swatti wrote:Is there anything actually special about the Aran in XRM, or AP for that matter? Big, slow and un-armed comes to mind. Seen it more then few times around.
It can dock capital class ships. Its basically a mobile HQ.
the Mercenary wrote:Does this mod include P2P Jumpdrive? Which ships have it?
I just bought myself a phoenix and its realy impossible to arrive anywhere anytime soon.. that ship is just so slooow..
anyways is there any chance i can add a P2P jumpdrive to it? or do only the m2+ have it?!
There is no P2P jumping in X3.
At least not in vanilla.. The only one i found is from cycrow, more then 2 years old and it needs plugin, ware and hotkey manager.. not worth it.
I just liked the P2P of the khaak destroyers in XTM so much, i had 6 of those, allways jumped them right on top of me when it got too hot, a beautiful sight *sniff*
I guess if i realy wanted it, i would need a mod switch -.-
Anyways, thanks a lot, paul.
My Weaponsgenerator vs your Shieldgenerator
My Flight Skill vs your Projectile Speed
My M6 vs your M2
i have gotten back to playing after taking a break and reinstalled a fresh setup of XRM and other mods that worked well with it in the past. during this latest run i have noticed that in a lot of different sectors that the civilian and PAR shipyards are in are named federal argon shipyards or one is present where a normal shipyard is but is selling one omega torpedo with no other wares in the station.
the only other mod that i think could be doing this would be IEX, but i'm sure that installed that correctly.
ShadowGod56 wrote:i have gotten back to playing after taking a break and reinstalled a fresh setup of XRM and other mods that worked well with it in the past. during this latest run i have noticed that in a lot of different sectors that the civilian and PAR shipyards are in are named federal argon shipyards or one is present where a normal shipyard is but is selling one omega torpedo with no other wares in the station.
the only other mod that i think could be doing this would be IEX, but i'm sure that installed that correctly.
Are you using the bounce script? you could be missing a key file needed for that if so if your seeing that.
FlutterRAGE wrote:And i notice a really bad graphic(or at least i think) lag happens when i am docking into 1 of the internal hanger, in my case it was docking M6 in NMNC HQ. Haven't tried other internal docking bay yet.
I've seen that before, too. Oddly enough, docking/undocking on autopilot removes the lag.
Admitting you have a problem is the first step in figuring out how to make it worse.
ShadowGod56 wrote:i have gotten back to playing after taking a break and reinstalled a fresh setup of XRM and other mods that worked well with it in the past. during this latest run i have noticed that in a lot of different sectors that the civilian and PAR shipyards are in are named federal argon shipyards or one is present where a normal shipyard is but is selling one omega torpedo with no other wares in the station.
the only other mod that i think could be doing this would be IEX, but i'm sure that installed that correctly.
Are you using the bounce script? you could be missing a key file needed for that if so if your seeing that.
Ahha! it was bounce, i tryed to cheat and use the bounce file i made for my previous xrm 1.18 game. made a new one and the weird stuff is gone \o/ thank you very much it would have taken me a while to think of bounce as the culprit lol
Well I noticed that the missiles being sold at shipyards is a key thing with bounce. It's a easy to notice redflag that bounce isn't working properly it's a good thing Litcube made it so that it's easy to spot
ShadowGod56 wrote:i have gotten back to playing after taking a break and reinstalled a fresh setup of XRM and other mods that worked well with it in the past. during this latest run i have noticed that in a lot of different sectors that the civilian and PAR shipyards are in are named federal argon shipyards or one is present where a normal shipyard is but is selling one omega torpedo with no other wares in the station.
the only other mod that i think could be doing this would be IEX, but i'm sure that installed that correctly.
Are you using the bounce script? you could be missing a key file needed for that if so if your seeing that.
Ahha! it was bounce, i tryed to cheat and use the bounce file i made for my previous xrm 1.18 game. made a new one and the weird stuff is gone \o/ thank you very much it would have taken me a while to think of bounce as the culprit lol
I also get this error, I get that bounce is causing the issue but don't understand what file etc i need to correct the problem?
Alright, it looks like the IEX/XRM mod was only updated to 1.18. But as far as I know the 1.18b and 1.18c patches didn't make any changes to the universe map, so I don't think that's the cause of the problem.
A less likely source is that your downloads of XRM Part 1 and Part 2 and/or installation of TC/AP is faulty. But to fix that you'd have to download everything again.
Are you running any other mods?
Admitting you have a problem is the first step in figuring out how to make it worse.
I think its definitely worth a post in the IEX compatibility thread. That link definitely exists in the XRM and if you had a conflict there would be a lot more wrong than just one single gate link.
Its a pretty vital gate link for the economy actually so if there is an issue in the compatibility patch, its worth pointing out.
Im trying to find the elusive XL weapons dealer to arm some of my terran tubs, IF my ships under AI explore command happen to spot it, will it be added to the encyclopedia as "source" for weapons, or do i have to spot it manually myself?
SUGGESTION:
Add freighters for all stations that jump around, that way player can actually locate the station with "some searching" as its fairly impossible to just go look for the one you might need.
Freighters "belonging" to the station would have "home: X in sector X" when scanned.
FIX REQUEST:
The Valhalla cant gate-jump as per AP2.0 or so. In AP it was too big to do so but in XRM it looks like it could fit... Just... Kinda hard to use right now.
Ps: Damn that thing put up a fight when i capped it
Im trying to find the elusive XL weapons dealer to arm some of my terran tubs, IF my ships under AI explore command happen to spot it, will it be added to the encyclopedia as "source" for weapons, or do i have to spot it manually myself?
SUGGESTION:
Add freighters for all stations that jump around, that way player can actually locate the station with "some searching" as its fairly impossible to just go look for the one you might need.
Freighters "belonging" to the station would have "home: X in sector X" when scanned.
FIX REQUEST:
The Valhalla cant gate-jump as per AP2.0 or so. In AP it was too big to do so but in XRM it looks like it could fit... Just... Kinda hard to use right now.
Ps: Damn that thing put up a fight when i capped it
The XL Weapons Dealer will be added to the encyclopaedia once any of your assets discover it (i.e. it appears on their scanner). However, once it jumps to a new location it will disappear from the encyclopaedia again.
I am looking at adding some method to obtain that kind of information for a price. The Khaak sector coordinates too. But that is in my plans for v1.20.
I've already looked at the Valhalla issue. It seems to be a hardcoded thing linked specifically to that TShips entry. I think the only fix will be to create a duplicate Valhalla on a new line in TShips. This will require you to cheat in a new one though and destroy the old one. I will rename the old version "Valhalla Hauler" or something like that so its obvious which is which.
Remove money-req from building ships.
Money + mats cost MORE then actually buying some ships.
Lower the building times. 10+ hours for M6... I wonder how many i could just cap in that time. ^^
EDIT: A bit odd one. Hostile TP got shot by my Gauss Gun, the impact made it go backwards so far it was out of range after few hits.
I like the consept of being thrown around when small ship gets hit by big guns but small adjustment might be needed here.
Idea to test-around:
Even anti-fighter-weapons could have some pushback effects, would give the "illusion" of evasive moves and maybe save poor pirates from smashing into my Galleon.
Hi Paul!
I'm sorry to ask something like this...it has been asked before probably but...do you plan to add any of the latest exponbody's ships to the next release?
If not...do you know where can i find a scene file for its m2 model that you have not choosed for the current xrm release?
You will excuse me if i ask this...but i thought that if you've created a scene file for the new nagoya...maybe you had a scene file for the other one too...
Hope i'm not too off topic