Yes, VRO does seem to balance better OOS than vanilla. Cool, sounds good!
Scoob.
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this does look like a weird bug to me, never encountered anything like that, might as well be a buggy Xenon I ship. Gharial is a bit weaker then I so better take some support.
I did have some very odd happening last night. Things did work out in the end, but it was a closer fight than it should have been due to turret screwiness. I do wonder if the Xenon I had a particularly good virtual crew, influencing its rapid repair rate?Shuulo wrote: ↑Sat, 18. Jul 20, 19:15
this does look like a weird bug to me, never encountered anything like that, might as well be a buggy Xenon I ship. Gharial is a bit weaker then I so better take some support.
You can play and check if you get something like that in future, but VRO does not change turret behavior and Ai or anything about ship hull regeneration.
If turrets are invisible it means that they are not constructed, station lacks materials, also, turrets are built on its own and you don't need construction vessel for this. You can check the loadout tab of the station, it lists number of operation turrets vs not yet constructed.
Thanks, looking good. Having a browse now.Shuulo wrote: ↑Mon, 20. Jul 20, 22:34First version of VRO wiki is now released, will try to improve it as i move with updates, any suggestions are welcomed.
Scoob wrote: ↑Mon, 20. Jul 20, 22:52
Edit 2: Regarding your recommended mods, it appears that Disable Encounters is reported as no longer working? I've NOT verified this myself - have run out of time this eve - but was just checking out the various additional mods you suggest. The comment on this (15th Feb this year) says that it worked with 3.0 Beta 6, but then didn't with Beta 6, no updates mentioning any sort of fix.
This mod does not require restart, so you can just use it straight away if you want.
Fantastic job!Shuulo wrote: ↑Mon, 20. Jul 20, 22:34First version of VRO wiki is now released, will try to improve it as i move with updates, any suggestions are welcomed.
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[=ERROR=] 62682.14 No matching node for path '/mdscript/cues/cue[1]/cues/cue[24]/actions/do_if[2]/do_if/do_if[4]/do_if[1]/do_if[2]/find_object_component' in patch file 'extensions\VRO\md\notifications.xml'. Skipping node.
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[=ERROR=] 0.00 WareDB::Import(): ware 'missile_cluster_heavy_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
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[=ERROR=] 0.00 WareDB::Import(): ware 'missile_cluster_light_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
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[=ERROR=] 0.00 WareDB::Import(): ware 'missile_dumbfire_heavy_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
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[=ERROR=] 0.00 WareDB::Import(): ware 'missile_dumbfire_heavy_mk2' has blueprint owners set but does not specify a required trade licence so owners are ignored!
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[=ERROR=] 0.00 WareDB::Import(): ware 'missile_dumbfire_light_mk1' has blueprint owners set but does not specify a required trade licence so owners are ignored!
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Yes it wasGageDragon wrote: ↑Thu, 23. Jul 20, 18:49Was boost re-enabled at some point? I've just removed all other mods and opted out of the beta and still new game with vro I have boost.