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[WIP] X Rebirth: The New Frontier
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Requiemfang





Joined: 16 Jul 2009
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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
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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
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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: 58 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: 726 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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BlackRain
Moderator (Script&Mod)
Moderator (Script&Mod)



Joined: 15 Dec 2003
Posts: 5027 on topic

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PostPosted: Sun, 25. Feb 18, 17:00    Post subject: Reply with quote Print

If you need me to do anything Marvin, just send me a message.

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Marvin Martian





Joined: 08 Apr 2012
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PostPosted: Fri, 9. Mar 18, 17:12    Post subject: Reply with quote Print

Bigger Update at NF with improvements&bugfixes - changed way to build own Shipyards - take a look into readme.txt
https://github.com/40712ef4f9/nf_a

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JESS 246





Joined: 03 Jul 2006
Posts: 518 on topic

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PostPosted: Sat, 10. Mar 18, 00:23    Post subject: Reply with quote Print

Hi Marvin Martian

Not sure if we are to play this mod yet, but on seeing you upload file i thought of giving it a try.

Assuming i have it right after download all individual folders go into extensions where do the "gitattributes file" go nothing in readme about it.

So far in installing the other files and starting a new game i get this in extensions in red "CWiR New Frontier (Herschel's Gift)" have a file been left out or has the "gitattributes file" got something to do with it.

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Buzz2005





Joined: 26 Feb 2005
Posts: 58 on topic
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PostPosted: Sat, 10. Mar 18, 19:18    Post subject: Reply with quote Print

cant really play this mod, I did the install and a new game but I get freezes all the time and them after some time it get frozen where I cant even close it with task manager bc I cant see it, only a restart "helps"

with NF I have bridge mode, silenceyouall, ency but thats just textures,
MICT and ultimate cheat mode

maybe I dont need MICT or ultimate cheat mode is the problem since all other are compatible

oh and yes prosper devries and lostsector but both are patched in NF

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Buzz2005





Joined: 26 Feb 2005
Posts: 58 on topic
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PostPosted: Mon, 12. Mar 18, 15:23    Post subject: Reply with quote Print

so nobody plays this mode or has this problem???

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VincentTH



MEDALMEDALMEDAL

Joined: 06 Nov 2002
Posts: 5704 on topic

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PostPosted: Mon, 12. Mar 18, 19:38    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.


That's because that's how ships are built in the real world (in the old days, at least). Basically the workers construct a dry-dock at a riverbank, then build the ship on the dry-dock. Upon completion, they release the restraint to allow the ship to go down into the river by its own gravity, with its aft going down the river first, in order to slow down the ship descent!!!! Building it head first is more dangerous, as there is a chance the ship would sink!!!!

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Scoob





Joined: 27 Feb 2003
Posts: 5562 on topic
Location: Oxford, UK
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PostPosted: Tue, 13. Mar 18, 00:21    Post subject: Reply with quote Print

Hey all Smile

Have been away for a while as saw that a very early version of this is on Github, so I snagged it!

I've installed it on a clean non-steam 4.30 game and I noticed that the "Extensions" menu item was Red. Investigating further, the following mod elements are listed in Red:

CWiR: New Frontier (Herschel's Gift)
CWiR: New Frontier (LostSectors)
CWiR: New Frontier (ProsperDV)

Apologies if I've missed something - I like have in my eagerness to install - but are these compatibility mods? I recognise LostSectors as a mod, but not the other two. Just thought I'd check Smile

Scoob.

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JESS 246





Joined: 03 Jul 2006
Posts: 518 on topic

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PostPosted: Tue, 13. Mar 18, 00:21    Post subject: Reply with quote Print

VincentTH wrote:
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.


That's because that's how ships are built in the real world (in the old days, at least). Basically the workers construct a dry-dock at a riverbank, then build the ship on the dry-dock. Upon completion, they release the restraint to allow the ship to go down into the river by its own gravity, with its aft going down the river first, in order to slow down the ship descent!!!! Building it head first is more dangerous, as there is a chance the ship would sink!!!!



I know that about ship building in ship docks on river/docksides and some of them were/are launched sideways.

Space docks are different as i said in all the sci-fi films etc that i've seen starships built they alway exit out forward even in the real world the Saturn 5's,gemmi and shuttles all launched forward straight up, i didn't see them launch arss first.

Now do you get the point i'm making.

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Azran_Zala





Joined: 13 Mar 2018



PostPosted: Tue, 13. Mar 18, 01:36    Post subject: Reply with quote Print

JESS 246 wrote:


*snip*


I know that about ship building in ship docks on river/docksides and some of them were/are launched sideways.

Space docks are different as i said in all the sci-fi films etc that i've seen starships built they alway exit out forward even in the real world the Saturn 5's,gemmi and shuttles all launched forward straight up, i didn't see them launch arss first.

Now do you get the point i'm making.


Well since we don't have any real world examples of space docks,
And rockets which are launched on purpose built platforms for launching - miles away from where they are actually built are done so because the thrust from their engines are required to defy gravity and actually make it into orbit:

I'll go with real world example of why Airliners never push back from terminals on their own power - the reverse thrust from the engines against the terminal ahead would damage infrastructure and the turbulence would send everything on the ground in the immediate vicinity airborne.

Since X universe craft all appear to only have high thrust mainsails at the rear. Lets just pretend they're pushed back by tugs to avoid melting or blasting away overhead cranes and equipment on the docks.

As to why they tug back out the entrance instead of forward is anyone's guess, perhaps the dock-masters safety protocol is for passing crew and equipment to pass round the front and not the rear. So there is no confusion as to where to remain clear of at all times - Again - avoiding going anywhere near the business end of an anti-matter drive.

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JESS 246





Joined: 03 Jul 2006
Posts: 518 on topic

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PostPosted: Tue, 13. Mar 18, 03:50    Post subject: Reply with quote Print

Hi Azran_Zala.

Don't get me wrong here but on what i know about zero gravity and space on what i've learned over 55 years, this games mechanics don't come close to anything resembling inspace mechanics.

I guess you have never herd of maneuvering thrusters, hence no need for main engines or tugs as these thrusters which some run on inert gases or air some fuel and don't give out much heat so mealting no issue (It's cold in space very cold) and any dock worker that would go behind a thrusting ship would be an idiot and dead.

Thus a short few seconds burst from rear thrusters would be enough to move the ship forward till clear of dock and then main engines would be used after that.

Even if the dock had a tractor beam that would pull/push the ship in/out of dock to where needed.

In space it don't take a lot to move you as movement is not restricted ie no air and weight to thrust is a lot less than in earths atmosphere where you need far more thrust to weight.

Anyway i was making a point why would you launch spaceships from docks backwards and not forwards with far less effit.

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