for me the best ship is the Split (Nexus) Saber M3P ,it just kicks arse

got a decent top speed of 175 and a very handy 125mj shield and a very nice weapons loadout
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Well, ain't that usually the case.Saint-Ashley wrote:Im sorry... But your screwed...russbo wrote:I've added the new XFP as false patch 10, and removed Ashleys XXL false patch as 11, and, well, of course it crashes.
Also keep in mind XFP Version 4.2 should be released shortly, which will include my fabs Version 2.5 scripts.
Yaki widow maker? That is one lean mean killin machine![eXs]Marsh wrote:well khaakbaiter
for me the best ship is the Split (Nexus) Saber M3P ,it just kicks arse
got a decent top speed of 175 and a very handy 125mj shield and a very nice weapons loadout
Probably you may have to get a better graphics card or memoryrussbo wrote:Well, ain't that usually the case.Saint-Ashley wrote:Im sorry... But your screwed...russbo wrote:I've added the new XFP as false patch 10, and removed Ashleys XXL false patch as 11, and, well, of course it crashes.
Also keep in mind XFP Version 4.2 should be released shortly, which will include my fabs Version 2.5 scripts.
But, I've downloaded and installed XVP 4.2 as a false patch, and got rid of your XXL version 2.5 false patch and XFP 4.1 false patch.., and it works.
For a few hours anyway. Something crashes it after a few hours. Any idea what log file I can look into, if any, to see what station or what, is causing the crash??
Hmmmm. You may have the same bug that I do, russbo.russbo wrote:For a few hours anyway. Something crashes it after a few hours. Any idea what log file I can look into, if any, to see what station or what, is causing the crash??
Since making that post, I can conclude that it's NOT just the Mercury(had the crash using Firefly last night), nor is it Xai Corp's Trade Commands Fix; I reread Xai's thread, and it turns out that it actually affects Buy and Sell, but not "For Best". And in any case, it still crashed with this script removed.Me wrote:At risk of throwing this thread slightly off-topic, since this problem of mine is probably more to do with a script than the mod itself, I'd like to explain for a moment my latest findings, as they may be of use to other players in due course.
As you know, my game has kept freezing up after a couple of hours or so, and I couldn't work out why. I imagined it had to be something to do with an AL event, and so I unplugged almost all my ALs in order to root out the culprit.
Well, that didn't work; the game would still freeze typically from anywhere between 1hr 44 and 3 hrs 45. I couldn't work out why, but thinking very hard, and very carefully, about which scripts I had DL'd most recently, I began to suspect it was something to do with TS vessel(s) exporting goods from my factories - don't ask how I concluded this, 'cos I'd be here all night explaining my thought processes. lol.
Anyway, what IS relevant is that, upon starting up the game, I always run a scriptset I've written, that provides me with a group of ships and factories in President's End and Split Fire, as a sort of jump start - partly for Beta Testing purposes, and partly just 'cos I figure that, having earnt a lot of stuff in X2, I fail to see why I should suddenly have no ships and factories to my name just a matter of weeks later(or however long the timeline is).
Ok, I admit it, I cheat. lol. But that's all part of Beta Testing, and I'd never have spotted half the bugs I did if I hadn't cheated. So that's my story and I'm sticking to it.
Bite me.Lol.
Aaaaaaaaanyway, among other things, I always set up a factory producing Slaves, and have a TS ship(usually a standard Mercury) exporting the Slaves with "Sell Ware for Best Price", and off it goes.
But, for some reason, and I don't know why this bug is only kicking in after a good two hours or so, the game will freeze up at exactly the point in time that the TS Mercury docks at the Slave Pen.
How I came to suspect the problem had something to do with Sell Best is, as I say, not important, but in my current game I avoided this problem by setting everything up at the beginning, but not ordering the Mercury to export. I simply told it to dock at its homebase(the Slave Pen).
No crash. The game has run fine up to over 7 hours' playing time.
Figuring I was well past the margin of error(in the eventuality that something else was the problem), I ordered the Mercury to sell from the Pen. The moment it undocked - CRASH.
Ok, I wondered, is this something to do with the Slave Pen being a custom station?
I changed the ship's Homebase to the Snail Ranch in Split Fire(which I've nicked from the Paranid), and commanded the vessel to Sell Ware for Best, this time exporting snails. It launched fine from the Slave Pen, and I followed it, monitoring the vessel on F3. It journeyed to Split fire with no problems, but the moment the docking clamps thudded onto it - you guessed it - CRASH.
Sooooooooooo, my findings so far are thus:
Docking and undocking TS vessels from stations is not a problem, and Commodity Logistics, Cargo Delivery Service, Connect Stations - they all work fine...
...But for some strange reason, my TS ship(s) will crash the game whilst docking or undocking at their homebase if(and only if) running the Sell Ware for Best Price command. And strangely enough(even more so), this problem only seems to occurr after 1 hr 44 mins(or thereabouts) has elapsed. I know this because previously I'd always give the ship its export orders at the start of the game, and for at least 1hr 44, it would trade with no problems.
Hmmmmm.
Well, it seems I'm closer to the nature of this bug, but not yet sure what is causing it.
There are a few things for me yet to try:
1) I'm running Xai Corp's Fix Trade command, which modifies the Buy and Sell(Best) command(s) to LOOP. Without this script, apparently, I read that TS ships will perform the journey once, then sit on their behinds until you give them a new order. A useful script therefore... but not if it happens to be the cause of the problem. I can try removing the script, and see if that solves it.
2) I need to check if this crash only affects the Argon Mercury. That may seem a long shot, but in previous versions of this mod, I always spawned myself a Firefly(from the TV show), which I plug in with an .xsp file, using Cycrow's installer, and I exported Slaves with one of those. But then I recently changed the initial startup script to provide me with ONLY ES and XFP vessels, on the grounds that any update to the mod would reshuffle the order of TShips, thus rendering my startup script useless(and hazardous) if it tried to spawn any ships I'd added in. Seems crazy to suggest this, I know, but for some unfathomable reason, the Firefly was able to perform these trade runs indefinitely, and yet the Mercury is crashing it.
So.... that's where I'm at.
At least I'm at the stage now where I can avoid the bug, but I've still a bit more work to do before I can cure it.
XFP doesnt include Roguey's Mod.khaakbaiter wrote:I think it's a great combo roguey's Mod into XFP it gives it a little more exitement into the game!
If you just want a 'sector pack' pull out the map file and 8685.xml.MJALowe wrote:would it be possible to get :
"sector" pack (that just includes all the sectors)
"script" pack (that includes only the nessecary scripts)
"ship" pack (that just includes all the ships)
I vigersouly tested my 2.5 fabs. All they are is script updates really.russbo wrote:I was just wondering if there was some sort of conflict station wise, by changing from Ashley's 2.5 version XXL factories, to the new 4.2 XFP, which has Ashley's 2.5 XXL factories in it. Or, if I just have some sort of other burp in the system that I haven't found yet.
Will have to check on this.[CMA]Radon wrote:It's a nice looking craft, but normally it starts with one of my favourite ships, the Northstar Warrior. Is this intentional, or has something been mixed up?![]()
I didnt take it as an insult. And no stations were added / changed from 2.4.1 to 2.5. Just the way the scripts work. They have gotten fine tuned with a massive performance increase, and less resource hogs.russbo wrote:SA, I'm not insinuating that there's something wrong with your scripts. I've been using them for over a year now, without any problems.
My question had to do with the potential difference between running (XFP 4.0 and XXL fabs together), and, just running XFP 4.2. I was wondering if my crash had to do with that change. So, to simplify this, was there a station or fab change from your old 2.5 script, and what you included in the new XFP?? Might it have to do with change in civilian ship levels????
Please make a note of everytime you get a crash. And 'excatly' what you was doing at that time, (running SETA to what % ect...). I myself have had a few SETA crashes, but they appear to be a random thing. It may have been due to the increased numbers of ships spawned by the jobs files. (These are also reduced more in 4.2.)russbo wrote:I'm going to keep playing with this to see when it crashes. I had one crash when I SETA'd into a Stevio Shipyard in CSW. Well, maybe it just had to to with SETA. Or, maybe there was some ship or station somewhere that wasn't where it "was supposed to be". I'm not sure. I'll update here as I find stuff.
Download this [CMA]Radon Replacementand unpack it to X3 Reunion, then restart GGM. I added a couple of bonuses to the ship as compensation.[CMA]Radon wrote:Hi, I've just started a new game with 4.2, starting with my favourite, GGM, but I start in Northstar's Peace with an 'Alien Carrier'. It's a nice looking craft, but normally it starts with one of my favourite ships, the Northstar Warrior. Is this intentional, or has something been mixed up?![]()
Thanks