Litcube wrote:I've hacked the x3story.obj KC code to allow the USC security licence to a) show up in the proper place (including the [L]), and b) have the Terran give you rewards when you destroy an enemy.
If you want, I can send it to you when I get home.
Edit: Without the right KC code, what you're trying to do it's doable.
note:
Modifying KC code invalidates save games; if egosoft release a new version of AP, a game with a KC mod installed will not run the next patch data from the version of AP; Also, there is a small chance that if egosoft change the KC engine, that the KC mod will need to be remade in order to function on a new AP version, otherwise it will crash. After remaking the KC mod, it will invalidate all savegames, again.
Yes id rather not get into changing kc code.... A can of worms springs to mind.
What I an trying to do works just fine in AP the way it is, and from people's posts id say the number of people running TC is getting smaller by the day.
Sorkvild wrote:I noticed that all engine particle trails changed, all of them has this 'rainbow bubbles' effect :/ I preferred the old one with one race specific color.
Why is that? Paul didn't mention about new engine trails.
Just look at the Dolphin trail, wtf?!
I'd say that is something wrong with your installation. I have not changed engine trails at all. My guess is that you have a conflict with particles3 or maybe a dds file.
Its certainly not xrm causing what you are seeing.
What should I do chief? I just installed 1.19 and and seen this issue for the first time, I'm always very careful when installing patched and I always follow your instructions. By The way I have XRM .cat.dat placed after the official patch. I also have a custom giu but I don't think this is a cause of this issue :/
mr.WHO wrote:
<Sorkvild's rainbow sceenshots>
LOOOOOL - space traffic revolution! All ships fueled by LSD and crack Smile)
Haha thats a good one You know that Dolphin belongs to me and was carrying a huge loads of space weed and swamp plant
Elite Dangerous|I survived the Dragon Incident ... then I took an arrow to the knee We want the Boron back!
Sorkvild wrote:
What should I do chief? I just installed 1.19 and and seen this issue for the first time, I'm always very careful when installing patched and I always follow your instructions. By The way I have XRM .cat.dat placed after the official patch. I also have a custom giu but I don't think this is a cause of this issue :/
Remind me... Are you playing AP or TC? I thoroughly tested AP, but when putting the new missile trails into TC its possible I broke something, I only briefly fired TC up to test. Are your missile trails ok?
There are three files involved in the particle trails, particles3, materials and the texture file. Look for any other cat/dats with those files in. It looks like your trails are loading the wrong texture for some reason.
Sorkvild wrote:
What should I do chief? I just installed 1.19 and and seen this issue for the first time, I'm always very careful when installing patched and I always follow your instructions. By The way I have XRM .cat.dat placed after the official patch. I also have a custom giu but I don't think this is a cause of this issue :/
Remind me... Are you playing AP or TC? I thoroughly tested AP, but when putting the new missile trails into TC its possible I broke something, I only briefly fired TC up to test. Are your missile trails ok?
There are three files involved in the particle trails, particles3, materials and the texture file. Look for any other cat/dats with those files in. It looks like your trails are loading the wrong texture for some reason.
MY Game information is always updated in my signature, currently
X3TC 3.2 | XRM-TC edition
Hmm, I checked my remaining mod files, there are no files that could affect the particles.
Btw missiles look really nice after the update
I think it could be a possible conflict in XRM engine-missile particle files
Elite Dangerous|I survived the Dragon Incident ... then I took an arrow to the knee We want the Boron back!
If the missiles are ok, i probably messed up materials by accident. Ill check it out first thing in the morning and sort it out (having a day off today).
paulwheeler wrote:If the missiles are ok, i probably messed up materials by accident. Ill check it out first thing in the morning and sort it out (having a day off today).
Thats the spirit! Thanks
Elite Dangerous|I survived the Dragon Incident ... then I took an arrow to the knee We want the Boron back!
I installed all the folders to a different area, then moved them over, http://imgur.com/tzAlx , which is everything I installed. I've never had any problems before using this method, it just seems to work for me, usually. Should I just extract all the parts directly into the main 'addon' folder? Also the names don't seem to be the problem because 01.dat and 02.dat are the original files and they are named the same way.
First thing to do is turn on file extensions for known file types. Otherwise it's difficult to be certain about the file extensions because you can't see them. If you're not sure how to, Google it.
Once that is done, rename the xrm files to 03.cat, 03.dat, 04.cat and 04.dat and drop them into your "tc/addon" folder (assuming you have no other mods installed). Then copy all the other relevant files from the other folders as per the installation instructions and the 1.19 release notes.
There is no problem extracting to a temp folder first, just make sure you don't miss anything.
Yea, I figured it out, for some reason this mod is more graphically intense in comparison to the normal game, I turned down the Antialliasing and Anisotropic things to 2x from 4x and it works fine now. Thanks for all your help everyone.
lght wrote:Yea, I figured it out, for some reason this mod is more graphically intense in comparison to the normal game, I turned down the Antialliasing and Anisotropic things to 2x from 4x and it works fine now. Thanks for all your help everyone.
Probably gonna play this till my hands bleed.
You can run virtually any game nowadays at 16x AF without any trouble even on a crappy system.
AA and view distance are what have the biggest impact on AP/TC. Also be sure to disable AA and AF in the launcher and set your GPU to handle those when playing AP. You should get much better results that way.
paulwheeler wrote:Sorry - I completely forgot... I couldn't add the USC Security Licence in tc. In order the get it to correctly show in the inventory in AP rather than a standard ware, i had use to use an old TC plot ware. Of course in tc, i cant do this. All you need is the data storage device (or whatever it's called... Can't remember off the top of my head) in your inventory in TC and you'll be able to access the terran military intel network. If you've completed the TC plot you will have it. Otherwise you'll have to cheat it in.
Ah, OK, was going mad thinking that I'd missed something simple during install.
I guess you mean the flight recorder from the Final Fury missions? Haven't started those yet as I need something big enough to use jump drives and survive that mission now that fighters can't use JD
I noticed that OTAS Reseach Stations stock the Ecliptic Projector which doesn't have a use in TC (at least it has no bindable option and doesn't do anything if installed to the player ship), would it not be possible to use that instead?
Anyway, back to exploring XRM. Thanks for creating such a great mod
Can you limit the field of view of turrets by modding?
Technicly, is it possible to create a "360 decree turret", OR only a few decree turret? Mostly interested in "decreasing" the angles turrest turn to.
Someone mentioned "spinal mounts" some time ago and looking "unknown" let loose on some Yaki and later duke it out with a Yaki Kariudo it gave me an idea:
Light, allmost covette size frigate with a big race-specifig beam in the front and only one light gun up/down/left/right/back for self-defence. Light shields compared to frigates but powerfull shield-generator to "last under pressure" even against big ships but weak of focused by many or by missiles.
Poor turning rate, decent speed to catch up to capitals. Huge weapon energy-pool to run its big "spinal mount" for some time, but poor regen.
2-3 could take out a M2 quite fast once in beam-range and last against its firepower for while but one would run out of juice and wont last under group-efford very long.
AI frigate behaviour is optimal for this. They turn towards you, slow down and "stare", then pull up for another run when they get too close.
A turret in front able to turn only few decrees would keep the "spinal mount" look and work around the problem of AI not shooting its main-guns.
paulwheeler wrote:Sorry - I completely forgot... I couldn't add the USC Security Licence in tc. In order the get it to correctly show in the inventory in AP rather than a standard ware, i had use to use an old TC plot ware. Of course in tc, i cant do this. All you need is the data storage device (or whatever it's called... Can't remember off the top of my head) in your inventory in TC and you'll be able to access the terran military intel network. If you've completed the TC plot you will have it. Otherwise you'll have to cheat it in.
Ah, OK, was going mad thinking that I'd missed something simple during install.
I guess you mean the flight recorder from the Final Fury missions? Haven't started those yet as I need something big enough to use jump drives and survive that mission now that fighters can't use JD
I noticed that OTAS Reseach Stations stock the Ecliptic Projector which doesn't have a use in TC (at least it has no bindable option and doesn't do anything if installed to the player ship), would it not be possible to use that instead?
Anyway, back to exploring XRM. Thanks for creating such a great mod
It needs to be a ware that shows in the inventory, otherwise you'd have to transfer it every time you changed ships. The ecliptic Projector doesn't do this. In fact very few wares do this.
Can you limit the field of view of turrets by modding?
Technicly, is it possible to create a "360 decree turret", OR only a few decree turret? Mostly interested in "decreasing" the angles turrest turn to.
Someone mentioned "spinal mounts" some time ago and looking "unknown" let loose on some Yaki and later duke it out with a Yaki Kariudo it gave me an idea:
Light, allmost covette size frigate with a big race-specifig beam in the front and only one light gun up/down/left/right/back for self-defence. Light shields compared to frigates but powerfull shield-generator to "last under pressure" even against big ships but weak of focused by many or by missiles.
Poor turning rate, decent speed to catch up to capitals. Huge weapon energy-pool to run its big "spinal mount" for some time, but poor regen.
2-3 could take out a M2 quite fast once in beam-range and last against its firepower for while but one would run out of juice and wont last under group-efford very long.
AI frigate behaviour is optimal for this. They turn towards you, slow down and "stare", then pull up for another run when they get too close.
A turret in front able to turn only few decrees would keep the "spinal mount" look and work around the problem of AI not shooting its main-guns.
turret camera dummies are a 180 degree hemisphere. No more, no less. You can make them shoot less than 180, but they will still track targets for the full 180.
Last edited by paulwheeler on Mon, 26. Mar 12, 01:08, edited 1 time in total.
I've been thinking about this and I know exactly what's wrong - it was me having a mental block while editing the TC materials and particles3. A consequence of having to maintain two nearly identical, but distinctly different sets of files, all called the same thing!
It'll take me about two minutes to fix. Ill get on it first thing in the morning and upload an update.
paulwheeler wrote:Re: messed up engine trails in TC.
I've been thinking about this and I know exactly what's wrong - it was me having a mental block while editing the TC materials and particles3. A consequence of having to maintain two nearly identical, but distinctly different sets of files, all called the same thing!
It'll take me about two minutes to fix. Ill get on it first thing in the morning and upload an update.
No... it's not possible with the amount of id's for weapons for each race... in particular with the advanced weapons mod, it focuses on Terran Weapons, all he did was use the same weapon id with different stats on each one, basically they were copied weapons but with drastically different stats.