Litcube's Universe

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Whiskiz
Posts: 30
Joined: Wed, 12. Dec 18, 16:42

Re: Litcube's Universe

Post by Whiskiz » Tue, 8. Jan 19, 04:19

Ahh true true, that'd help for jumping around in-sector (calling the fleet home with a jump beacon while i jump to the gate, then calling them back out on me.) I also have a jump beacon at my main base - right in front of the autopilot runway for the internal dock for smaller ships haha. For the TS and most other ships that sees alot of traffic to and from.

I tested beacon placing distance for big ships - 2km from a dock, 4km and finally settled on 5km for a little bit. That seems to be the distance big ships need to line up a dock without having to slowly turn around too much. It was still a little weird though depending on where they jumped in around the beacon and which port they were heading for and it was getting a little far away for the rest of the ships and empire for efficiency so i dropped it at the runway instead (while runway distance still leaves enough room for big ships to jump in and go around to dock.)

Minor thing really - dropping the beacon at the runway, 5km, 10km etc - i was just interested to see the placement where especially M2 didn't have to spend 30min turning around to line up a runway to then spend another 30min turning back around to then eventually fly in to complete the dock.

Big fatties.

Cheers guys.

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OneOfMany
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Re: Litcube's Universe

Post by OneOfMany » Tue, 8. Jan 19, 20:01

Whiskiz wrote:
Tue, 8. Jan 19, 04:19
Ahh true true, that'd help for jumping around in-sector (calling the fleet home with a jump beacon while i jump to the gate, then calling them back out on me.) I also have a jump beacon at my main base - right in front of the autopilot runway for the internal dock for smaller ships haha. For the TS and most other ships that sees alot of traffic to and from.

I tested beacon placing distance for big ships - 2km from a dock, 4km and finally settled on 5km for a little bit. That seems to be the distance big ships need to line up a dock without having to slowly turn around too much. It was still a little weird though depending on where they jumped in around the beacon and which port they were heading for and it was getting a little far away for the rest of the ships and empire for efficiency so i dropped it at the runway instead (while runway distance still leaves enough room for big ships to jump in and go around to dock.)

Minor thing really - dropping the beacon at the runway, 5km, 10km etc - i was just interested to see the placement where especially M2 didn't have to spend 30min turning around to line up a runway to then spend another 30min turning back around to then eventually fly in to complete the dock.

Big fatties.

Cheers guys.
They only wallow when you're in sector with them. If you get them to dock while OOS they will go through a station.

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dizzy
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Re: Litcube's Universe

Post by dizzy » Tue, 8. Jan 19, 22:19

Yeah I specifically avoid being in sector where I have my HQ and MLCC docks, otherwise I run the risk of losing ships to collisions and it's just going to slow down everything (ex. all those Freighters bringing stuff to the HQ end up taking forever to dock compared to OOS). If I need anything on the player ship I have a "personal assistant" TS (the fastest TS I can get) homebased to the HQ which is going to fetch things for me (many common tasks like refueling and rearming have specialized commands and/or keyboard shortcuts to make it pretty easy).
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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ntweedie2007
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Re: Litcube's Universe

Post by ntweedie2007 » Wed, 9. Jan 19, 06:23

dizzy wrote:
Fri, 4. Jan 19, 22:20
@just_dan You can use more than 0 for sector trading range after the ST levels up a bit, initially it has to be 0. I'm quite surprised it prompts for the trading range when you start a brand new ST, I thought it was supposed to prompt only after leveling
He must be using the Mk3 trader reloaded mod - it will ask you to choose between 0-1 the range the first time you set up an ST.

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: Litcube's Universe

Post by respaekt » Wed, 9. Jan 19, 21:54

Best X3 Mod in the World! Thanks for that.
Btw in a galaxy far far away....
I finally finished switching out the vanilla ships with the star wars ships from the star wars mod. Even more nice :D
Some final renaiming and icon changes, but no crashes or bug in the first hours.

Image

Image

Whiskiz
Posts: 30
Joined: Wed, 12. Dec 18, 16:42

Re: Litcube's Universe

Post by Whiskiz » Thu, 10. Jan 19, 03:41

Ahh good to know about the OOS and in-sector oddness, as well as the personal assistant.

It wasn't with the MK 3 trader reloaded mod, because i had the same issue and didn't have any extra mods installed.

Olorin
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Joined: Mon, 3. Dec 18, 06:01
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Re: Litcube's Universe

Post by Olorin » Sat, 19. Jan 19, 02:38

Have written up a guide on Litcube's Universe, originally posted it on discord and reddit.

https://docs.google.com/document/d/1x1X ... sp=sharing
Writer of Litcube's Universe guide, available here: https://docs.google.com/document/d/1x1X ... sp=sharing

respaekt
Posts: 35
Joined: Wed, 10. Jun 09, 09:55

Re: Litcube's Universe

Post by respaekt » Sat, 19. Jan 19, 12:48

Olorin wrote:
Sat, 19. Jan 19, 02:38
Have written up a guide on Litcube's Universe, originally posted it on discord and reddit.

https://docs.google.com/document/d/1x1X ... sp=sharing
That Guide 8) :o nice work

siddham
Posts: 513
Joined: Thu, 25. Nov 04, 21:05
x3tc

Re: Litcube's Universe

Post by siddham » Fri, 25. Jan 19, 13:56

Olorin wrote:
Sat, 19. Jan 19, 02:38
Have written up a guide on Litcube's Universe, originally posted it on discord and reddit.

https://docs.google.com/document/d/1x1X ... sp=sharing
Thanks for posting your guide
I have every intention of playing this mod eventually and your guide will help

Thorsghost
Posts: 17
Joined: Tue, 23. Mar 04, 01:52
x3ap

Re: Litcube's Universe

Post by Thorsghost » Sat, 16. Feb 19, 11:16

Has anyone got a guide/explanation on how to get the tug command to work as whenever I try to activate it, it waits for a few seconds before "returning to home".

Have my TL set with a home base, remote control software etc but also cant find a way to "flag" ships to tug.
If you can win with one shot, empty your whole goddamn magazine just to make sure!!!

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Joubarbe
Posts: 4796
Joined: Tue, 31. Oct 06, 12:11
xr

Re: Litcube's Universe

Post by Joubarbe » Sat, 16. Feb 19, 11:30

Thorsghost wrote:
Sat, 16. Feb 19, 11:16
Has anyone got a guide/explanation on how to get the tug command to work as whenever I try to activate it, it waits for a few seconds before "returning to home".

Have my TL set with a home base, remote control software etc but also cant find a way to "flag" ships to tug.
To tug a ship, you have two choices: 1/ Target it and hit the special hotkey. 2/ Additional ship command -> tug.

The rest is on the wiki: http://litcube.xtimelines.net/wiki/inde ... eature_Tug

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OneOfMany
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Re: Litcube's Universe

Post by OneOfMany » Wed, 20. Feb 19, 20:58

Tug's only work if they have a player owned homebase assigned with spare docking ports and are a ship that has docking facilities. Not all ships can be a tug.

Kamasu_Tra
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Joined: Thu, 21. Feb 19, 22:47

Re: Litcube's Universe

Post by Kamasu_Tra » Thu, 21. Feb 19, 22:51

I've been having some problems getting some things in LU to work. There doesn't seem to be any station manager software, or quantum jumpgate upgrades anywhere. They are listed in the encyclopedia under the commands section, but not under software/upgrades at all. I've tried doing a fresh install, but it's still not working. I have the X3: War Pack from GOG if that makes any difference.

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dizzy
Posts: 1019
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Re: Litcube's Universe

Post by dizzy » Thu, 21. Feb 19, 23:57

When you start the game do you get the LU start option list (Demyath ...) or the original/vanilla game start list?

If the latter, make sure you remove addon/t/gamestarts.pck and restart the game, then start a new game. This is also explained in the LU game installation instructions: http://litcube.xtimelines.net/wiki/inde ... eanInstall
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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Kamasu_Tra
Posts: 2
Joined: Thu, 21. Feb 19, 22:47

Re: Litcube's Universe

Post by Kamasu_Tra » Fri, 22. Feb 19, 00:48

Oh, maybe the fresh install did do the trick; I just started a brand new file, and I can indeed see the missing wares. When I tried to do an import/export on my old save tho, it says it is corrupted, so I am just gonna start fresh. Thanks anyways.

Thorsghost
Posts: 17
Joined: Tue, 23. Mar 04, 01:52
x3ap

Re: Litcube's Universe

Post by Thorsghost » Thu, 28. Feb 19, 13:54

Joubarbe wrote:
Sat, 16. Feb 19, 11:30
Thorsghost wrote:
Sat, 16. Feb 19, 11:16
Has anyone got a guide/explanation on how to get the tug command to work as whenever I try to activate it, it waits for a few seconds before "returning to home".

Have my TL set with a home base, remote control software etc but also cant find a way to "flag" ships to tug.
To tug a ship, you have two choices: 1/ Target it and hit the special hotkey. 2/ Additional ship command -> tug.

The rest is on the wiki: http://litcube.xtimelines.net/wiki/inde ... eature_Tug
Thanks for that, was trying to micromanage it too much rather than just leaving the ship with the "tug" command, but all working correctly now.
Even managed to modify the scrift to auto flag the TP, TS and TM class ships so my elephant can collect them rather than sending them to a safe station.
If you can win with one shot, empty your whole goddamn magazine just to make sure!!!

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OneOfMany
Posts: 448
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Re: Litcube's Universe

Post by OneOfMany » Tue, 5. Mar 19, 23:01

Thorsghost wrote:
Thu, 28. Feb 19, 13:54
Joubarbe wrote:
Sat, 16. Feb 19, 11:30
Thorsghost wrote:
Sat, 16. Feb 19, 11:16
Has anyone got a guide/explanation on how to get the tug command to work as whenever I try to activate it, it waits for a few seconds before "returning to home".

Have my TL set with a home base, remote control software etc but also cant find a way to "flag" ships to tug.
To tug a ship, you have two choices: 1/ Target it and hit the special hotkey. 2/ Additional ship command -> tug.

The rest is on the wiki: http://litcube.xtimelines.net/wiki/inde ... eature_Tug
Thanks for that, was trying to micromanage it too much rather than just leaving the ship with the "tug" command, but all working correctly now.
Even managed to modify the scrift to auto flag the TP, TS and TM class ships so my elephant can collect them rather than sending them to a safe station.
Your Elephant should already have been able to collect TS ships. Theres the Goner Ozias which can hold 12 TS ships. I use one early on to collect all the initial freighters I find and get them to a safe dock for repairs and upgrades, before sending them back out to earn their keep.

Thorsghost
Posts: 17
Joined: Tue, 23. Mar 04, 01:52
x3ap

Re: Litcube's Universe

Post by Thorsghost » Wed, 13. Mar 19, 15:05

OneOfMany wrote:
Tue, 5. Mar 19, 23:01
Thorsghost wrote:
Thu, 28. Feb 19, 13:54
Joubarbe wrote:
Sat, 16. Feb 19, 11:30


To tug a ship, you have two choices: 1/ Target it and hit the special hotkey. 2/ Additional ship command -> tug.

The rest is on the wiki: http://litcube.xtimelines.net/wiki/inde ... eature_Tug
Thanks for that, was trying to micromanage it too much rather than just leaving the ship with the "tug" command, but all working correctly now.
Even managed to modify the scrift to auto flag the TP, TS and TM class ships so my elephant can collect them rather than sending them to a safe station.
Your Elephant should already have been able to collect TS ships. Theres the Goner Ozias which can hold 12 TS ships. I use one early on to collect all the initial freighters I find and get them to a safe dock for repairs and upgrades, before sending them back out to earn their keep.
Yes but the automated script/mod I'm using to "claim" abandoned ships when sending the reaper would only flag m3, m4 and m5 ships for my tug even though the elephant can carry TS, TP and TM ships as well.
So i've modified the script by just adding the ship classes (TS, TP and TM) to be flagged. If I had an Aran (for argruments sake) set as a tug then I could just add the remaining classes so my reaper flags all unclaimed ships for the Aran to collect.
I only look for M8+ ships in ship monitoring tool now anyway and the big ships I tend to jump personally for to repair/give a jump drive to - yet to get/find an M1 or M2.

Not sure if their is a way to do a lookup for the max ship class of docked ships within a "carrier" so the when the reaper claims abandoned ships it always flags what can be docked in the tug, but my modding skills are simple/basic at best at the moment so will just update manually for the time being if I change my tug from an elephant.
If you can win with one shot, empty your whole goddamn magazine just to make sure!!!

NekoSensej
Posts: 1
Joined: Wed, 13. Mar 19, 10:20
x3ap

Re: Litcube's Universe

Post by NekoSensej » Thu, 14. Mar 19, 09:56

I am just started play this mod,but alredy Thancks for great job ! Awesome mod !
But i have small question : how it works with x3ap latest version ? It is work Pretty wellon begining,but may be major bugs in futire,with time ?

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dizzy
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Re: Litcube's Universe

Post by dizzy » Fri, 15. Mar 19, 01:45

To my knowledge there are no known issues between latest AP and latest LU (well, you'll get a warning dialog every time you start it complaining about the game version but you can ignore that). Make sure you are following all LU installation instructions correctly, especially the Clean Install part and not having the Bonus Package installed.
X3LU 1.5.2/1.7.0 Youtube series with: IEX 1.5b + LUVi, SIaF r7 (previously also used Phanon Plus 4.02, Revelation Plus 1.04, Diverse Game Starts - LU Edition)
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