[MOD] X Rebirth Lost Sectors v1.5.0

The place to discuss scripting and game modifications for X Rebirth.

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KrYcHokE
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Post by KrYcHokE » Sun, 8. Apr 18, 15:10

Yeah, changes apply only for new spawned ships.

Scoob
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Post by Scoob » Sun, 8. Apr 18, 16:54

KrYcHokE wrote:Yeah, changes apply only for new spawned ships.
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.

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.

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MegaJohnny
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Post by MegaJohnny » Mon, 9. Apr 18, 06:13

I've only installed this mod today and flown around one of the new clusters, but I'm so impressed by the variety of the new ships, the quality of the visuals, and the thought that has gone into the layout of the new spaces. Great work!

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KrYcHokE
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Post by KrYcHokE » Mon, 9. Apr 18, 08:54

Thanks, I'm glad that you liked it.

Scoob
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Post by Scoob » Wed, 11. Apr 18, 00:33

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.
Last edited by Scoob on Wed, 11. Apr 18, 01:04, edited 2 times in total.

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KrYcHokE
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Post by KrYcHokE » Wed, 11. Apr 18, 00:59

Hi, Sulrahanar not my ship :). You have this problem after salvage? Any other mods?

Scoob
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Post by Scoob » Wed, 11. Apr 18, 01:04

KrYcHokE wrote:Hi, Sulrahanar not my ship :). You have this problem after salvage? Any other mods?
Not one of yours? Ah, it must be from New Frontier then....I'll describe the issue in that thread... Thanks!

Scoob.

SiD_azer
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Post by SiD_azer » Fri, 4. May 18, 15:54

support for cwir new frontier in 1.30 possible ?

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KrYcHokE
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Post by KrYcHokE » Fri, 4. May 18, 16:00

It should work fine.

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alexalsp
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Post by alexalsp » Wed, 9. May 18, 17:49

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

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KrYcHokE
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Post by KrYcHokE » Wed, 9. May 18, 18:38

Nice)

5tr4n63r
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Post by 5tr4n63r » Tue, 5. Jun 18, 21:11

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

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alexalsp
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Post by alexalsp » Tue, 5. Jun 18, 22:32

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
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/

5tr4n63r
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Post by 5tr4n63r » Thu, 7. Jun 18, 13:09

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/
Thank you very much... :D

aftokinito
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Post by aftokinito » Mon, 27. Aug 18, 08:36

I'm at 23 reputation with the faction of EE and I've been able to install the turrets, radar and alike.

Now that I have the cool unusual stuff, where can I find the actual weapons? So far I've only found the plasma repeater (?, the one that shoots blue balls) and the EMP repeater.

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KrYcHokE
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Post by KrYcHokE » Mon, 27. Aug 18, 10:18

Hi, you can get kinetic accelerator and multibeam cannon in source of darkness system.

captainradish
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Post by captainradish » Mon, 24. Sep 18, 03:38

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.

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KrYcHokE
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Post by KrYcHokE » Mon, 24. Sep 18, 12:30

Thanks, loki will be fixed in next update, about tl size, which ships you mean? About terran, i will add only terran Osaka in future.

captainradish
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Post by captainradish » Mon, 24. Sep 18, 21:46

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.

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KrYcHokE
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Post by KrYcHokE » Mon, 24. Sep 18, 22:04

Takayama have same size then lyramekron and close firepower, it a armed freighter, same about mastodon, he compensate size by turret count.

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