X3AP 1.1 Post-Patch Bug - Laser installation problem (turrets Argon Cerberus)

Ask here if you experience technical problems with X³: Terran Conflict, X³: Albion Prelude or X³: Farnham's Legacy.

Moderators: timon37, Moderators for English X Forum

Post Reply
..
Posts: 2
Joined: Sun, 23. Mar 08, 15:18
x3tc

X3AP 1.1 Post-Patch Bug - Laser installation problem (turrets Argon Cerberus)

Post by .. » Thu, 19. Jan 12, 17:02

It is no longer possible to remove or change the lasers in the
turret (A) of my argon Cerberus.

(Not possible to change or remove Impulse ray emitter).

(A)This problem is only happening in the following turrets.
The turret right.
The turret down.
The rest of the turrets don't have this problem.

Please fix this.

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30434
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps » Thu, 19. Jan 12, 19:12

Telling us which game and your modification status would be handy.

Permanent IREs in turrets are a symptom of a corrupt or changed game install such as where mods have been installed that change the design of ships that are already IS with the Player when the game is loaded. Can you confirm you are totally unmodified in X3TC and X3AP?
A dog has a master; a cat has domestic staff.

UGHQ_Tempus
Posts: 125
Joined: Tue, 17. Feb 04, 16:34
x4

Post by UGHQ_Tempus » Thu, 19. Jan 12, 20:45

Same issue:

Running AP 1.1 vanilla.

Cerb was fine before the patch. After the patch right and down both are flagged with IREs but there are no IREs in the inventory.
Tempus

System

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30434
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps » Fri, 20. Jan 12, 10:55

OK that then sounds like the patch has made some sort of change to the Cerberus but maybe did not envisage any being in Player hands at the time of the change. The old ship probably needs to be 'cloned' and the original deleted for a Player-owned ship to show the changes correctly. That should probably have been done invisibly in the patch but obviously did not happen. I have edited the thread title to flag this up better.
A dog has a master; a cat has domestic staff.

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 20. Jan 12, 11:10

Yes, that's because the number of lasers of the Cerberus has increased.

The easiest fix would be to strip all equipment, sell the ship, and buy a new one.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

cheakytoast
Posts: 76
Joined: Mon, 20. Jul 09, 15:10
x3tc

Post by cheakytoast » Fri, 20. Jan 12, 11:55

Does anyone know if that will definately fix the problem?

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Fri, 20. Jan 12, 11:58

Yes. Newly created ships work 100%.

And I bet you will be pleasantly surprised when you have it...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

cheakytoast
Posts: 76
Joined: Mon, 20. Jul 09, 15:10
x3tc

Post by cheakytoast » Fri, 20. Jan 12, 12:12

Just tried it out and it works.
Lost out on 7M credits though, i guess more weapon slots make it worth it though :wink:

Post Reply

Return to “X³: Terran Conflict / Albion Prelude / Farnham's Legacy - Technical Support”