[Mod] Extended Scanning Range
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
-
- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
[Mod] Extended Scanning Range
I was tired of the measly 40km radar range, so I extended them!
XS is unchanged.
S is changed to 50km
M is changed to 100km (they are many times larger than an S-size thus have more power to throw around)
L and XL are changed to 250km (they should have roughly the same scanning capabilities; there are only so many radar arrays being built)
https://www.nexusmods.com/x4foundations/mods/77/
XS is unchanged.
S is changed to 50km
M is changed to 100km (they are many times larger than an S-size thus have more power to throw around)
L and XL are changed to 250km (they should have roughly the same scanning capabilities; there are only so many radar arrays being built)
https://www.nexusmods.com/x4foundations/mods/77/
Re: [Mod] Extended Scanning Range
Thank you for this mod dude, I thought 40km was a bit lackluster too.
Re: [Mod] Extended Scanning Range
sry but this mod is useless
did anyone notice, that only ships / stations in range of 40 km are revealed ?!
so u can edit the range to 1000 km and u will see nothing^
just the sector fog is gone as long some ship is still there
if u can reveal ALL stations and as a bonus the Datas, THAN i would love this mod
did anyone notice, that only ships / stations in range of 40 km are revealed ?!
so u can edit the range to 1000 km and u will see nothing^
just the sector fog is gone as long some ship is still there
if u can reveal ALL stations and as a bonus the Datas, THAN i would love this mod
-
- Posts: 163
- Joined: Thu, 12. Sep 13, 11:29
Re: [Mod] Extended Scanning Range
This is the cheat script I use to test my modding
defaults.xml in the libraries folder
This works exactly as it should and will certainly show stations etc...
defaults.xml in the libraries folder
Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<diff>
<replace sel="//dataset[@class='ship_s']/properties/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_s']/properties/statistics/max/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_m']/properties/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_m']/properties/statistics/max/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_l']/properties/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_l']/properties/statistics/max/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_xl']/properties/radar">
<radar range="250000"/>
</replace>
<replace sel="//dataset[@class='ship_xl']/properties/statistics/max/radar">
<radar range="250000"/>
</replace>
</diff>
Re: [Mod] Extended Scanning Range
ok, pls make a new game and make a screenshot
cause this is what i see :
https://picload.org/view/dccogiwc/radar1.png.html
after flying around :
https://picload.org/view/dccogiwi/radar2.png.html
this settings :
<replace sel="//dataset[@class='ship_s']/properties/radar">
<radar range="1000000"/>
</replace>
<replace sel="//dataset[@class='ship_s']/properties/statistics/max/radar">
<radar range="1000000"/>
</replace>
i read about this in another posts, and i think there is another setting.
this one is to reveal the fog, but not a real scan of the sector.
cause this is what i see :
https://picload.org/view/dccogiwc/radar1.png.html
after flying around :
https://picload.org/view/dccogiwi/radar2.png.html
this settings :
<replace sel="//dataset[@class='ship_s']/properties/radar">
<radar range="1000000"/>
</replace>
<replace sel="//dataset[@class='ship_s']/properties/statistics/max/radar">
<radar range="1000000"/>
</replace>
i read about this in another posts, and i think there is another setting.
this one is to reveal the fog, but not a real scan of the sector.
-
- Posts: 163
- Joined: Thu, 12. Sep 13, 11:29
Re: [Mod] Extended Scanning Range
I just tried it and I got what I expecteddaego wrote: ↑Mon, 24. Dec 18, 11:14ok, pls make a new game and make a screenshot
cause this is what i see :
https://picload.org/view/dccogiwc/radar1.png.html
after flying around :
https://picload.org/view/dccogiwi/radar2.png.html
this settings :
<replace sel="//dataset[@class='ship_s']/properties/radar">
<radar range="1000000"/>
</replace>
<replace sel="//dataset[@class='ship_s']/properties/statistics/max/radar">
<radar range="1000000"/>
</replace>
i read about this in another posts, and i think there is another setting.
this one is to reveal the fog, but not a real scan of the sector.
https://steamuserimages-a.akamaihd.net/ ... E25432A7B/
Re: [Mod] Extended Scanning Range
ok thats something different
what game start did u use ?
this is not a new game, many sectors are scanned...
ships in different sectors...
sats placed...
what game start did u use ?
this is not a new game, many sectors are scanned...
ships in different sectors...
sats placed...
-
- Posts: 163
- Joined: Thu, 12. Sep 13, 11:29
Re: [Mod] Extended Scanning Range
I have a script that places ships in every sector and adds a sat in the center on the start of a new game. I use this for testing all the time. The gamestart is not important cause this is in my x3 galaxy not the vanilla galaxy. I just want to show that on my end I really don't have that problem. The radar range reveals the stations to me.
-
- Posts: 1244
- Joined: Fri, 8. Nov 13, 22:35
Re: [Mod] Extended Scanning Range
Extending the range of anything past the vanilla values can cause some weirdness when it comes to radar range, as the range addition sometimes just doesn't apply. I noticed that when trying out the extended range for satellites. They might still show the extended range radius in space, but only detect things or even clear fog of war for their vanilla range. It's completely random when it works and when it doesn't and i was unable to find out what causes this.
Re: [Mod] Extended Scanning Range
ok, but for testing this its useless...sry
did u use Win7 or Win10 ? maybe this makes a different ?!
basic game or Collector Edition ?!
how should we find out now what it is ?iforgotmysocks wrote: ↑Mon, 24. Dec 18, 13:16...It's completely random when it works and when it doesn't and i was unable to find out what causes this...
-
- Posts: 163
- Joined: Thu, 12. Sep 13, 11:29
Re: [Mod] Extended Scanning Range
Basic game, Win 10
The galaxy really doesn't matter believe me I have spend enough time on the subject to understand how that part works but anyhow here is a new vanilla start young gun,
https://steamuserimages-a.akamaihd.net/ ... C3D773A82/
As you can see the stations are revealed to me
Re: [Mod] Extended Scanning Range
Now I'm starting to believe that another mod is to blame, I'll test it ... thanks!
Re: [Mod] Extended Scanning Range
I think there is a problem with saves itself.
I've tested it with a fresh new unmodified gamesave, then modified. Seems that the locating of things is fixed in the savegame and nothing can change it (only fog disapears on wider range).
If you start a fresh game with modified radar range it works fine.
Edit: No, works not every time
Each new start you have to test if it works or not. If not, start a new game.
I've tested it with a fresh new unmodified gamesave, then modified. Seems that the locating of things is fixed in the savegame and nothing can change it (only fog disapears on wider range).
If you start a fresh game with modified radar range it works fine.
Edit: No, works not every time
Each new start you have to test if it works or not. If not, start a new game.