[WIP] X Rebirth: The New Frontier

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

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VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 01:59

Timianer wrote:ok thx.
now i have the problem that another user has already mentioned.

after a week playing the FPS drops to under 20..
i think there are to many ships, small ships and tha
that slowly but surely bursts the AI and eats the CPU.

This is the downside when almost everything has to be calculated and without big raw spawn cheats.

Went somehow within 2-3 days from 80 to 50 to under 20fps.
i've been running a lot of shinza during that time... and the people have expanded madly.

and that's in all sectors now, worst of all in albion, there's just a slide show.
in Devries it still works, because there only I expand, but a look in 1 albion sector..there partly fly around about 20 universal transporters per zone ^^

It's not a graphical problem.. the card gets bored at 20% load, probably rather the CPU, because it just has to calculate way too much because of the masses of real ships I think.

don't know if bigger merchant ships would solve the problem.
or a limitation of the maximum number of stations that a fraction may have.
who knows.

so im take a break from X
don't feel like starting over a third time right now.
See u later all 3 ^^
If you would lower the difficulty, the game would generate less ships.

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 03:27

Marvin Martian wrote:you can try https://forum.egosoft.com/viewtopic.php?t=385055

1. Comm the Architect
2. Select Show construction plan and then Repair
3. Instead of giving you the repair menu it will now offer a sub menu with two options
4. Repair (standard Repair)
5. Specialist Repair
The repair option is not available in step 2.

[EDIT] Never mind, after attaching, I have to build stage 1 to proceed.

[EDIT 2]
It does not work for Shipyard. It WILL work for any other stations. The problem with SY, is that it will fix the cradle, but all Ship Dealers are gone!!!! :-(

On an unrelated note, about boarding:

If I send too many ships during boarding op, which exceed the capacity of a station, the extra ships will be stuck. It is not a matter of collision detection or the the ship being slow at all. It would help if scanning a station would reveal its boarding strength

Timianer
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Post by Timianer » Sat, 9. Jun 18, 11:59

@ Vincent
I had always played on simple;)
----------
thx for the info.
hmmm
have you tried to destroy the part of the shipyard who would build the ship from the Pirates ?
maybe the ship would so also destroid ... hmm
i think 30 -40 3 star rockets from the skunk should be enough
----
i think the problem with 3 Party mods is, that they dosent support the Cwir inside stations.
i have tryed to destroy a outpost from me with the station destroy and recycle mod a few days ago.. it also dosent work "no docking point avaible" or so was the error massage from this mod at that time.

hmm 2 ^^
i have an save from my last game, befor the frams going down..
hmm
i think i will testing what happens , if i give the universal Transporters a jump drive.. maybe the Factions so does not use so many of this tiny ships..
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
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Marvin Martian
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Post by Marvin Martian » Sat, 9. Jun 18, 12:26

In case Shipdealers are missing, remove Manager and add them again, in theory this should Start the required process, in case that not work use a new Manager

Timianer
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Post by Timianer » Sat, 9. Jun 18, 14:10

good to know.
-
in my test.. jumpdrive for the uni transporter m ship dosent work ^^
so im double the cargo capacity to 50.000 m³
this works..
I'll get back to you in a few days to see if there's a flood of mini ships anyway, or not :)
Have Fun ! :D
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
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Marvin Martian
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Post by Marvin Martian » Sat, 9. Jun 18, 14:13

M-class Not Even check for jumpdrive, so it could work, but Need some changes at movement scripts

VincentTH
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Post by VincentTH » Sat, 9. Jun 18, 16:03

Marvin Martian wrote:In case Shipdealers are missing, remove Manager and add them again, in theory this should Start the required process, in case that not work use a new Manager
It worked with assigning a new manager to the SY!!!!
Thanks. A side effect of the mod is that there are no longer X4-probes on sale!!! So I will have to disable it, until I need it again!!!!

[EDIT] I see, X4-probes and HyperJump token are removed in favor of user placed Jump Points!!! Sorry!!!!
But we still need something that X4-Probe provides: A replacement for X3's Advanced Sattelites.

[EDIT#2] I still cannot build the Xenon ShipYard (Xenon Matrix 2). I see the option to build the 3 craddles, but the Build button cannot be activated. I tried the Station Rebuild mod (attach CV, select Special Repair etc), but it does not make any difference. The only good XEN SY in my possession is the one I boarded in Faraway. (I don't really need another Xenon SY, this report is just as an alpha tester)

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Marvin Martian
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Post by Marvin Martian » Tue, 12. Jun 18, 14:26

add an update that maybe can be positive effect at possible performance problems

also contains a workaround of actual event-loaded problems

New is at _followers_ of a boardingship can by call the captain bypass the movement to close position an immediate release of the boardingpods can ordered

@VincentTH
X4&Hyperdrive stuff is still in the game, because of lack at event-loaded the entry may missed, should now available again
X4 need to drop like Nav-beacon, can be used as Jumpbeacon as well at regular movement commands (maybe depending on skills)

about SY-Buildtrees i need to do some more work, will take a look too - if this is regarding non material request it may work to request the station by contractor or use at blueprint mode the full-build option

Timianer
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Post by Timianer » Tue, 12. Jun 18, 20:26

old problem , previous version, not today's.

i try to attack an station (the PMC boarder station in albion lonely distant) with an sucellus scout, the ship shoot down the towers and shildgenerators, and then stop attack.
try both, defense officer on attak or on defense, nothing.

after i leave the zone, the ship begins to destroy the station, after i came back it stops again..
so im leave again, after the station goes under 30% hull its change to my property, but this seems be normal.. its my 3. game, and the 3 time its change to me :)

Note: the Sucellus herself its a little bit changed from me.. more shilds, weapons.. and so.. but that hasent to do with the fight against stations
I would think ^^


hmm..
i try the newest version tomorrow.
----------
have fun together ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
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Marvin Martian
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Post by Marvin Martian » Tue, 12. Jun 18, 20:58

problem on Succellus is that the Pilot fly and DO control weapons, but maingun define fightdistance and only have a small targetwindow, in case the targeted object is a bit special the ship can't destroy station IZ at any point
the stationdestruction OOZ is much more theoretical

simple workaround, not use this ship as single, best would be add some Balor or other destroyers that will fly closer

if you are a huge fan of Succellus, add some real long range turrets at the front gun too, so there is a small chance the ship will shoot at non directly targeted parts

hxusa1202
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Post by hxusa1202 » Wed, 13. Jun 18, 06:01

I've been using this mod for a long time,great mod!

But,there are two big problems.

1.Since the last few versions,long-distance weapons are no longer working properly.like Balor and Sucellus,they move to the right place,but don't fire with their torpedo and main gun any more.
Testing conditions:xr4.3,only nf_a,no other mods

2.The last version,updated yesterday,something wrong with move.undock.The normal running tradeships were destroyed.
I used yat2 and mt_xrcls for trading and logistics.Is there a compatible problem?

Thank a lot!

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Marvin Martian
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Post by Marvin Martian » Wed, 13. Jun 18, 09:54

thanks for the feedback, i remove the code from move.undock, in theorie this should run once or twice in a short time - so all other situations seems to be a "problematic situation" and as a last resort the ship have to "end"

i will take a look why this is called so much times in that mod

about the long range weapons, i have the suspicion this could be because of additional_targets-parameter if this is effecting not only one situation

edit:
Shooting should be fixed now, like in the old days, additional_targets doesn't work and block Mainweapons shooting overall

VincentTH
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Post by VincentTH » Wed, 13. Jun 18, 20:52

Marvin Martian wrote:thanks for the feedback, i remove the code from move.undock, in theorie this should run once or twice in a short time - so all other situations seems to be a "problematic situation" and as a last resort the ship have to "end"

i will take a look why this is called so much times in that mod

about the long range weapons, i have the suspicion this could be because of additional_targets-parameter if this is effecting not only one situation

edit:
Shooting should be fixed now, like in the old days, additional_targets doesn't work and block Mainweapons shooting overall
Now I k ow why I kept losing freighters recently. I thought it was those HV pirates disguised as DW that killed them!!!

Thanks hxusa!!

@Marvin Martian,

I notice that there are Deepwater ships with lots of HV/SS escorts. The ships do not seem to be undercover because they are blue, but their escorts are red.

Is this intended or something is wrong?

Timianer
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Post by Timianer » Thu, 14. Jun 18, 22:38

another problem with the NPC cover function.
i have PMC at -30

now are flying ships in my sectors around, that have the cover from my faction .. mostly little mining ships from plutarch.
they are also in my property list as PL (i thing thats stand for Player) Somthing name
This ships can i funny sell to other shipyards or spend them to other factions .. :lol:

nooo im dosent say.. skip the dumm cover function out ^^
you know that im hate this function ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
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Marvin Martian
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Post by Marvin Martian » Fri, 15. Jun 18, 10:16

Timianer wrote:nooo im dosent say.. skip the dumm cover function out ^^
you know that im hate this function ^^
you are welcome to present a better solution to prevent stupid miners to get destroyed at enemy space :roll:

seriously, if Egosoft have implemented this damn cover fuction up to the end, nobody does get notice of this ships, like it is intendet!!!!!
but this crap half done function, doesn't do the one or another type of task in a usefull way

Timianer
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Post by Timianer » Sun, 17. Jun 18, 10:23

hmm
i have thing about it a little bit.

is there no way to replace the factions to another zone, which have no mining ressources in there space ?
that are mostly the pirate factions , and only 2 ore 3 if i have the Map right in my head.
hmm ok i thing HoA has also no valid minig ressources in there space.
maybe its simpler to add ressources this home sectors of the factions instead of relocating them.
in the later game, if the factions expand its there own risk to send mining ships in enemy zones, but on the start they have a save zone for mining.
--
second idea
is there no way to set mining ships to an neutral faction, that are not showing as an enemy ?.. also for the player in red .. hmm
----
third idea
where , to remove some second ressources from factorys.
this should also remove many mining ships from the game without big balancing loss, but maybe with less performance losses in the final, when 1000th of the mini mining ships are flying around.
---
hmm... all bull ? :D
let me think about it a little bit longer .

and at the end a hint:
my shipyard was buld in emty space.. i rename it.. and now no ships take cover in this zone. My sector patrol shoots on after another of this mini mining ships from PMC.. I almost feel sorry for PMC..^^ but only almost

i have hollydays.. time to watch the WM and thing about this problem ^^
X:Rebirth: Zitat aus den Patchnotes 118
..A Whole Series Of Connected Problems ..
--------------------
i5 7500, GTX 1060

spccasey
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Post by spccasey » Sun, 17. Jun 18, 14:28

Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.

VincentTH
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Post by VincentTH » Sun, 17. Jun 18, 16:44

spccasey wrote:Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.
Someone had the same problem before. I forgot how it was resolved. You may want to sroll back a few pages looking for it.

spccasey
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Post by spccasey » Sun, 17. Jun 18, 19:18

VincentTH wrote:
spccasey wrote:Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.
Someone had the same problem before. I forgot how it was resolved. You may want to sroll back a few pages looking for it.
Well the whole fix is pointless if I cant dock my CV at the shipyard. They keep on flying to the XL port and just sitting there with action saying waiting for free docking space. I think the capital ship in my XL docking port that wont be released is causing my SY to not work properly.

VincentTH
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Post by VincentTH » Sun, 17. Jun 18, 21:33

spccasey wrote:
VincentTH wrote:
spccasey wrote:Capital ships will not leave the holding area at the shipyard after being built. The construction drones just keeps of flying around it and so call constructing it even though its done. This happens when another faction orders a ship. The large yards constructs and releases the ships. Its just the Capital yard that wont release the ship.
Someone had the same problem before. I forgot how it was resolved. You may want to sroll back a few pages looking for it.
Well the whole fix is pointless if I cant dock my CV at the shipyard. They keep on flying to the XL port and just sitting there with action saying waiting for free docking space. I think the capital ship in my XL docking port that wont be released is causing my SY to not work properly.
@ spccasy, @Marvin Martian

There is a bug in the current github codes (6/15/18) that you can't attach a CV to a station. I had to fall back to the 5/16/18 version (a month old) in order to attach a CV to a station. Something broke it!!!!!

@spccasy You may want to roll back to a not too old version to address the CV problem. I used the 5/16 version because I know for sure that that version works.

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