[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
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Thanks. I read higher number as higher load order in the instructions, my mistake. Looks great!paulwheeler wrote:The addon packs need to be at higher numbers than the base cat/dats. So put parts 1 and 2 at 05 and 06, then hull pack at 07, cockpit at 08 etc. (your not actually seeing the hull pack at the moment)
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Hi Paul !
Is it intended that the TS Kaiman Tanker has only L Containers ?
I wanted to give it a jumpdrive and it does not fit.
Sorry for the German Name of the ship.
Its the Kaiman with 146,5 m/s and 5000 cargo space.
Greetings !
EDIT: Ok I checked the tankers of other races. It seems they are all L.
So its ok, nevermind my question.
Is it intended that the TS Kaiman Tanker has only L Containers ?
I wanted to give it a jumpdrive and it does not fit.
Sorry for the German Name of the ship.
Its the Kaiman with 146,5 m/s and 5000 cargo space.
Greetings !
EDIT: Ok I checked the tankers of other races. It seems they are all L.
So its ok, nevermind my question.
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I've run into a weird problem and I'm not sure where to ask about it so I'm doing so here and in another thread.
I've been having a blast with XRM so far, but I don't think the NPC Bailing Addon is working. It's supposed to be completely compatible, and I installed the old 1.6.4 version which according to the addon's thread is the best to use with XRM. I'm now a good ways into the game and I've done a LOT of combat, but I haven't seen any ships (aside from the normal fighters) bail. To test things, I ratcheted up the bail rate to 100% for all ships and went brawling, nothing bailed. I've double and triple checked that the addon is installed correctly as are all of its dependencies, so is it a problem with XRM? What version of the addon are you guys using?
I'm also posting in the addon's thread, but no one has posted there in months (and the author hasn't in nearly a year!) so who knows when I'll get help.
I've been having a blast with XRM so far, but I don't think the NPC Bailing Addon is working. It's supposed to be completely compatible, and I installed the old 1.6.4 version which according to the addon's thread is the best to use with XRM. I'm now a good ways into the game and I've done a LOT of combat, but I haven't seen any ships (aside from the normal fighters) bail. To test things, I ratcheted up the bail rate to 100% for all ships and went brawling, nothing bailed. I've double and triple checked that the addon is installed correctly as are all of its dependencies, so is it a problem with XRM? What version of the addon are you guys using?
I'm also posting in the addon's thread, but no one has posted there in months (and the author hasn't in nearly a year!) so who knows when I'll get help.
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I do not know how the older version of the NPC BA (1.6.4), but the latest (1.7.8 ) I'm using in XRM and works well.
Last edited by Yacek on Wed, 19. Feb 14, 19:46, edited 1 time in total.
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Thanks Yacek, I'll give it a go then. Do you think I would need to restart for the effects?Yacek wrote:I do not know how the older version of the NPC BA (1.6.4), but the latest (1.7.8 ) I'm using in XRM and works well.
I *think* you can toggle a setting and re-enable it. I used version 1.7 awhile back with X3TC and some other mods, and while it was disabled by default you could easily switch large ship bailing on, and even adjust the chances of it happening.Sparky Sparkycorp wrote:I feel bad asking this but...
...from the wording in the NPC Bailing Addon page (version 1.7.8 ), it look's like bailing of larger ships would be disabled by default.
Is it by any chance still disabled or has it become re-disabled?
Update: I just installed 1.7.8, bailing works fine now it seems (tested by maxing out all of the numbers and found an M7 floating around Heretic's End with an M6 not one sector away) and you can indeed toggle whether large ships bail or not. The options are "Big ship bailing" "Huge ship bailing" and "Non-Standard ship bailing" all of which are toggleable. You can even specify if you want Kha'ak and Xenon ships to bail at all.
The default numerical settings seem pretty good for XRM's big battles, testing it now and I've only seen one M6 bail in a huge brawl going on at Circle of Labour, along with a half dozen fighter craft over the last twenty minutes of fighting.
Update 2: Actually, I'd recommend cutting the default numbers in half. After more testing, it seems like the best option. Default just litters the galaxy with fighters and corvettes.
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Hello!
I have a quick observation about weapon dps, especially as it relates to MARS. I'm currently flying a Proteus M2+. It can use the following weapons in the following turrets:
F: TBC, PSG, PPG
R: TBC, PSG, PPG
L: TBC, PSG, PPG
B: FBL, HEPT, EMDA, PPG
U: IRE, PAC, FBL, HEPT, EMDA
D: IRE, PAC, FBL, HEPT, EMDA
The observation I have is about EMDA (flak) hull dps. As it's higher hull dps (910) than any other weapon you can mount in a U (up) or D (down) turret, this is the weapon MARS picks for those turrets, even against enemy capitals, after a targets' shields have been stripped.
It's effective but I think anti-thematic. Using flak against capitals rather than say, the FBL (Fragmentation Bomb Launcher -- hull dps 800), just doesn't feel right to me.
If that's your intent though, I won't argue.
I have a quick observation about weapon dps, especially as it relates to MARS. I'm currently flying a Proteus M2+. It can use the following weapons in the following turrets:
F: TBC, PSG, PPG
R: TBC, PSG, PPG
L: TBC, PSG, PPG
B: FBL, HEPT, EMDA, PPG
U: IRE, PAC, FBL, HEPT, EMDA
D: IRE, PAC, FBL, HEPT, EMDA
The observation I have is about EMDA (flak) hull dps. As it's higher hull dps (910) than any other weapon you can mount in a U (up) or D (down) turret, this is the weapon MARS picks for those turrets, even against enemy capitals, after a targets' shields have been stripped.
It's effective but I think anti-thematic. Using flak against capitals rather than say, the FBL (Fragmentation Bomb Launcher -- hull dps 800), just doesn't feel right to me.
If that's your intent though, I won't argue.

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A lot of the information for this is findable in the Alkeena's BSD (extra docking mod merged into XRM) thread or the Encyclopedia for individual ships in game. There are still some holes though. For example, I believe the Deimos can hold both an M6 and a TS at the same time, though it says it only has a clamp for one such ship.unity100 wrote:Is there a reference for docking capacities of ships, stations ?
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yes there are differences. for example split elephant is shown to be only accepting ts/tp on external ports, but it accepts my m6+ advanced heavy osprey too. so there ARE differences in xrm from alkeena's mod.builder680 wrote:A lot of the information for this is findable in the Alkeena's BSD (extra docking mod merged into XRM) thread or the Encyclopedia for individual ships in game. There are still some holes though. For example, I believe the Deimos can hold both an M6 and a TS at the same time, though it says it only has a clamp for one such ship.unity100 wrote:Is there a reference for docking capacities of ships, stations ?
i found out that no other TL can dock a m6+. im trying to modify Ryu or Albatross to accept 1-2 m6+, but cant get to anywhere with tships.pck or dummies files.
if anyone can point me in a direction i'd be glad.
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This script can be useful: http://forum.egosoft.com/viewtopic.php?t=362832unity100 wrote:Is there a reference for docking capacities of ships, stations ? i checked a thread in strikingsoftware forum but it does not list what TLs can dock.
i found out that split TL can dock advanced heavy osprey (its a m6+), but no other tl can dock it.
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
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thats a wonderful script yacek ty.Yacek wrote:This script can be useful: http://forum.egosoft.com/viewtopic.php?t=362832unity100 wrote:Is there a reference for docking capacities of ships, stations ? i checked a thread in strikingsoftware forum but it does not list what TLs can dock.
i found out that split TL can dock advanced heavy osprey (its a m6+), but no other tl can dock it.
found out that only elephant and ozias can dock m6s in xrm.
i guess i should modify ryu or albatross to accept m6s too.
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You need to change the docks in the scene file. See the Ship Tricks tutorials in my sig.unity100 wrote: im trying to modify Ryu or Albatross to accept 1-2 m6+, but cant get to anywhere with tships.pck or dummies files.
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Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
Bullwinkle's List | Marine Repairs and Training | Mobile Mining Mk2 | Drone Carrier Software 2 (DCS2) | Ship Tricks: Mini-Guides (with Video)
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Your useful tutorial seems to be for adding a new docking bay.DrBullwinkle wrote:You need to change the docks in the scene file. See the Ship Tricks tutorials in my sig.unity100 wrote: im trying to modify Ryu or Albatross to accept 1-2 m6+, but cant get to anywhere with tships.pck or dummies files.
I am trying to only change the class of a docking bay to accommodate M6s - eg, Albatross already has docking bay for TSes, so i just want to mark one or two of them as being able to also dock M6s.
Following your tutorial i was able to get to the scene files for the ships, thinking that i could identify the docking points in the text.
So i opened split elephant's scene file, since it is able to dock m6s.
But, there is nothing like what's in your docking mod text (that is to be added to a ship) in the scene file, or anything that may be related to docking.
I included its contents below, thinking that one of you may tell me which one of these lines is about docking.
/===============================================================
/ 3D Scene Information file F:\SRC\X3\x3\objects\ships\split\split_TL_scene.bod
/ Automatically generated from F:\SRC\X3\x3\objects\ships\split\split_TL_scene.max
/===============================================================
/ EGOSOFT Bodyfile exporter version 3.51 [Sep 12 2005 21:00:48]
VER: 3;
/ Elephant : Turrets redone by Gazz 13.12.08
P 0; B 19026; C 6; N B19026_6; b
{ 0x2002; 21674; 51865; 21032; 0.254696; -0.081587; -0.981495; -0.173238; -1; -1; } // -1
P 1; B 19027; N B19027a; b
{ 0x2002; -73; -48400; -204305; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
P 2; B 19026; C 2; N B19026_2; b
{ 0x2002; -21687; 54011; -1921; 0.250942; -0.089031; 0.981057; 0.172050; -1; -1; } // -1
P 3; B 19026; C 3; N B19026_3; b
{ 0x2002; -21668; 56048; -24758; 0.250942; -0.089031; 0.981057; 0.172050; -1; -1; } // -1
P 4; B 19026; C 7; N B19026_7; b
{ 0x2002; 21674; 54011; -1921; 0.254696; -0.081587; -0.981495; -0.173238; -1; -1; } // -1
P 5; B 19026; C 8; N B19026_8; b
{ 0x2002; 21656; 56048; -24758; 0.254696; -0.081587; -0.981495; -0.173238; -1; -1; } // -1
P 6; B 19026; C 1; N B19026_1; b
{ 0x2002; -21687; 51865; 21032; 0.250942; -0.089031; 0.981057; 0.172050; -1; -1; } // -1
/Rear
P 7; B ships\props\bigturret_dummy; C 4; N Bships\props\bigturret_dummy_4b; b
{ 0x2002; 205; 81013; -480000; 0.500; 0.000; 1.000; 0.000; -1; -1; } // -1
/Front
P 8; B ships\props\bigturret_dummy; C 2; N Bships\props\bigturret_dummy_2b; b
{ 0x2002; -0; 83189; 355000; 0.000; 0.000; 0.000; 0.000; -1; -1; } // -1
/Right
P 9; B ships\props\bigturret_dummy; C 3; N Bships\props\bigturret_dummy_3b; b
{ 0x2002; 69500; 38500; -71500; 0.270; 0.000; 1.000; 0.000; -1; -1; } // -1
/Left
P 10; B ships\props\bigturret_dummy; C 5; N Bships\props\bigturret_dummy_5b; b
{ 0x2002; -69500; 38500; -71500; 0.270; 0.000; -1.000; -0.000; -1; -1; } // -1
P 11; B ships\split\split_TL; C 1; N Bships\split\split_TL_1b; b
{ 0x2002; -6; 135; 11; 0.000000; 0.000000; 0.000000; 0.000000; 3333; 1; } // 1
{ 0x2002; -6; 135; 11; 0.000000; 0.000000; 0.000000; 0.000000; -1; -1; } // -1
/Fr Ri Re Le
P 12; B ships\props\cameradummy; C 2; N Bships\props\cameradummy_2b; b
{ 0x2002; 0; 116000; 400000; 0.000; 0.000; 0.000; 0.000; -1; -1; } // -1
P 13; B ships\props\cameradummy; C 3; N Bships\props\cameradummy_3b01; b
{ 0x2002; 83500; 58500; -116500; 0.270; 0.000; 1.000; 0.000; -1; -1; } // -1
P 14; B ships\props\cameradummy; C 4; N Bships\props\cameradummy_4b02; b
{ 0x2002; 0; 95000; -552000; 0.500; 0.000; 1.000; 0.000; -1; -1; } // -1
P 15; B ships\props\cameradummy; C 5; N Bships\props\cameradummy_5b03; b
{ 0x2002; -83500; 58500; -116500; 0.270; 0.000; -1.000; 0.000; -1; -1; } // -1
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Find the docks in your Dummies file.
Change them to the dock (dummy) that has the features that you want.
Change them to the dock (dummy) that has the features that you want.
Last edited by DrBullwinkle on Fri, 21. Feb 14, 21:25, edited 1 time in total.
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Dont do that! Those two dummys are the internal hanger and launchers - youll end up with holes in the model!
You need to add two new external docking dummies that accept M6s. Copy them from the Panther scene file (find the BSD entries at the end of the scene file).
(the internal m6 hanger from the Kyoto is too big for the existing hole in the Elephant.)
You need to add two new external docking dummies that accept M6s. Copy them from the Panther scene file (find the BSD entries at the end of the scene file).
(the internal m6 hanger from the Kyoto is too big for the existing hole in the Elephant.)
Last edited by paulwheeler on Fri, 21. Feb 14, 21:27, edited 3 times in total.