[MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Question I may already know the answer to...
Now this is just my analytical mind being nitpicky, but... Anyone else notice the swaying of the cockpit is always the wrong direction? When you pull up the cockpit appears to nose down as if I'm floating in the seat. However, positive G's should push the player down and the nose should appear to pull up relative to the head.
Same goes with lateral movement. Turning right makes the cockpit twist left (as if the player's head is tilting right).
My actual question is- is this thanks to the game engine, or PSCO1's mod?
Cheers.
Now this is just my analytical mind being nitpicky, but... Anyone else notice the swaying of the cockpit is always the wrong direction? When you pull up the cockpit appears to nose down as if I'm floating in the seat. However, positive G's should push the player down and the nose should appear to pull up relative to the head.
Same goes with lateral movement. Turning right makes the cockpit twist left (as if the player's head is tilting right).
My actual question is- is this thanks to the game engine, or PSCO1's mod?
Cheers.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Well inertia would push you down as you pull up, but you would also look up to see where you are turning towards, so I guess they were modelling how the pilot would turn their head to see where they are going rather than any kind of inertia modelling.Maj. Tom wrote:Question I may already know the answer to...
Now this is just my analytical mind being nitpicky, but... Anyone else notice the swaying of the cockpit is always the wrong direction? When you pull up the cockpit appears to nose down as if I'm floating in the seat. However, positive G's should push the player down and the nose should appear to pull up relative to the head.
Same goes with lateral movement. Turning right makes the cockpit twist left (as if the player's head is tilting right).
My actual question is- is this thanks to the game engine, or PSCO1's mod?
Cheers.
I believe X games have always reacted like this - X2 certainly did.
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builder680 wrote:The cockpit portion of all ships is equipped with a space shock absorbtion/suspension system. Space springs, when combined with other space materials, allow the cockpit to space move relative to the ship... which dampens inertial effects on the space pilot.
Also, you are space invisible.
Winning reply here.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Agree. And he said it with a straight face too.Maj. Tom wrote:builder680 wrote:The cockpit portion of all ships is equipped with a space shock absorbtion/suspension system. Space springs, when combined with other space materials, allow the cockpit to space move relative to the ship... which dampens inertial effects on the space pilot.
Also, you are space invisible.
Winning reply here.
--I know how you can make this Mod play like vanilla..
--Play vanilla!
--Play vanilla!
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builder680 wrote:The cockpit portion of all ships is equipped with a space shock absorbtion/suspension system. Space springs, when combined with other space materials, allow the cockpit to space move relative to the ship... which dampens inertial effects on the space pilot.
Also, you are space invisible.
Pure stroke of genius, Einstein would be very proud to see such a clever brain functioning!

And my goodness, this mod is HUGE. The whole weapons and 200+ new ships part sounds enticing, but I already have Cadius' X-tra ship pack, and not to mention I have NO clue about anything else in this mod.
What can I say? Im more of the "Get a gorgeous ship and make pretty lights" kind of guy. :Shrug:
1. When It comes to hunting Pirates, Overkill is the law.
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.
Alternative account: The X-Plorer
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.
Alternative account: The X-Plorer
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Welcome to the XRM club.NovaTempest wrote:
Pure stroke of genius, Einstein would be very proud to see such a clever brain functioning!
And my goodness, this mod is HUGE. The whole weapons and 200+ new ships part sounds enticing, but I already have Cadius' X-tra ship pack, and not to mention I have NO clue about anything else in this mod.
What can I say? Im more of the "Get a gorgeous ship and make pretty lights" kind of guy. :Shrug:
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Ah, then why can the pirates still use pretty much any races weapons?paulwheeler wrote:Not at all - available weapons have been taken into account when balancing ships and ship abilities have been taken into account when balancing weapons (e.g. split ships being fast/weapons being short range and teladi ships being slow/weapons long range).Spider0804 wrote:Well if I have to do it myself I will just do it or not use the mod, if the ships of the same class for different races are balanced then you would think the weapons of the same class of ship would be balanced across race.
Racialised weapons are a core ethos of this mod. If you don't like the idea of racialised weapons, then maybe this mod is not for you.
The way you put it makes it seem as if the pirate ships are now imbalanced and unbalancable, especially the Marauder.
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Maybe because it's pirates?Spider0804 wrote:Ah, then why can the pirates still use pretty much any races weapons?

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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Zapraszamy wszystkich chętnych na forum XUDB, gdzie znajdziesz FAQ, opisy skryptów, modów i fabuł, oraz Mamut HQ.
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Pirates: The Universe's junkyard fixer-uppers.Yacek wrote:Maybe because it's pirates?Spider0804 wrote:Ah, then why can the pirates still use pretty much any races weapons?

1. When It comes to hunting Pirates, Overkill is the law.
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.
Alternative account: The X-Plorer
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.
Alternative account: The X-Plorer
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Well the reason he gave for ships using so few weapons (some of the ships only have 2 options) was balance, but if that were really important there would not be ships that break this balance.Yacek wrote:Maybe because it's pirates?Spider0804 wrote:Ah, then why can the pirates still use pretty much any races weapons?
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Pirates tend to use Argon and Teladi weapons, iirc. Maybe some Boron too. Yaki are Paranid heavy, with a few outliers. So "Pirates" can't use "pretty much any races weapons." It depends on the ship, though some ships may have a few more options than their racial counterparts.Spider0804 wrote:Ah, then why can the pirates still use pretty much any races weapons?
The way you put it makes it seem as if the pirate ships are now imbalanced and unbalancable, especially the Marauder.
Also, I didn't get that impression ("pirate ships are now imbalanced and unbalancable") from what he said at all. As a general rule, ships have weaknesses as well as strengths. Pirate ships often have much less shielding than their racial counterparts.
In my mind, I imagine this as pre-existing damage from its initial capture that Pirates don't have the expertise or resources to repair. Sometimes they're a bit faster (because anyone can tune a car), or have more options for weapon mounting, or whatever the case may be.
Loadout options can open doors for players using pirate starts, for example, but most ships compensate for any perceived strengths with weaknesses elsewhere.
Are there exceptions? Sure there are. But keep in mind 2 points.
1: When balancing ships, there is much more than available weaponry to account for. You have power generators, turret count, turret placement, turret coverage (I.S. this is a bigger deal than it might sound), shields, shield generators, cargo capacity, speed, maneuverability, missile compatibility, docking capacity, and probably more that I have forgotten. Weapon compatibility is just one piece of the balancing puzzle.
2: In gaming, balance is a subjective term. Points, counterpoints, and whatever other "arguments" a player might use are ultimately confronted with this fact. At this stage in its life, the XRM is paul's mod. He's decided to share it here, but it is his idea of balance that gets put in it. The great thing is that if you have different ideas of what constitutes balance, you are free to change it -- just as he has -- to suit your own ideas. I've changed a thing or two myself. But by and large, I like the reBALANCE mod as it is, and that's why I use it. If you don't like it at its core, there are lots of other mods to choose from.
EDIT: Your posts are beginning to sound immature. It's like finding an exception to a rule your parents have made and smirking about it. This is what children do. Change the mod to suit your liking or don't use it. That simple. Racial weapons were put in a long time ago and aren't likely to change.
Last edited by builder680 on Sat, 15. Mar 14, 22:55, edited 1 time in total.
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Eh my point is it makes more sense for a ship to atleast be able to use all the weapons for that race up to that point, like a corvette should be able to use s to xl weapons and a cap ship s to xxl, itd increase customization.
Some ships only use a few weapons (2) so the player has no real choice on outfitting.
For me the only thing that matters to me is how many different types of weapons my ship can fire, the rest does not matter.
Do you know of another mod that adds many weapons?
I can not search weapons/weapon it shows up as no results, I am guessing it is against a search word list or something.
Some ships only use a few weapons (2) so the player has no real choice on outfitting.
For me the only thing that matters to me is how many different types of weapons my ship can fire, the rest does not matter.
Do you know of another mod that adds many weapons?
I can not search weapons/weapon it shows up as no results, I am guessing it is against a search word list or something.
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Do you recommend something else?
How I play is I strategically place certain weapons in certain slots and disable weapons swapping on turret scripts because I do not like the idea of weapons magically transferring when it would be a huge task to do in real life.
Then that is my ship, weapons stay where I put them and I like lots of types to choose from.
How I play is I strategically place certain weapons in certain slots and disable weapons swapping on turret scripts because I do not like the idea of weapons magically transferring when it would be a huge task to do in real life.
Then that is my ship, weapons stay where I put them and I like lots of types to choose from.
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There is seriously no way to simplify any of that. And I wholeheartedly agree, Balancing is, like art, in the eye of the beholder. Each person has a different view of what a balanced game should be, I modified the Teladi GC to have a range of 12 KM a while ago [which I might fix soon.] I also sped up the bullets of the ISR, IPG, and CIG, the IPG and ISR got the biggest speed buffs in that trio, but I also hacked down the lifetime of the bullets to preserve their original range.builder680 wrote:Are there exceptions? Sure there are. But keep in mind 2 points.
1: When balancing ships, there is much more than available weaponry to account for. You have power generators, turret count, turret placement, turret coverage (I.S. this is a bigger deal than it might sound), shields, shield generators, cargo capacity, speed, maneuverability, missile compatibility, docking capacity, and probably more that I have forgotten. Weapon compatibility is just one piece of the balancing puzzle.
2: In gaming, balance is a subjective term. Points, counterpoints, and whatever other "arguments" a player might use are ultimately confronted with this fact. At this stage in its life, the XRM is paul's mod. He's decided to share it here, but it is his idea of balance that gets put in it. The great thing is that if you have different ideas of what constitutes balance, you are free to change it -- just as he has -- to suit your own ideas. I've changed a thing or two myself. But by and large, I like the reBALANCE mod as it is, and that's why I use it. If you don't like it at its core, there are lots of other mods to choose from.
If you want to try to balance the game yourself, Grab X3 Editor 2. Just make sure you do not touch anything that you do not understand as it can completely hamper your game.
Space ponies will fly in and rain down rainbowy death on everything they pass if you do... [Just an example, others include Xenon Endlessly hunting you down for being terrible at programming.]

1. When It comes to hunting Pirates, Overkill is the law.
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.
Alternative account: The X-Plorer
2. When It comes to hunting Xenon, Superiority is the law.
3. When It comes to hunting Kha'ak, see rule 1.
4. In all due respect, there is no such thing as being over prepared in the X-universe.
Alternative account: The X-Plorer