[WIP] X Rebirth: The New Frontier

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

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Requiemfang
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Post by Requiemfang » Mon, 12. Feb 18, 00:53

JESS 246 wrote:Hi BlackRain & all

An issues that's been bugging me since XR's release and I see there is no logic as to why that after ship builds why do they back out of drydock.

As an idea for your mod lets have ships leave drydock forwards which makes it far more logical for space launches.
Yeah... that mechanic doesn't make any sense at all I never understood that.

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Marvin Martian
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Post by Marvin Martian » Mon, 12. Feb 18, 08:19

JESS 246 wrote:As an idea for your mod lets have ships leave drydock forwards which makes it far more logical for space launches.
an external dockslot only have one set of waypoints it can use and the dockscript need to handle this whole way

so maybe in case we would change here some positions, a ship in regular docking procedure would rotate at dockposition

the less problematic solution is the actually Egosoft use

JESS 246
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Post by JESS 246 » Mon, 12. Feb 18, 13:59

Hi Requiemfang

I'm clad i'm not alone in this strangeness of drydocks.

Hi Marvin Martian

Thanks for reply i weren't expecting the idea of changing drydock mechanics to be easy and thought maybe a change to make it more in keeping with sci-fi reality.

It's just strange that ships back out of drydock after build.

In 99.9% of sci-fi film etc all where a shipyard is present ships leave the drydocks forwards and that's why i could not understand why Egosoft got this wrong for a sci-fi game.

I would doubt that Egosoft would change a thing as all gaming companies seem to be headstrong in what is not the norm.

It's you modders out there that make the mods that takes what is a mediocre game and turn it into something worthwhile to what it should be.

Buzz2005
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Post by Buzz2005 » Fri, 23. Feb 18, 10:55

is this mod playable yet?
I mean is there some gamebreaking bugs or something important not implemented, I have played CWIR so far and looking for something else

thnx for the mods guys!

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alexalsp
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Post by alexalsp » Fri, 23. Feb 18, 10:58

Capital Ship Bridge V.2.55 - updare 23.02.2018

- Support mod The New Frontier


https://forum.egosoft.com/viewtopic.php ... 36#4692736

BlackRain
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Post by BlackRain » Sun, 25. Feb 18, 16:00

If you need me to do anything Marvin, just send me a message.

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Marvin Martian
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Post by Marvin Martian » Fri, 9. Mar 18, 16:12

Bigger Update at NF with improvements&bugfixes - changed way to build own Shipyards - take a look into readme.txt
https://github.com/40712ef4f9/nf_a

JESS 246
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Post by JESS 246 » Fri, 9. Mar 18, 23:23

Hi Marvin Martian

Not sure if we are to play this mod yet, but on seeing you upload file i thought of giving it a try.

Assuming i have it right after download all individual folders go into extensions where do the "gitattributes file" go nothing in readme about it.

So far in installing the other files and starting a new game i get this in extensions in red "CWiR New Frontier (Herschel's Gift)" have a file been left out or has the "gitattributes file" got something to do with it.

Buzz2005
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Post by Buzz2005 » Sat, 10. Mar 18, 18:18

cant really play this mod, I did the install and a new game but I get freezes all the time and them after some time it get frozen where I cant even close it with task manager bc I cant see it, only a restart "helps"

with NF I have bridge mode, silenceyouall, ency but thats just textures,
MICT and ultimate cheat mode

maybe I dont need MICT or ultimate cheat mode is the problem since all other are compatible

oh and yes prosper devries and lostsector but both are patched in NF

Buzz2005
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Post by Buzz2005 » Mon, 12. Mar 18, 14:23

so nobody plays this mode or has this problem???

VincentTH
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Post by VincentTH » Mon, 12. Mar 18, 18:38

JESS 246 wrote:Hi BlackRain & all

An issues that's been bugging me since XR's release and I see there is no logic as to why that after ship builds why do they back out of drydock.

As an idea for your mod lets have ships leave drydock forwards which makes it far more logical for space launches.
That's because that's how ships are built in the real world (in the old days, at least). Basically the workers construct a dry-dock at a riverbank, then build the ship on the dry-dock. Upon completion, they release the restraint to allow the ship to go down into the river by its own gravity, with its aft going down the river first, in order to slow down the ship descent!!!! Building it head first is more dangerous, as there is a chance the ship would sink!!!!

Scoob
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Post by Scoob » Mon, 12. Mar 18, 23:21

Hey all :)

Have been away for a while as saw that a very early version of this is on Github, so I snagged it!

I've installed it on a clean non-steam 4.30 game and I noticed that the "Extensions" menu item was Red. Investigating further, the following mod elements are listed in Red:

CWiR: New Frontier (Herschel's Gift)
CWiR: New Frontier (LostSectors)
CWiR: New Frontier (ProsperDV)

Apologies if I've missed something - I like have in my eagerness to install - but are these compatibility mods? I recognise LostSectors as a mod, but not the other two. Just thought I'd check :)

Scoob.

JESS 246
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Post by JESS 246 » Mon, 12. Mar 18, 23:21

VincentTH wrote:
JESS 246 wrote:Hi BlackRain & all

An issues that's been bugging me since XR's release and I see there is no logic as to why that after ship builds why do they back out of drydock.

As an idea for your mod lets have ships leave drydock forwards which makes it far more logical for space launches.
That's because that's how ships are built in the real world (in the old days, at least). Basically the workers construct a dry-dock at a riverbank, then build the ship on the dry-dock. Upon completion, they release the restraint to allow the ship to go down into the river by its own gravity, with its aft going down the river first, in order to slow down the ship descent!!!! Building it head first is more dangerous, as there is a chance the ship would sink!!!!

I know that about ship building in ship docks on river/docksides and some of them were/are launched sideways.

Space docks are different as i said in all the sci-fi films etc that i've seen starships built they alway exit out forward even in the real world the Saturn 5's,gemmi and shuttles all launched forward straight up, i didn't see them launch arss first.

Now do you get the point i'm making.

Azran_Zala
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Post by Azran_Zala » Tue, 13. Mar 18, 00:36

JESS 246 wrote:
*snip*


I know that about ship building in ship docks on river/docksides and some of them were/are launched sideways.

Space docks are different as i said in all the sci-fi films etc that i've seen starships built they alway exit out forward even in the real world the Saturn 5's,gemmi and shuttles all launched forward straight up, i didn't see them launch arss first.

Now do you get the point i'm making.
Well since we don't have any real world examples of space docks,
And rockets which are launched on purpose built platforms for launching - miles away from where they are actually built are done so because the thrust from their engines are required to defy gravity and actually make it into orbit:

I'll go with real world example of why Airliners never push back from terminals on their own power - the reverse thrust from the engines against the terminal ahead would damage infrastructure and the turbulence would send everything on the ground in the immediate vicinity airborne.

Since X universe craft all appear to only have high thrust mainsails at the rear. Lets just pretend they're pushed back by tugs to avoid melting or blasting away overhead cranes and equipment on the docks.

As to why they tug back out the entrance instead of forward is anyone's guess, perhaps the dock-masters safety protocol is for passing crew and equipment to pass round the front and not the rear. So there is no confusion as to where to remain clear of at all times - Again - avoiding going anywhere near the business end of an anti-matter drive.

JESS 246
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Post by JESS 246 » Tue, 13. Mar 18, 02:50

Hi Azran_Zala.

Don't get me wrong here but on what i know about zero gravity and space on what i've learned over 55 years, this games mechanics don't come close to anything resembling inspace mechanics.

I guess you have never herd of maneuvering thrusters, hence no need for main engines or tugs as these thrusters which some run on inert gases or air some fuel and don't give out much heat so mealting no issue (It's cold in space very cold) and any dock worker that would go behind a thrusting ship would be an idiot and dead.

Thus a short few seconds burst from rear thrusters would be enough to move the ship forward till clear of dock and then main engines would be used after that.

Even if the dock had a tractor beam that would pull/push the ship in/out of dock to where needed.

In space it don't take a lot to move you as movement is not restricted ie no air and weight to thrust is a lot less than in earths atmosphere where you need far more thrust to weight.

Anyway i was making a point why would you launch spaceships from docks backwards and not forwards with far less effit.

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Marvin Martian
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Post by Marvin Martian » Tue, 13. Mar 18, 08:05

Scoob wrote:I've installed it on a clean non-steam 4.30 game and I noticed that the "Extensions" menu item was Red. Investigating further, the following mod elements are listed in Red:

CWiR: New Frontier (Herschel's Gift)
CWiR: New Frontier (LostSectors)
CWiR: New Frontier (ProsperDV)

Apologies if I've missed something - I like have in my eagerness to install - but are these compatibility mods? I recognise LostSectors as a mod, but not the other two. Just thought I'd check :)
you can remove the folder/disable the red parts, or simple let it read, the code won't used as long the required conditions not match - thats just compatibility patches includet in this parts, so you miss nothing

here the links for the other two
https://forum.egosoft.com/viewtopic.php?t=395381
https://steamcommunity.com/sharedfiles/ ... =795568195

Scoob
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Post by Scoob » Tue, 13. Mar 18, 13:17

Cool, thanks for confirming Marvin.

Observation: game is really quite epically crowded at the start isn't it? There were 30+ large ships in my start location, so performance suffered badly.

I assume this is the game "warming up" so to speak and things will settle down - the big ships will disperse and go abut their jobs - over time.

I didn't have my second monitor up, so I didn't check to see if I was experiencing high CPU/GPU load or the issue where the engine simply gets overloaded and both CPU and GPU utilisation drop.

Not given the game much time yet, I appreciate this isn't really ready for public testing at this early stage, but I'll have another go. Sadly my game crashed after I'd travelled from my start area (Terran) all the way to DeVries, so I'll likely just restart. I literally just pottered for a few minutes last night :)

Scoob.

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Marvin Martian
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Post by Marvin Martian » Tue, 13. Mar 18, 15:16

to prevent endless debug-errors i doesn't fully remove the vanilla Jobs, they get disabled at startup, so at start are more ships in the universe then required/intended

relating to high load, what difficult setting you use - up to normal the number of ships are similar (and the building is most realistic), at higher settings the number of ships (and then also use of spawned escorts) rise up extremly - if you have trouble with the CPU load and numbers of ships, better start at "normal" and change then to harder-settings

Scoob
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Post by Scoob » Wed, 14. Mar 18, 12:42

Marvin Martian wrote:to prevent endless debug-errors i doesn't fully remove the vanilla Jobs, they get disabled at startup, so at start are more ships in the universe then required/intended

relating to high load, what difficult setting you use - up to normal the number of ships are similar (and the building is most realistic), at higher settings the number of ships (and then also use of spawned escorts) rise up extremly - if you have trouble with the CPU load and numbers of ships, better start at "normal" and change then to harder-settings
I used Very Hard difficultly - just couldn't bring myself to select anything else - however, I didn't appreciate that spawns were tied to it.

When I next get the chance, I'll start a new game and monitor resource usage to see if it's a genuine hardware capability issue, or the old engine weakness where it just can't cope.

FYI: my system, parts of it at least, are quite old, but still fairly decent:

2600k @ 4.4ghz
32gb DDR3 - I can run the game from a ramdrive, but am not currently
2x 500b SSD's in RAID0
GTX 1070
W10 Pro

Scoob.

Scoob
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Post by Scoob » Wed, 14. Mar 18, 16:01

Hi again,

I'm back in-game and have selected the Canteran start on Normal Difficulty. Performance seems fine currently, though DeVries is generally good performance in CWiR so maybe it's not a perfect test.

I've installed some additional Mods, Lost Sectors, Herschel's Gift, Capital Ship Bridges and TAF! However, TAF! does not appear to be working - I'm not getting the appropriate dialogue option when com'ing the correct NPC type. Perhaps I'm missing something.

I generally like to map out a few Zone, place trade agents at relevant stations and start building my own trade network. However, lack of TAF! makes this harder.

I'd not be surprised if I've missed one of the prerequisites for TAF! as I've not played Rebirth in an age.

Edit: Regarding TAF! Oddly, if I go first person on the station and speak to the NPC directly, I get the dialogue option, remotely from space however I do not. Also, the list of NPC's that can be recruited as a Station Agent appears to be fewer than before. Previously, I'd regularly hire Junk Dealers and the like, but I've only been successful with Ship Technicians this game. Same TAF! version I was using previously, so I guess some change in this mod perhaps impacts things?

Edit 2: I've tried numerous NPC's now, remotely no dialogue option but in first person there is. It seems the "How can I find you?" option is in chat option position 5 when in space, but this is replaced with the TAF dialogue option when on a platform. Not seen this before.

Scoob.
Last edited by Scoob on Wed, 14. Mar 18, 16:16, edited 1 time in total.

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