Note: FCF is currently in an alpha stage of development and is being released for testing and feedback purposes only. Very little testing has been completed and the liklihood of game breaking errors arising is very high. Use at your own risk.
New update with a slightly different approach. Please download and test v0.2.1a. When testing please be sure to attempt M3/4/5/6 combat vs large ships, boarding actions, and formation flight. Lower priorities at this point are group docking (see here: http://forum.egosoft.com/viewtopic.php? ... t=#3032080 ) and fighter v fighter combat ( just to be safe). Updated from 0.2a to 0.2.1a to address some issues with faster M4
Overview:
We've all had our wingmen smash into ships they're ostensibly protecting. Inevetibly destroying themselves and causing significant damage to their charge. Most flights of M5s can be best described as an angry hornets nest of buzzing, manned, missiles rather than a cohesive flight group.
I believe I've solved this problem.
With some minor tweaks even fully tuned M5s fly in formation, and patrol groups are finally orderly. Carrier pilots can finally sleep soundly knowing their fighter wings won't turn into a bug splat on your windshield.
Detail:
I've increased the collision avoidance zone (but not the actual collision volume) of every ship in X3 Terran Conflict. It was a very long and tedious process but the end result is that formations have spread out and become much more stable. While performing testing I've ensured that attack runs vs capital ships are still possible and that docking is still possible for all ship classes as well. This testing is very spotty at the moment and I would not be at all surprised to hear of problems docking/attacking (or even corrupted scene files, I made alot of changes and a typo somewhere is inevitable). This is why FCF is only in an alpha stage at present.
Note that the formations are still not perfectly stable--some ships will still occassionally enter collision avoidance mode and start buzzing around. However their neutral position is now sufficiently distant from one another that they don't even come close to colliding. The formation will then tend to settle back down to a neutral state in just a couple of seconds. Also, this is actually a rare occurrence rather than the norm.
Examples:
Here is a picture of a full flight of 10 fully tuned Rapiers (M5) in formation:
http://imgur.com/8pJ28.jpg
[ external image ]
Video of 5 fully tuned Rapiers (M5) following me at 90% (~390 m/s) speed through a 90 degree turn:
http://www.youtube.com/watch?v=gF8NFFWCr98
Video of a Centaur on patrol with a wing of 5 fully tuned disco raiders set to attack target of... tailing along:
http://www.youtube.com/watch?v=2Xi7xY9PTCk
Download:
FCF v0.2a is designed for and compatible with X3:TC v2.1 only.
Please Update to FCF v0.2.1a
http://www.mediafire.com/?ev4j4mmogdx
The Link for FCF v0.1a remains below for reference only in case it becomes necessary to revert back from 0.2a. At this point it is depricated. There is no reason for most anyone to download it...
FCF v0.1a: http://www.mediafire.com/?zzzy2mzyyem
Installation:
1. Download the FCF archive from the link above.
2. UnRAR the archive.
3. Install the FCF files as false patches
To install FCF as a false patch simply unrar the files into your X3:TC directory and rename the cat and dat file pairs of your chosen modules to the next highest sequential number in the directory. For example, if the highest cat / dat pair you have in your X3:TC directory prior to the installation of FCF is 08.cat and 08.dat then rename the FCF.cat / dat to 09.cat and 09.dat.
Savegame compatibility:
Savegame compatibility should be readily achievable but will require a slightly different file structure. It should be readily apparent to those of you experienced in modmaking/installing how to go about doing so. I however will not make this readily available to the general public until FCF is out of an alpha stage. Many issues can arise from a botched savegame install and I'd like to hear initial bug reports and feedback with out having to deal with this initial complication.
Don't worry, it's possible and I'll discuss it at length once I'm sure FCF won't utterly destroy your game.
General Compatibility:
FCF modifies literally every single ship scene in the game, but nothing more. If a modification does not rely on altering these files then it should be fully compatible. I will naturally be releasing a BSD compatible module once FCF has left the alpha stage of development. I wouldn't want you to have to choose between FCF and BSD =)
Upgrading:
For the alpha period, just delete the old cat/dat files associated with FCF and replace them with the new ones. Then just start a new game. No [supported] savegame compatibility, so no issues.
Uninstall:
Just delete the cat/dats associated with FCF. This process will break savegames, so you'll have to start a new game at that point (at least until I fully provide instructions on savegame compatibility and reversibility). It's entirely possible to uninstall without breaking savegames, but again, this is an unsupported feature until this initial testing phase has passed.
Changelog
0.2a->0.2.1a
Code: Select all
M4 Probe increased from 50,000 to 75,000
Code: Select all
-Removed exclusion zones from M7/7M/2/1 & TL
-Kept base exclusion zone around M8/6/5/4/3 TS/P/M
M5/4/3 20,000
M8 30,000
M6 TS/P/M 50,000
-Added Forward Probe to M8/6/5/4/3
M8/4/3 50,000
M6 60,000
M5 120,000
-Increased ALL weapon ranges by 300m (not the frags from things like cluster flak though--flak bullet range increased, AOE once it explodes was not touched). This was done by increasing bullet lifetime, not speed.
Check out my other contributions:
Bomber and Shuttle Docking
X3 RTS Interface HOWTO