[MOD] X Rebirth Lost Sectors v1.5.0
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Ok, not to worry. Am I right in thinking I can fix this via a safe edit? It's not huge issue if not, I can just sell the ship and get another.KrYcHokE wrote:Yeah, changes apply only for new spawned ships.
My main game issue currently - over in the New Frontier mod thread - is the hacker who's taken over my newly build shipyard lol.
Scoob.
- MegaJohnny
- Posts: 2195
- Joined: Wed, 4. Jun 08, 22:30
Hey
Is the Sulrahanar one of your ships too? I think it's suffering from the same cargo issue as the Mastodons.
I attempted to send it to a Shipyard to be repaired, but as the Engineer had already repaired it to 100% I did not have an option to fix it.
I guess I could remove the Engineer temporarily, damage the ship deliberately and then try again... that should work, right?
Edit: well that's weird! I got the Sulrahanar's shields down with the Skunk, but I cannot damage its hull at all!! Going to keep trying.
Edit 2: Must be some weird lag... Hull was at 100%, shields were down, so I thought I'd try destroying the Capital Shield Generator. The second I did that, the ship hull dropped to 71%
Edit 3: Repairing at a Shipyard does not appear to have restored this ships cargo. Hull is not at 100% but it's stuck just being able to carry Fuel. Any ideas? I spoke too soon! Seems there was some delay again. Ship was showing as just able to carry fuel, now it's got it's cargo back.
Btw: I do love your ship designs! As I originally installed New Frontier and your mod together, I didn't initially appreciate which ones were your designs. Great work!
Scoob.
Is the Sulrahanar one of your ships too? I think it's suffering from the same cargo issue as the Mastodons.
I attempted to send it to a Shipyard to be repaired, but as the Engineer had already repaired it to 100% I did not have an option to fix it.
I guess I could remove the Engineer temporarily, damage the ship deliberately and then try again... that should work, right?
Edit: well that's weird! I got the Sulrahanar's shields down with the Skunk, but I cannot damage its hull at all!! Going to keep trying.
Edit 2: Must be some weird lag... Hull was at 100%, shields were down, so I thought I'd try destroying the Capital Shield Generator. The second I did that, the ship hull dropped to 71%
Edit 3: Repairing at a Shipyard does not appear to have restored this ships cargo. Hull is not at 100% but it's stuck just being able to carry Fuel. Any ideas? I spoke too soon! Seems there was some delay again. Ship was showing as just able to carry fuel, now it's got it's cargo back.
Btw: I do love your ship designs! As I originally installed New Frontier and your mod together, I didn't initially appreciate which ones were your designs. Great work!
Scoob.
Last edited by Scoob on Wed, 11. Apr 18, 01:04, edited 2 times in total.
Capital Ship Bridge - addon pack - 3.00 With New Maps
addon lostsector ( support new version of the mod - 1.3.0)
https://forum.egosoft.com/viewtopic.php ... 34#4711634
addon lostsector ( support new version of the mod - 1.3.0)
https://forum.egosoft.com/viewtopic.php ... 34#4711634
Many mods are compatible. It is necessary to check and look in the log file.5tr4n63r wrote:Can someone tell me OR guide me to a link where i can find out what mods are compatible with this mod...is my first time i try this mod...Thank you
https://forum.egosoft.com/viewtopic.php?t=370788
https://steamcommunity.com/app/2870/workshop/
Thank you very much...alexalsp wrote:Many mods are compatible. It is necessary to check and look in the log file.
https://forum.egosoft.com/viewtopic.php?t=370788
https://steamcommunity.com/app/2870/workshop/
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- Posts: 229
- Joined: Sun, 30. Mar 08, 17:29
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
This mod is excellent! The kinetic accelerator is my go-to for capital ship combat and the Loki is rapidly becoming my favorite personal ship. There are a handful of improvements that can be made, IMO.
The Terran ships are awesome and the model you're using for a mining ship was one of my favorite ships in X3AP (the Logich being my absolute favorite). To that end, do you think you can release a version that is a heavily armed drone carrier? This was, basically, what the unit in X3 was supposed to be.
Secondly, there appears to be something wrong with the Loki. When I'm OoS it's fine, but when I'm riding around on it it doesn't want to transfer wares properly. I usually have to quicksave and load the save to get it to actually start doing so. None of the other ships seem to have this issue.
Thirdly, the three TLs in your mod are vastly larger than vanilla craft yet have small cargo bays relative to their size. Personally I think they should all be increased.
The Terran ships are awesome and the model you're using for a mining ship was one of my favorite ships in X3AP (the Logich being my absolute favorite). To that end, do you think you can release a version that is a heavily armed drone carrier? This was, basically, what the unit in X3 was supposed to be.
Secondly, there appears to be something wrong with the Loki. When I'm OoS it's fine, but when I'm riding around on it it doesn't want to transfer wares properly. I usually have to quicksave and load the save to get it to actually start doing so. None of the other ships seem to have this issue.
Thirdly, the three TLs in your mod are vastly larger than vanilla craft yet have small cargo bays relative to their size. Personally I think they should all be increased.
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- Posts: 190
- Joined: Sat, 30. Apr 05, 06:09
I'm thinking in terms of X3. Specifically, I'm referring to your three XL cargo ships (the Takayama and the two that are built in Source of Darkness). Physically they are monstrous, yet have comparatively small cargo bays. Personally, I think the Takayama should be using the 400,000+ cubic meter bay and the MK2 should have a larger bay than even that. It looks like, and should be, the most cavernous ship in the game.