[MOD] [AP/TC] X-Tra Ship/Station Pack - [V2.01 Hotfixed Available 21/5/2012]

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Chris122990
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Post by Chris122990 » Sun, 23. Oct 11, 20:50

Yes, I meant the trail pack.

Here's some screens of a Q and a Kestrel:

http://i.imgur.com/XXOaF.jpg
http://i.imgur.com/HEh2m.jpg
http://i.imgur.com/SH7IV.jpg

As you can see, the vanilla engine effects remain on at full power even when the ship is stopped. They also remain on constantly and do not move with the Xtra trails, causing it to look rather ugly:

http://i.imgur.com/Y5SC5.jpg
http://i.imgur.com/lawXP.jpg

{oversized images replaced with links - CBJ}

dougeye
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Post by dougeye » Sun, 23. Oct 11, 22:01

i notice you have some sort of hud mod / icon mod installed judging by the lasers, any chnace that or another mod that effects grafics, e.g weapon effects etc is not conflicting with the xtra trails pack, most weapon balanceing / performance mods also dip there toe into engine effects also.
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Chris122990
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Post by Chris122990 » Sun, 23. Oct 11, 22:29

Actually, those are Beta Kyon Emitters, which are the weapons the Kha'ak use on their medium size ships.

That is their default icon.

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Post by dougeye » Sun, 23. Oct 11, 23:17

that will be why ive never seen them then! lol dont use khaak weapons :)
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Post by killerog » Sun, 23. Oct 11, 23:45

Hmm odd, can anyone else with the trail pack install check those ships for me. Don't have any of my mods/tools installed yet.
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Post by Killa17 » Mon, 24. Oct 11, 07:58

killerog wrote:Hmm odd, can anyone else with the trail pack install check those ships for me. Don't have any of my mods/tools installed yet.
I see the vanilla trails as well as yours while they're in motion, but not stationary. Must be a conflict or incorrect installation on his end.
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Chris122990
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Post by Chris122990 » Wed, 26. Oct 11, 06:33

OK, I figured it out. When you download the XTra ships, the archive is in a format that puts the mod's cat files in the mods folder. In order to make the trails behave like they should, it has to be installed as a fake patch.

Maybe this should be added to the known issues section.

Also, I don't have even the slightest idea of how modding TC works, but would it be possible to create fake blank textures (like how you can override gate textures) to override the vanilla engines so that only the XTra Trails show?

Also, why is it that at the higher SETA speeds (like 10x) the trails will fly ahead of the ship?

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TrixX
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Post by TrixX » Wed, 26. Oct 11, 07:56

Bug with particle FX. Over certain speeds with certain densities of particles. The engine can no longer render fast enough (especially with seta since that's a time accelerator).
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mr.WHO
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Post by mr.WHO » Sun, 30. Oct 11, 11:05

http://jepray.deviantart.com/art/Andali ... epray&qo=0

This thing with Boron texture could be nice response to Split Ocelot tactical frigate. Or it could be very heavy M6.

Edit: Or Boron M8 (since they lack one) with multiple turrets.

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Post by i64man » Sun, 30. Oct 11, 11:34

Cadius,

I have two questions, I am playing the game using the rebalance mod, just updated it to the latest version. My question is, is the Teladi Talon included in the Mod since Paul says on his note that he included your xtra ship pack, so we don't have to downloaded and second , what are the specs as far as weapons slots on the main and turrets?

Thanks.

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Post by A5PECT » Sun, 30. Oct 11, 11:39

The Talon is in XRM, but with dramatically altered stats. Everything is pretty different in XRM, actually.

-Gimme' a minute, I'm trying to dig up the Talon's individual stats from the Excel file-

Excel Spreadsheet for XRM Ship Stats - www.thexuniverse.us/downloads/cmod/XRM/ ... _v1_10.zip
Admitting you have a problem is the first step in figuring out how to make it worse.

i64man
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Post by i64man » Sun, 30. Oct 11, 11:47

KloHunt3r, so if the Talon is on the XRM, would you said is for the better or worse? Also, installing this xtra pack would cause problems with those already on the XRM?

Thanks.

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Post by A5PECT » Sun, 30. Oct 11, 11:53

I can't really say. I've never used the Xtra Ship Pack outside of SRM/XRM, so I'm not familiar with how Cadius balanced each ship within the framework of the entire game, or how his mod compares to Paul's.

I can say that I enjoyed how XRM sets up the ships. Each one has a specific role and purpose, and no ship is useless. I am a big fan of how the Teladi fleet turned out - I don't want to bog down my post with a lengthy description, though. :roll:

My advice is to get a second install of Terran Conflict somewhere, install XRM onto it, and putter around with that version for awhile. Throw in the Cheat Pack to spawn any ships you think look interesting and eventually you'll find out which one you prefer.
Admitting you have a problem is the first step in figuring out how to make it worse.

i64man
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Post by i64man » Sun, 30. Oct 11, 12:02

Thanks for the suggestion and as matter of fact, I do have a second version of the game set on a drive with Win7 x64. I am using the x32 version and I can say that since I installed the game, there has been no other game for me. I will take a look at the Talon since I am working a new start on the game and I am working on OFF,

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mr.WHO
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Post by mr.WHO » Sun, 30. Oct 11, 12:13

BTW Cadius, I noticed subtle influence of KaranaK conceptarts in your desings :)

The new Hataka is quite similar (but not the same) as this:
http://karanak.deviantart.com/art/Suppr ... 2175&qo=26

While new Saitama have some features of some other designs, for example, those (solar?) panels in the back of Saitama, this one has the same:
http://karanak.deviantart.com/art/Peace ... 2175&qo=14

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Post by Requiemfang » Sun, 30. Oct 11, 22:42

mr.WHO wrote:http://jepray.deviantart.com/art/Andali ... epray&qo=0

This thing with Boron texture could be nice response to Split Ocelot tactical frigate. Or it could be very heavy M6.

Edit: Or Boron M8 (since they lack one) with multiple turrets.
that actually might fit pretty well for a Boron vessel, lets see what I can do with that concept then.

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DevilDog_016
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Post by DevilDog_016 » Wed, 2. Nov 11, 20:44

mr.WHO wrote:http://jepray.deviantart.com/art/Andali ... epray&qo=0

This thing with Boron texture could be nice response to Split Ocelot tactical frigate. Or it could be very heavy M6.

Edit: Or Boron M8 (since they lack one) with multiple turrets.
I'm in love with that thing <3
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DevilDog_016
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Post by DevilDog_016 » Wed, 2. Nov 11, 21:14

mr.WHO wrote: Dunno what those can be (some of them looks Boron enough), but they looks cool:

http://wh40k.lexicanum.com/mediawiki/im ... 1store.jpg

http://wh40k.lexicanum.com/mediawiki/im ... 73x627.jpg
http://wh40k.lexicanum.com/mediawiki/im ... 1store.jpg

Piranha/Bullshark, looks like a Boron rapid assault corvette that could come really close performance-wise to the Springblossom. Looks deadly... most likely it should be.

http://wh40k.lexicanum.com/mediawiki/im ... pg[/quote]

Krios, looks like a Paranid M3/M3+... Something that could rip through a wing of Argon Novas and emerge pretty much unscathed.

Hope it helps a bit. :D :D :D
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Ferenczy66
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Post by Ferenczy66 » Fri, 4. Nov 11, 02:37

Any chance for ATF versions of M7 light carrier, M8 & TP?

Nemesis_87
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Post by Nemesis_87 » Fri, 4. Nov 11, 19:45

Hi there, Big fan of your ships+stations bud (XRM user so appreciate them all)

Was just wondering though, Every race pretty much has either an M2+ or M1+ apart from the Argon and Paranid. Was just wondering of there are any plans for those?

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