Barleyman wrote:I generated a freshly minted wall file for XRM 1.30c. You can grab it here.
[Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix
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- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
The trouble with the TM was it was a special ship that got some hardcoding specially for it. The docks didnt actually fit the ship, and every time a ship docks, the models go weird.
Its the only ship that is bugged in Beamdock, with no explanation for why it doesnt work properly.
It does not surprise me at all that TM's have problems with Bounce as well.
Its the only ship that is bugged in Beamdock, with no explanation for why it doesnt work properly.
It does not surprise me at all that TM's have problems with Bounce as well.
This script is absolutely a must-have...
I've just a question...when i activate bounce the fighters upon launching from my carrier looks like they are teleported away from the ship (1 km afar c.a.)...is that normal?
Or maybe is it because my personal carrier includes a safety.net that make the script to bounce my fighters?
I've read in the script description that bounce does not occure with ships of the same race..so i can't imagine what it could be...
I've just a question...when i activate bounce the fighters upon launching from my carrier looks like they are teleported away from the ship (1 km afar c.a.)...is that normal?
Or maybe is it because my personal carrier includes a safety.net that make the script to bounce my fighters?
I've read in the script description that bounce does not occure with ships of the same race..so i can't imagine what it could be...
www.calciopeglio.netsons.org
Un paese e la sua realtà calcisitca.
Un paese e la sua realtà calcisitca.
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- Posts: 21
- Joined: Thu, 12. Feb 04, 21:16
I am having difficulty installing this.
I am using the X-tra ship pack 2.01, and have followed the instructions on generating a wall file, and the script removes everything in the sector, and tells me that it's now "dimensioning Mammoth 186/187", and nothing else happens, it just sits there doing nothing.
When I copy the scripts in, there is one duplicate from when I installed Phanon Corp (which works fine with no problems), which I just ignored considering the author and filesize are the same.
Does anyone have a Wall file they could upload for this version of X-Tra?
Or how bad of an idea would it be to use the version included with bounce (for 1.86 for something IIRC)?
Alternatively, what am I doing wrong?
I am using the X-tra ship pack 2.01, and have followed the instructions on generating a wall file, and the script removes everything in the sector, and tells me that it's now "dimensioning Mammoth 186/187", and nothing else happens, it just sits there doing nothing.
When I copy the scripts in, there is one duplicate from when I installed Phanon Corp (which works fine with no problems), which I just ignored considering the author and filesize are the same.
Does anyone have a Wall file they could upload for this version of X-Tra?
Or how bad of an idea would it be to use the version included with bounce (for 1.86 for something IIRC)?
Alternatively, what am I doing wrong?
+1 here! Somebody help please! This is actual for today.dESANT wrote:Can someone make wall file for AP+XRM 1.30d?
Could be included in the download file, instead of the old 1.18.
Or simply explain popular that means: "- Install the BounceWall.cat and BounceWall.dat as a false patch. Do not use as a mod in the mod's folder."
Then I'll make the wall-file itself.
Thanks!
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- Posts: 8
- Joined: Mon, 17. Mar 08, 22:25
I am running AP + XRM 1.30d, and the wall file I generated can be found here:
http://www.mediafire.com/download/df4pq ... 9-L044.xml
http://www.mediafire.com/download/df4pq ... 9-L044.xml
Thank you Stephen! I hope that now will not go to waste my miners and crushed on the Station some large ships (mobile research station for example), if I'm in this sector.stephen12345 wrote:I am running AP + XRM 1.30d, and the wall file I generated can be found here:
http://www.mediafire.com/download/df4pq ... 9-L044.xml
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- Posts: 1315
- Joined: Mon, 14. Feb 11, 03:58
Hello there, back playing X3 since Rebirth didn't pan out as expected. It's been a couple years, but I recall being very grateful this mod existed and wanted to say thanks again to Litcube for making it.
I just bought Albion Prelude (because why not) and installed XRM 1.3
I noticed that the most recent wall file for XRM in your download was for 1.19f
I'm not sure if there have been updates to the actual ships and such in XRM since that version, however as a precaution, I generated my own wall file for XRM 1.30 and it came out to be twice the size (~34k) of the one included with your download (17k... the one which says 1.19f)
Litcube if you like I will email this file to you for future inclusion. However, as I'm not positive it's right (it's twice the size of 1.19f... that seems odd to me) I'll defer to you to decide if you actually want this wall. The xml looks to be right to me as far as ships are concerned though. Let me know, and thank you again for this mod.
I just bought Albion Prelude (because why not) and installed XRM 1.3
I noticed that the most recent wall file for XRM in your download was for 1.19f
I'm not sure if there have been updates to the actual ships and such in XRM since that version, however as a precaution, I generated my own wall file for XRM 1.30 and it came out to be twice the size (~34k) of the one included with your download (17k... the one which says 1.19f)
Litcube if you like I will email this file to you for future inclusion. However, as I'm not positive it's right (it's twice the size of 1.19f... that seems odd to me) I'll defer to you to decide if you actually want this wall. The xml looks to be right to me as far as ships are concerned though. Let me know, and thank you again for this mod.
Yeah...well...
I installed this, making a new wall (needed it I guess, because I scripted in two player ship models) and that went all exactly as outlined by the OP (gr8 job!!)
So, I took it for a spin (bound a hotkey and toggled Bounce on). Flying my scripted carrier with 100 fighters (run under CODEA) headed for an enemy battle group. My 70 attack fighters launched as they should (catapulted by CODEA, so transported into space instead of actually taking off), some of them get spawned at the other end of my ship and... one of them crashes into my carrier trying to get to the enemies! Mind you, my carrier is laying dead in the water, not moving an inch at the time of launch! Even so, the lieutenant (!) pilot of the fighter happily tries to find a shortcut straight through my ship. Emphasis on 'tried'. Sure, he damn well ejected, but that's a bit besides the point talking about 'bounce', isn't it?!
In short... did I miss anything?
I installed this, making a new wall (needed it I guess, because I scripted in two player ship models) and that went all exactly as outlined by the OP (gr8 job!!)
So, I took it for a spin (bound a hotkey and toggled Bounce on). Flying my scripted carrier with 100 fighters (run under CODEA) headed for an enemy battle group. My 70 attack fighters launched as they should (catapulted by CODEA, so transported into space instead of actually taking off), some of them get spawned at the other end of my ship and... one of them crashes into my carrier trying to get to the enemies! Mind you, my carrier is laying dead in the water, not moving an inch at the time of launch! Even so, the lieutenant (!) pilot of the fighter happily tries to find a shortcut straight through my ship. Emphasis on 'tried'. Sure, he damn well ejected, but that's a bit besides the point talking about 'bounce', isn't it?!
In short... did I miss anything?
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
I'm wondering the same thing, did I miss anything ?
I've an off and on game going at the moment where I'm building M2's for sector defense duties as I expand my influence.
My manufacturing base is in a sector with a lot of roids. So I'm docked at the PHQ in that sector, and in the distance there is this large explosion. I check the player log and you guessed it, My M2 destroyed by roid.
So what am I missing ? Is there any way to check if bounce is actually turned on ? I must admit, I did not see the message saying it was turned on, even though I inserted mail messages to inform that the scripts had run. Even knowing they ran, I am not at all certain that bounce is actually running., expecially given on major explosion that I wasnt expecting.
So what have I missed ?
I've an off and on game going at the moment where I'm building M2's for sector defense duties as I expand my influence.
My manufacturing base is in a sector with a lot of roids. So I'm docked at the PHQ in that sector, and in the distance there is this large explosion. I check the player log and you guessed it, My M2 destroyed by roid.
So what am I missing ? Is there any way to check if bounce is actually turned on ? I must admit, I did not see the message saying it was turned on, even though I inserted mail messages to inform that the scripts had run. Even knowing they ran, I am not at all certain that bounce is actually running., expecially given on major explosion that I wasnt expecting.
So what have I missed ?
If you turn Bounce on, you will (or should) get a temporary message on your screen. In flight or battle(when you are easily distracted) its easy to miss this message if you turn on/off Bounce.
And well to be honest when IS with a large or even small complex those tubes/roids are, even with Bounce on, a real challenge for your patrolling ships.
For that I use the mod TCM Tubeless Complex Mod, that way my ships will never have to deal with those tubes when I am IS (OOS it doesn't matter, collision is off then).
But even then I had, when IS, rarily but still, some ships crash into one of my stations.
I allways save before going IS with my ships patrolling my complex(es), especially when traffic is murder, so to speak.
I think of Bounce like a calculator, the busier it gets with more ships and stations, the more it has to calculate and the higher the chance that something will or might crash, even with Bounce on.
And well to be honest when IS with a large or even small complex those tubes/roids are, even with Bounce on, a real challenge for your patrolling ships.
For that I use the mod TCM Tubeless Complex Mod, that way my ships will never have to deal with those tubes when I am IS (OOS it doesn't matter, collision is off then).
But even then I had, when IS, rarily but still, some ships crash into one of my stations.
I allways save before going IS with my ships patrolling my complex(es), especially when traffic is murder, so to speak.
I think of Bounce like a calculator, the busier it gets with more ships and stations, the more it has to calculate and the higher the chance that something will or might crash, even with Bounce on.
Awareness in life is rewarded by many
I'm 100% sure bounce was activated, because I specifically took notice of the message, being it my first tryout of the script. Also, my fighter did not crash into a roid, nor into a complex (don't have a complex in that sector), nor into a gate, nor even into an enemy ship. He crashed into the carrier he was launched from just seconds before. He launched, turned 180° towards my carrier and hit the padel (and it wasn't the brakes!) Not too smart huh.
And with me it's just a fighter. apricotslice loses a destroyer to a roid, while a script specifically for those kind of instances is running? Oh my!!!
I'm ok with accidents still happening in rare occasions. That's life for you anyway, right? But running this script, I fail to see the improvement in absolute idiotic vanilla ai behaviour when on first tries a fighter hits its own carrier and a M2 crushes into a roid.
And with me it's just a fighter. apricotslice loses a destroyer to a roid, while a script specifically for those kind of instances is running? Oh my!!!
I'm ok with accidents still happening in rare occasions. That's life for you anyway, right? But running this script, I fail to see the improvement in absolute idiotic vanilla ai behaviour when on first tries a fighter hits its own carrier and a M2 crushes into a roid.