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[WIP] X Rebirth: The New Frontier (Tentative title?)
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Requiemfang





Joined: 16 Jul 2009
Posts: 2744 on topic

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PostPosted: Mon, 12. Feb 18, 01:53    Post subject: Reply with quote Print

JESS 246 wrote:
Hi BlackRain & all

An issues that's been bugging me since XR's release and I see there is no logic as to why that after ship builds why do they back out of drydock.

As an idea for your mod lets have ships leave drydock forwards which makes it far more logical for space launches.


Yeah... that mechanic doesn't make any sense at all I never understood that.

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Marvin Martian





Joined: 08 Apr 2012
Posts: 2368 on topic

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PostPosted: Mon, 12. Feb 18, 09:19    Post subject: Reply with quote Print

JESS 246 wrote:
As an idea for your mod lets have ships leave drydock forwards which makes it far more logical for space launches.

an external dockslot only have one set of waypoints it can use and the dockscript need to handle this whole way

so maybe in case we would change here some positions, a ship in regular docking procedure would rotate at dockposition

the less problematic solution is the actually Egosoft use

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JESS 246





Joined: 03 Jul 2006
Posts: 494 on topic

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PostPosted: Mon, 12. Feb 18, 14:59    Post subject: Reply with quote Print

Hi Requiemfang

I'm clad i'm not alone in this strangeness of drydocks.

Hi Marvin Martian

Thanks for reply i weren't expecting the idea of changing drydock mechanics to be easy and thought maybe a change to make it more in keeping with sci-fi reality.

It's just strange that ships back out of drydock after build.

In 99.9% of sci-fi film etc all where a shipyard is present ships leave the drydocks forwards and that's why i could not understand why Egosoft got this wrong for a sci-fi game.

I would doubt that Egosoft would change a thing as all gaming companies seem to be headstrong in what is not the norm.

It's you modders out there that make the mods that takes what is a mediocre game and turn it into something worthwhile to what it should be.

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Buzz2005





Joined: 26 Feb 2005
Posts: 44 on topic
Location: Croatia
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PostPosted: Fri, 23. Feb 18, 11:55    Post subject: Reply with quote Print

is this mod playable yet?
I mean is there some gamebreaking bugs or something important not implemented, I have played CWIR so far and looking for something else

thnx for the mods guys!

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alexalsp





Joined: 18 Jul 2014
Posts: 636 on topic

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PostPosted: Fri, 23. Feb 18, 11:58    Post subject: Reply with quote Print

Capital Ship Bridge V.2.55 - updare 23.02.2018

- Support mod The New Frontier


https://forum.egosoft.com/viewtopic.php?p=4692736#4692736

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