Very fusterated with crash detection/wingmen

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Mrstickball
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Very fusterated with crash detection/wingmen

Post by Mrstickball » Sat, 1. Sep 12, 20:04

New poster, so forgive me that this is my first post.

I bought X3/TC/AP a few days ago on a suggestion. Overall, I love the game and concept.

There is, however, one glaring issue with the game: Collision detection.

Up to this point, I have died (or my wing mates have died) at least a dozen times over 20 hours, and it is increasing as I begin to add new ships to my fleet.

I can no longer do missions with additional ships, for fear of them vanishing into thin air, due to crashing into various fixtures.

How can I fix this? Faster wingmen (scouts) constantly shift out of formation, resulting in either crashing into my ship ending my game, or will crash into various objects. Most other commands yield similar results.

How can I reduce or fix this issue? The game is almost unplayable for me. I have about 9 (5 fighters/scouts, 4 traders). The traders never seem to have the problem, but the faster ships do. Whats the answer?

Alan Phipps
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Post by Alan Phipps » Sat, 1. Sep 12, 20:12

Realistically either don't use wingmen or choose ships that are of similar speed as your own ship or slower. Never use wingmen in cluttered areas or near big objects and especially do not use a high SETA setting with them.

It has always been an issue going back through the X3 games and gets worse the more your growing system taxes the PC and causes fps to drop. I don't think the AI navigation is ever going to be changed in X3 now.
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StarSword
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Post by StarSword » Sat, 1. Sep 12, 20:14

Welcome to the X-Universe!

The technical term for your problem is "auto-pillock"; that is, the autopilot's strange desire to become one with the nearest solid object that has more hitpoints than you do. :lol:

But seriously, folks, the only real way to ensure that ships with unlike top speeds stay in formation is to assign them to a wing and have them fly to locations separately from you (basically, they're leading and you're along for the ride, rather than the other way around). Avoiding auto-pillock in your playership is as easy as never using the autopilot except to travel through gates (avoids being run over by a capital ship coming the other way) and to dock at stations (because design glitches mean that some ships *cough* Springblossom *cough* tend to crash on launch).

And you're right: ships with speed above about 350 tend to crash a lot in combat situations. Not much you can do about it.

As an aside, M5 scoutships aren't meant for battle, and aren't tough enough for it except with the player at the helm.
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Snafu_X3
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Post by Snafu_X3 » Sat, 1. Sep 12, 20:35

There's a scipt called Bounce herehttp://forum.egosoft.com/viewtopic.php? ... ght=bounce that will help you, but I can't remember if it marks you as *modified*, if you care
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vagrant-storm
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Post by vagrant-storm » Mon, 3. Sep 12, 14:12

I think X3 was designed to be a single ship game. I thought I was being smart and captured and puchased a large amount of capital ships. Even when only flying at 80-100 m/s or so they are still crashing into each other. Plus I still haven't been able to get them to gate into a system without losing half of them. The only thing you can do is send them through first so there will be no collisions on the other side as the ships will be out of system. However, if there are enemies on the other side I will still lose a few ships anyway that way.

There is just no good way to handle multiple ships. Just sell everything and have one nice ship to fly. Get into a M7 as fast as you can and you will find that it is the only ship you need...in system combat anyway. Really as far as combat goes it is end game once you get a fully kitted M7.

d-one
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Post by d-one » Mon, 3. Sep 12, 21:44

Snafu_X3 wrote:There's a scipt called Bounce herehttp://forum.egosoft.com/viewtopic.php? ... ght=bounce that will help you, but I can't remember if it marks you as *modified*, if you care
If you don't mind being modified (pretty sure bounce sets *modified* when it's loaded), this is the way to go. It makes M5 escorts/wingmen a pleasure to use. Just be warned - it's addictive and you'll dislike playing without it once you've used it.

donzi
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Post by donzi » Tue, 4. Sep 12, 02:36

I'm guessing you're playing TC or AP?

Since picking back up X3R from X3TC I feel the wingmen and formation characteristics are better in X3R. In TC having faster wingmen is nerve-wracking. In X3R I've noticed they lock into formation well and don't buzz around if the lead ship is slower.

I piloted a damaged M6 with 3 M3 wingmen through dense asteroid fields, through gates and in a couple short battles. There was 1 collision by the mamba right after I set the 3 ships as wingmen + follow and began to navigate through the asteroids. I credit this one bump to some of my initial movements in the M6. The mamba shield took a tiny hit but thereafter no problems.

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