[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)

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Tharrick
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Post by Tharrick »

Hi all,

I don't know if this has already been answered in this thread (it's a bit of a monster!) but I was wondering if anyone else had had their autojump completely disabled in XRM? My ships have jumpdrives, all the nav software, and more than enough energy cells, but they flat-out refuse to use them :(

Other mods currently running:

LazCorp Claim Sector
Logain CSecG
Property Baron
Resource-Free Factory
Ship Hijacker
Galaxy Explorer
DCS2
MARS (repacked for major mods)
Mk3 traders improved scripts
OK Traders
paulwheeler
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Post by paulwheeler »

TheEarl wrote:Hi DrB !
I don't change playership in this case.
So I think the conditions Gazz described will not start the safe mode.
I am in the M6 and stay there.
Only the M3 undocks remotly to do something.
And then I hear a rumble ... :-)
That sounds like theres a problem with X3 itself - AI ships should have collisions disabled when undocking or docking.

The obvious fix is to move the docks underneath, but the ship wont look as good.
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DrBullwinkle
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Post by DrBullwinkle »

Tharrick wrote:My ships have jumpdrives, all the nav software, and more than enough energy cells, but they flat-out refuse to use them
What ships? Under what circumstances?
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DrBullwinkle
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Post by DrBullwinkle »

TheEarl wrote:I don't change playership in this case.
So I think the conditions Gazz described will not start the safe mode.
Heh. I never paid attention to Gazz's description. I just installed Safe Undocking and Docking Lockup Fix and never again have I had any trouble docking or undocking. The combination works for my AI-piloted ships as well as for the playership.

While collision detection should be off during launching, I suspect that it sometimes re-enables too quickly. (Some of my experiments have been extreme. Like launching a Kraken from an internal dock modified to handle HugeShips. So that is not what I would call "normal" circumstances. ;) )

In the end, I am not certain that Safe Undocking will help your case, but I don't know why your case is happening. It is a five-minute experiment to find out whether it will help in your case.
TheEarl
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Post by TheEarl »

I'm rather sure that I installed Gazz fix before.
But I will check it.
I learned, sometimes its better to look everywhere again :-)
Tharrick
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Post by Tharrick »

DrBullwinkle wrote:
Tharrick wrote:My ships have jumpdrives, all the nav software, and more than enough energy cells, but they flat-out refuse to use them
What ships? Under what circumstances?
Thanks for getting back to me :)

Every ship I own, from TSs to M1+'s, and under every circumstance - they won't autojump when ordered to fly to a sector, my UTs and OK Traders won't jump on their trade routes, and even when issued a 'Jump to Me' command, ships will instead fly via jumpgate. The only ship I own that will ever use the jumpdrive is the one I'm piloting at any given time.
unit757
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Post by unit757 »

Is there any reason why the advanced scanner and transporter device would keep disappearing off some of my ships? It seems to be limited to ships I've used, or sat in, as I've had traders running from as far back as 1 game day, and they haven't lost any equipment, were as my TM, 1 or 2 of the fighters, and some other combat ships have had those replaced multiple times. More so the advanced scanner, transporters are to costly to keep replacing :/.

I noticed this was mentioned back on page 990 or something, but other then mention of XSP ships breaking XRM (which I have none installed), there wasn't anything else mentioned on it.

Other then XRM, I don't have a heck of alot in terms of scripts/mods

CODEA
MEFOS (was uninstalled a while ago, but hotkeys dont seem to go away)
MARS (also uninstalled a while ago, hotkeys remained)
Marine repairs
Board Station
Lazcorp claim sector
ADAMS ITT

All the ships that lost their stuff were usually fitted with

Advanced Scanner (keeps removing itself)
Docking Computer
Cargo Life support system
Carrier command software (TM's)
Fight 1 & 2 (built in)
Patrol Command
Jump Drive (if it fit)
Nav command
Military Scanner (for a single frig)
patrol command
SETA
Transporter device

Edit - On second though, the TM one is more puzzling then the rest. It's fairly new still, and I don't recall every actually sitting in it, but I just recently had to replace both its scanner and transporter. None of these ships have lost it from hull damage either, that I know for sure.

Edit 2 - Just remembered I also have the XRM docking computer ware size fix, so I went snooping through the TwareT file in both that CAT, and XRM's main CAT, and noticed that XRM's main CAT has the Advanced Scanner at 52, and the Military Scanner at 53, were as in your docking computer fix, 52 and 53 are occupied by the Duplex and triplex scanners respectively, with the advanced and military not existing. Could this possibly be a cause at least for the scanner? There's no difference in the transporter device in either file, so I can't figure that one out.
Last edited by unit757 on Thu, 27. Feb 14, 19:12, edited 2 times in total.
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Yacek
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Post by Yacek »

Tharrick wrote:
DrBullwinkle wrote:
Tharrick wrote:My ships have jumpdrives, all the nav software, and more than enough energy cells, but they flat-out refuse to use them
What ships? Under what circumstances?
Thanks for getting back to me :)

Every ship I own, from TSs to M1+'s, and under every circumstance - they won't autojump when ordered to fly to a sector, my UTs and OK Traders won't jump on their trade routes, and even when issued a 'Jump to Me' command, ships will instead fly via jumpgate. The only ship I own that will ever use the jumpdrive is the one I'm piloting at any given time.
Do you ship orders, have set "Autojump" on YES?
What set you on options "Autojump Minimum Jump Range"?
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Tharrick
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Post by Tharrick »

All ships have Autojump set on, and minimum jump range set to 0. I'm using the CSecG, so I'm not fussed about energy cell conservation :P
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Yacek
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Post by Yacek »

Tharrick wrote:All ships have Autojump set on, and minimum jump range set to 0. I'm using the CSecG, so I'm not fussed about energy cell conservation :P
I do not use CSecG, and everything works OK.
Maybe this is the problem?
X3:AP 3.1+XRM 1.30d+MSP 1.7+LoCo 2.01+IR 2.0
Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Tharrick
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Post by Tharrick »

Sadly, it also happened before I installed CSecG
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DrBullwinkle
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Post by DrBullwinkle »

Tharrick wrote:Sadly, it also happened before I installed CSecG
Yeah, CSecG is not the problem. There are more than a thousand players using CSecG, so I think you can consider that "safe". :)

However, if your UT's and OK Traders do not jump, then that makes me think that you have something interfering with jumping in general... not just autojumps.

Or, possibly something that you *uninstalled*. Many jump scripts replace vanilla scripts. If you uninstall them without reinstalling the vanilla scripts, then you could get the behavior that you describe.
FischAP
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Post by FischAP »

@unit757

Did you use your UFJD with those ships?
Unfocused jumps tend to destroy scanners.
paulwheeler
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Post by paulwheeler »

unit757 wrote:Is there any reason why the advanced scanner and transporter device would keep disappearing off some of my ships? It seems to be limited to ships I've used, or sat in, as I've had traders running from as far back as 1 game day, and they haven't lost any equipment, were as my TM, 1 or 2 of the fighters, and some other combat ships have had those replaced multiple times. More so the advanced scanner, transporters are to costly to keep replacing :/.

I noticed this was mentioned back on page 990 or something, but other then mention of XSP ships breaking XRM (which I have none installed), there wasn't anything else mentioned on it.

Other then XRM, I don't have a heck of alot in terms of scripts/mods

CODEA
MEFOS (was uninstalled a while ago, but hotkeys dont seem to go away)
MARS (also uninstalled a while ago, hotkeys remained)
Marine repairs
Board Station
Lazcorp claim sector
ADAMS ITT

All the ships that lost their stuff were usually fitted with

Advanced Scanner (keeps removing itself)
Docking Computer
Cargo Life support system
Carrier command software (TM's)
Fight 1 & 2 (built in)
Patrol Command
Jump Drive (if it fit)
Nav command
Military Scanner (for a single frig)
patrol command
SETA
Transporter device

Edit - On second though, the TM one is more puzzling then the rest. It's fairly new still, and I don't recall every actually sitting in it, but I just recently had to replace both its scanner and transporter. None of these ships have lost it from hull damage either, that I know for sure.

Edit 2 - Just remembered I also have the XRM docking computer ware size fix, so I went snooping through the TwareT file in both that CAT, and XRM's main CAT, and noticed that XRM's main CAT has the Advanced Scanner at 52, and the Military Scanner at 53, were as in your docking computer fix, 52 and 53 are occupied by the Duplex and triplex scanners respectively, with the advanced and military not existing. Could this possibly be a cause at least for the scanner? There's no difference in the transporter device in either file, so I can't figure that one out.
No idea what's causing that - its not the XRM. Sounds like a script issue.

The Advanced and Military scanners replace the duplex and triplex - thats why theyre IDs are the same - its just a rename and respec job.
Tharrick
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Post by Tharrick »

DrBullwinkle wrote:
Tharrick wrote:Sadly, it also happened before I installed CSecG
Yeah, CSecG is not the problem. There are more than a thousand players using CSecG, so I think you can consider that "safe". :)

However, if your UT's and OK Traders do not jump, then that makes me think that you have something interfering with jumping in general... not just autojumps.

Or, possibly something that you *uninstalled*. Many jump scripts replace vanilla scripts. If you uninstall them without reinstalling the vanilla scripts, then you could get the behavior that you describe.
What's really stumping me here is that I haven't uninstalled anything, and I'm not running any scripts I wasn't when I played standard AP. I actually did a clean AP install before installing XRM so I could avoid problems like this :P
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DrBullwinkle
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Post by DrBullwinkle »

Silly Question Department: Yours ships do have jumpdrives, right?

If all jumping is broken, then expand your search for that problem (rather than just auto-jumping).

You could also give us your mod and script list if you want us to look for any obvious problems.
Tharrick
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Post by Tharrick »

DrBullwinkle wrote:Silly Question Department: Yours ships do have jumpdrives, right?

If all jumping is broken, then expand your search for that problem (rather than just auto-jumping).

You could also give us your mod and script list if you want us to look for any obvious problems.
My ships are equipped with jumpdrives, yes.

Quick script list from the plugin manager:

Community Plugin Configuration :: Cycrow :: 1.51 :: 03/01/2012 :: Library :: Yes :: No
Hotkey Manager :: Cycrow :: 1.21 :: 03/01/2012 :: Library :: Yes :: No
Plugin Manager Library Scripts AP :: PluginManager :: 1.1 :: 27/12/2011 :: Library :: Yes :: No
Ware Manager :: Cycrow :: 1.10 :: 28/8/2011 :: Library :: Yes :: No
Cheat Collection Package :: Cycrow :: 1.60 :: 15/10/2009 :: Cheat :: Yes :: No
LazCorp Claim Unknown Sector - X3TC :: Lazerath :: v1.02 :: 06/11/2008 :: Other :: Yes :: No
Ship Hijacker :: Nividium :: 1.1 :: 04/01/2009 :: Other :: Yes :: No
mars-tc-ap_v5.26_RepackedForPluginManager_for.major.mods.zip :: :: :: :: - Archive - :: Yes :: No
OKTraders1_5_1.zip :: :: :: :: - Archive - :: Yes :: No
MK3_Opt_1.8.9.7_fixed.rar :: :: :: :: - Archive - :: Yes :: No
ads.zip :: :: :: :: - Archive - :: Yes :: No
DCS2_Drone_Carrier_Software_v2.07_2013-12-15.zip :: :: :: :: - Archive - :: Yes :: No
Gal_ex_1.9.8.10.rar :: :: :: :: - Archive - :: Yes :: No
Resource-Free Factory :: arcana75 :: 2701 :: 04/06/2010 :: Station Command :: Yes :: No
Property Baron :: Nividium :: 1.0 :: 23/12/2008 :: Other :: Yes :: No
Advanced Jumpdrive :: Cycrow :: 1.20 :: 12/08/2010 :: Ship Upgrade :: Yes :: No
Advanced Jumpdrive - Overrides :: Cycrow :: 1.00 :: 10/08/2010 :: Ship Upgrade :: Yes :: No
Logain Industries CSecG :: Logain Abler (Updates by DrBullwinkle) :: 2.06 :: 12/9/2010 :: Custom :: Yes :: No
jump.zip :: :: :: :: - Archive - :: Yes :: No


The advanced jumpdrive and jump.zip (supposed to contain an additional ship command to force autojumps) were installed in an attempt to get my jumping working, so probably aren't part of the problem
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DrBullwinkle
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Post by DrBullwinkle »

Tharrick wrote:Advanced Jumpdrive :: Cycrow :: 1.20 :: 12/08/2010 :: Ship Upgrade :: Yes :: No
Advanced Jumpdrive - Overrides :: Cycrow :: 1.00 :: 10/08/2010 :: Ship Upgrade :: Yes :: No
So did you override vanilla jump scripts with the Advanced Jumpdrive?
Tharrick
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Post by Tharrick »

I believe so, but only because my jumpdrives were already broken :P

If I uninstall them via the plugin manager, will that restore the originals?
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DrBullwinkle
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Post by DrBullwinkle »

Hopefully, yes. It is supposed to work that way, although I do not use the Advanced Jumpdrive myself.

Other than that, it would appear to be something that you have not yet told us.

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