tater at heart, despite being given manual orders - was far away from its "Home" Anchor Space sector and had a 5% distance penalty applied. I'm wondering if these caused some weirdness making it think the trade was invalid due to how much it thought it cost due to the penalty?
This is pure speculation on my part, though based on a degree of logic I think, but thought I'd mention it here. I know it's not a DT problem as such, but it looks like a DT setting is blocking manual trades potentially. As mentioned, I'll often hijack a DT for a manual trade run, but I'd not usually have that distance penalty enabled - except on large, slow freighters, the exact ship I just picked for this manual task.
Perhaps this is more a point of curiosity than anything. I've now taken the same Freighter, but cleared the DT default behaviour...it's currently heading back to the same station attempting to buy Field Coils again...let's see if if works, or fails like last time... and it worked just fine, no "insufficient funds" message, wares loaded as expected.
So, again speculation on my part, but it looks like the Dead Tater behaviour is influencing a manually-issued trade order. What do you think?
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- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
It wouldn't be influencing the manual trade order since as soon as the ship is manually ordered to do something, it is no longer conducting the logic i wrote (it basically pauses the script at the sync point). It is possible something was changed in 7.1 that is causing issues i have not seen.Scoob wrote: ↑Thu, 29. Aug 24, 00:24 Hi,
I've found a quirk of Dead Tater, but it might be as I'm using it in an unintended way - or not using it at all at that moment to be exact - I'll explain...
I set my DTs doing their thing, but with the distance penalty enabled - I didn't use to to this, but I do once I move to L-Class Freighters as they're a bit slow. This works just fine. However, sometimes I'll have an "Urgent" need for something, say at my HQ for research, so I'll snag one of the DT Freighters, give it a Buy order, give it a Transfer order at the HQ and carrying on doing whatever I was doing. Previously, this would work great, the DT would finish whatever it was previously doing, then go and do the trade I asked. However, it doesn't do this sometimes, and I think this might be why...
I'd ordered one of my DTs - an Okinawa Freighter - to go and buy multiple things for my HQ, offloading each item in turn. So, Buy Advanced Electronics, Transfer Advanced Electronics, Buy Field Coils, Transfer Field Coils. After quite some time playing, I went to check if the HQ had all it needed now to start research - it didn't having NONE of the items at all. I checked on the Freighter and it had numerous failed orders. However, how those orders failed is curious and, I think, perhaps linked to Dead Tater...
Basically, for each failed Buy order, the ship reported "Insufficient Funds", which isn't right as I have many times the funds needed for these transactions. This got me thinking... The Freighter - which is still a Dead Tater at heart, despite being given manual orders - was far away from its "Home" Anchor Space sector and had a 5% distance penalty applied. I'm wondering if these caused some weirdness making it think the trade was invalid due to how much it thought it cost due to the penalty?
This is pure speculation on my part, though based on a degree of logic I think, but thought I'd mention it here. I know it's not a DT problem as such, but it looks like a DT setting is blocking manual trades potentially. As mentioned, I'll often hijack a DT for a manual trade run, but I'd not usually have that distance penalty enabled - except on large, slow freighters, the exact ship I just picked for this manual task.
Perhaps this is more a point of curiosity than anything. I've now taken the same Freighter, but cleared the DT default behaviour...it's currently heading back to the same station attempting to buy Field Coils again...let's see if if works, or fails like last time... and it worked just fine, no "insufficient funds" message, wares loaded as expected.
So, again speculation on my part, but it looks like the Dead Tater behaviour is influencing a manually-issued trade order. What do you think?
The one potential issue is that if the manual order takes it into blacklisted space, the logic may find no safe paths to it's trade area and fail to find any trades once it returns to performing deadtater.
One possible thing i can think of, was the ship on an active trade run or searching for a trade? It's possible it still had it's own account when money was transferred to it for the original trade, and something caused money to not be transferred for subsequent trades.
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- Posts: 11146
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Re: [MOD]DeadAir Mods pt2
Thanks for the reply.DeadAirRT wrote: ↑Thu, 29. Aug 24, 17:25 It wouldn't be influencing the manual trade order since as soon as the ship is manually ordered to do something, it is no longer conducting the logic i wrote (it basically pauses the script at the sync point). It is possible something was changed in 7.1 that is causing issues i have not seen.
The one potential issue is that if the manual order takes it into blacklisted space, the logic may find no safe paths to it's trade area and fail to find any trades once it returns to performing deadtater.
One possible thing i can think of, was the ship on an active trade run or searching for a trade? It's possible it still had it's own account when money was transferred to it for the original trade, and something caused money to not be transferred for subsequent trades.
No, at no point did it venture into a blacklisted area, it was just visiting a friendly Trading Station a few sectors away.
When I initially gave the manual trade orders, it was already mid-trade, having to first sell its current load. So, it finished the DT orders first, before going to buy for the manual order. That order then failed due to "insufficient funds". It then tried to do the ware transfer, which of course also failed, then it tried to do the next buy which resulted in insufficient funds again. It'd gotten half way through the list of manual orders I'd given it - three of six Buys failed due to funds, with transfers failing also. It was at this point I spotted the issue. I removed the DT behaviour, then re-issued the same manual buy orders, and it proceeded just fine.
It's a bit of a weird one for sure. It may not be a DT issue, I've hardly done extensive testing on this, but it did work once I cleared the DT default behaviour prior to re-issuing the manual buy orders. This is doubtless a very niche issue, but I've hijacked DT's in this way dozens of times in the past without issue. The only difference I'm aware of, is that I was using a ship with a range penalty this time. Basically, when starting out with M-Class Transporters as DT's, they're fast enough (and quite short range initially) that I don't enable the range penalty. When I have L-Class Freighters, which are slower and usually have a longer range potential, I then apply the range penalty.
Note: for Large ships I've also started setting the minimum cargo thing to 25/50 - so they're always shipping a reasonable volume of wares. Could that have an impact at all?
Check list for possible re-creation: I will try to do this myself, it'll be easier once I have SETA in the game (I started a fresh RE game).
- L-Class Freighter running Dead Tater.
- Range penalty enabled, default 5% setting.
- Minimum Cargo level set, 25/50.
- When mid-trade (DT has allocated Buy/Sell orders) issue a manual Buy and transfer order.
- Observe ship when actioning manual order, arrive and dock at station.
- See "Insufficient funds" error for failed Buy order.
As mentioned I am currently playing a Reemergence game, started a couple of days ago. I don't know if the different map, or other changes could have any impact?
Note 2: the ship showed no failures for the DTs orders when I looked at it, just the manual ones, so it's not something like a prior Sell order failed, so the ship was already full or anything like that. What else might cause an "Insufficient Funds" error when there are ample funds in the player's account?
Don't worry too much about this, I'll try to get a repro case if I'm able. I can then provide a save and all the other mods I use (zipped up of course) so you can recreate things, if you wish. Can't promise when that'll be though, but I'll continue nabbing DTs as needed for manual orders, it's not an uncommon thing for me to do.
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- Posts: 11146
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Re: [MOD]DeadAir Mods pt2
The manual order failed with "Insufficient Funds" after the ship docked at the target station. It wasn't searching for a trade at the time, it was simply obeying the manual trader order I'd given it. When I'm able, I'll try to force a recreation of this, by snagging a DT mid-flight and ordering it to buy something and offload at the HQ. I'll snag a save beforehand and see if I can reproduce. Don't have SETA yet, which would speed up testing significantly of course, but I'm just missing one item.
I'll keep you posted, hopefully I'll get some time to tinker over the next few days.
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Re: [MOD]DeadAir Mods pt2
Hi again,
I've not had the time to reproduce the issue discussed above yet. However, I do have something else to report...
I just got a notification from "DA Dynamic News" telling me "Started BOR Factory (TNW-444) in Queen's Harbour to produce Water" Provinces Adrift. However, BOR are not discovered in my Reemergence Game currently as I've not started that particular mission chain. Is it at all possible to suppress messages for BOR when they're yet to be discovered?
Cheers.
I've not had the time to reproduce the issue discussed above yet. However, I do have something else to report...
I just got a notification from "DA Dynamic News" telling me "Started BOR Factory (TNW-444) in Queen's Harbour to produce Water" Provinces Adrift. However, BOR are not discovered in my Reemergence Game currently as I've not started that particular mission chain. Is it at all possible to suppress messages for BOR when they're yet to be discovered?
Cheers.
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- Posts: 1124
- Joined: Fri, 25. Jan 19, 03:26
Re: [MOD]DeadAir Mods pt2
I'm planning on doing a large update to the news portion and I'll keep if the faction is known or not in mind.Scoob wrote: ↑Sun, 1. Sep 24, 17:46 Hi again,
I've not had the time to reproduce the issue discussed above yet. However, I do have something else to report...
I just got a notification from "DA Dynamic News" telling me "Started BOR Factory (TNW-444) in Queen's Harbour to produce Water" Provinces Adrift. However, BOR are not discovered in my Reemergence Game currently as I've not started that particular mission chain. Is it at all possible to suppress messages for BOR when they're yet to be discovered?
Cheers.
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Re: [MOD]DeadAir Mods pt2
I've been using the DA scripts/eco since late July. Does anyone notice that Boron appears to be broken or too passive? Everyone is at -30 total war. Each main faction has a shipyard station I've plopped to only build/trade for them. Boron seems to plop a defense station in watchful gaze and just chill and never attack. I'm wondering if this is more of an underlying issue in the vanilla game. Teladi for example before COH DLC was the most aggressive as was HOP or Trinity, not Godrealm. Split are now equally aggressive now after several patch iterations. I've been using these DA mod rollups cheat menu and minor station module edited mods to keep things light and tight for this run.
EDIT: I'll add that everyone is -30 with everyone else but me. All factions are ignored in Dynamic Wars calculation. I set them all manually after I added GOD and Jobs to each main faction. I ran SETA until each faction built or expanded up to half of GOD changes or better and Jobs. Faction logic is enabled for all sectors. No map mod was installed for this save. All xenon and minor factions were purged like HAT BUC CURB FRF SCA ANT PIO MIN ALI. If minor factions were race related like segaris I xferred ownership to Terrans and likewise Alliance to Paranid Ministry to Teladi even some Scaleplate. Hatikvah to Argon same with Antigone to streamline. Vigor and Riptide were removed entirely.
EDIT: I'll add that everyone is -30 with everyone else but me. All factions are ignored in Dynamic Wars calculation. I set them all manually after I added GOD and Jobs to each main faction. I ran SETA until each faction built or expanded up to half of GOD changes or better and Jobs. Faction logic is enabled for all sectors. No map mod was installed for this save. All xenon and minor factions were purged like HAT BUC CURB FRF SCA ANT PIO MIN ALI. If minor factions were race related like segaris I xferred ownership to Terrans and likewise Alliance to Paranid Ministry to Teladi even some Scaleplate. Hatikvah to Argon same with Antigone to streamline. Vigor and Riptide were removed entirely.
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Re: [MOD]DeadAir Mods pt2
I think it's been mentioned before but there's a problem with the Gallente ship textures. They do not appear at a distance, the ship is white/grey until you get within about 50km then the correct texture pops in. I've tried playing with LOD but it's very consistent. It's particularly noticeable on the Obelisk which I see a lot of in Argon Prime.
I have an RTX 3060 with 12 Gb VRAM and have gfx settings on "medium" textures so I don't think it's an issue with texture memory.
I have an RTX 3060 with 12 Gb VRAM and have gfx settings on "medium" textures so I don't think it's an issue with texture memory.
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Re: [MOD]DeadAir Mods pt2
I haven't gotten any screenshots so it's pretty difficult to even guess what to work on.user1679 wrote: ↑Fri, 6. Sep 24, 02:58 I think it's been mentioned before but there's a problem with the Gallente ship textures. They do not appear at a distance, the ship is white/grey until you get within about 50km then the correct texture pops in. I've tried playing with LOD but it's very consistent. It's particularly noticeable on the Obelisk which I see a lot of in Argon Prime.
I have an RTX 3060 with 12 Gb VRAM and have gfx settings on "medium" textures so I don't think it's an issue with texture memory.
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Re: [MOD]DeadAir Mods pt2
Here's an Obelisk:DeadAirRT wrote: ↑Fri, 6. Sep 24, 03:45I haven't gotten any screenshots so it's pretty difficult to even guess what to work on.user1679 wrote: ↑Fri, 6. Sep 24, 02:58 I think it's been mentioned before but there's a problem with the Gallente ship textures. They do not appear at a distance, the ship is white/grey until you get within about 50km then the correct texture pops in. I've tried playing with LOD but it's very consistent. It's particularly noticeable on the Obelisk which I see a lot of in Argon Prime.
I have an RTX 3060 with 12 Gb VRAM and have gfx settings on "medium" textures so I don't think it's an issue with texture memory.
Image 1 - far away, white texture
Image 2 - close, grey texture
Image 3 - close, correct texture pops in (same distance as Image 2)
I also found a Caldari Charon, though I couldn't get close enoug to get the correct texture to pop in:
https://i.imgur.com/cpawG47.jpeg
https://i.imgur.com/f5iJ7kR.jpeg
Both these images are captured with LOD / Effect Distance at 100%.