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

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Nicoman35
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Post by Nicoman35 » Sun, 22. Jun 14, 13:04

Thanks, JSDD.
I've found them. There is just no blank charakter to be seen!? Puzzled. The space must be inserted somewhere else. Any idea?

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JSDD
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Post by JSDD » Sun, 22. Jun 14, 13:22

Nicoman35 wrote:The space must be inserted somewhere else. Any idea?
... yes, but i can only guess how that´s been done:
--> the ships are renamed by a script (i assume)
----> config.script, AL plugin, etc. ...

--> activate script editor
--> set "additional infos" to "yes" (script editor menu)
--> find a npc-ship (e.g. zephyrus), open ship infos, scroll down, look @ "Job ID"
--> if job ID != 0, then look @ \types\jobs.pck (use x3editor2)
--> scroll down to the job id, look @ "script.config:"
--> if there is a script listed, try to find a script named: "config." + "<whatever-listed-there>"
--> try to find out what it´s doing ...

... if that leads to nothing, try looking @ al scripts (if there are some registered in the AL menu)

// short question: can the full name of the npc-ship be spoken by "betty" ?? (for example, when targeted)
// any color in the ship names ??
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.


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Nicoman35
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Post by Nicoman35 » Sun, 22. Jun 14, 14:47

JSDD wrote:... yes, but i can only guess how that´s been done:
--> the ships are renamed by a script (i assume)
Right! I am playing XRM, and rename the ships with my own mod
AI Shipnames. But, as you can see in the picture:

Image
Sometimes there is, sometimes there is not a blank character.
The part of the name in between the brackets is generated by this line:

Code: Select all

$type = $ship-> get ware type code of object
So, it is not generated by my mod.

JSDD wrote:----> config.script, AL plugin, etc. ...

--> activate script editor
--> set "additional infos" to "yes" (script editor menu)
--> find a npc-ship (e.g. zephyrus), open ship infos, scroll down, look @ "Job ID"
--> if job ID != 0, then look @ \types\jobs.pck (use x3editor2)
--> scroll down to the job id, look @ "script.config:"
--> if there is a script listed, try to find a script named: "config." + "<whatever-listed-there>"
--> try to find out what it´s doing ...

... if that leads to nothing, try looking @ al scripts (if there are some registered in the AL menu)
This seps led me to some military job scripts doing arming but not renaming the ships.
JSDD wrote:// short question: can the full name of the npc-ship be spoken by "betty" ?? (for example, when targeted)
// any color in the ship names ??
The names of all ships to be seen in the picture are spoken, and not colored - as you can see :).

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JSDD
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Post by JSDD » Sun, 22. Jun 14, 16:07

... i would try something like this:

Code: Select all

$New.Ship.Name = sprint fmt: '%s %s (%s)', 'AP', 'Agrippa', [THIS], null, null
$Ship -> set name to: $New.Ship.Name
... if it´s not working, then try to remove "manually" those blank char:

Code: Select all

gosub Label.Remove.Blank.Char
$Ship -> set name to: $New.Ship.Name

...

Label.Remove.Blank.Char:

$Blank.Char = ' ' ...
$String.Length = get string length of: $New.Ship.Name
$String.Offset = $String.Length - 1
$String.Check = get substring of $New.Ship.Name, offset= $String.Offset length= 1
skip if $String.Check != $Blank.Char ...
| $New.Ship.Name = get substring of $New.Ship.Name, offset= 0 length= $String.Offset

endsub
To err is human. To really foul things up you need a computer.
Irren ist menschlich. Aber wenn man richtig Fehler machen will, braucht man einen Computer.


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Feuerriese
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Post by Feuerriese » Sun, 22. Jun 14, 18:33

Hi all,

a few days ago I gave the latest version of XRM a shot and so far it's been great ... except for those slowdowns during battles. And because I really want to play XRM I made some sort of a performance upgrade package adding missing LODs to game objects.

DOWNLOAD

Please note this is by no means finished, it should help your framerate nonetheless. Also, this file will only update XRM ships, stations are WIP.
The loss of visual quality is negligable (meaning you probably won't notice any difference).
Scene files remain unchanged - you shouldn't need to worry about messing up your savegame by installing this.
Oh, and in case there's any issue please tell me! Being a one man show it's really hard to *test* all those ships ;)

*Make sure to rename the cat/dat so X will load them AFTER any kind of XRM data.

P.S.
@paul
Love those engine trails, great work!

Code: Select all

XRM Performance Upgrade v 1.0
(29.06.2014)

Ships already taken care of:

* ship names might be different, however, all altered files are listed

---
ATF
---
Bragi - ships\LAN\ATF_M2P
Forseti - ships\LAN\ATF_M7C
Norns - ships\LAN\ATF_M3B
Tyr - ships\Cadius\ATF\hull
Verdandi Sentinel - ships\LAN\ATF_M3
Vidar Sentinel - ships\LAN\ATF_M6

-----
ARGON
-----

Atlas - ships\LAN\ARGON_M2P
Daedalus - ships\LAN\ARGON_M1P
Griffon - ships\m7\Argon_m7s
Nexus - ships\expansion\argon\M6\argon_M6M_2 (possible double from /LAN/Argon_M6M_2 ? )
Quasar - ships\LAN\ARGON_M3B
Sirokos - ships\puffneki\artellia\m6_artellia
Starburst - ships\expansion\argon\M5\argon_m5_raceship_II
??? - ships\LAN\ARGON_M6
??? - ships\m2\Boreas_mk2

-----
BORON
-----

Aquata - ships\LAN\BORON_M1P
Coelacanth - ships\LAN\BORON_M7C
Guppy - ships\LAN\BORON_M3B
Hydra Sentinel - ships\Cadius\Boron\hydra_sentinel\hull
Oceanus - ships\LAN\BORON_M2L
Pike - ships\LAN\BORON_M4
Sturgeon - ships\axeface\boron_m7_axeface

-----
KHAAK
-----

Frigate - ships\Cadius\Khaak\M7_Rakshasa\storm

----
OTAS
----

-------
PARANID
-------

Ariadne - ships\LAN\PARANID_M3B
Artemis - ships\x3ap\paranid\XTC_paranid_m7s
Ganymede - ships\axeface\paranid_M6_axeface
Oedipus - ships\LAN\PARANID_M1P
Medusa Vanguard - ships\LAN\PARANID_M3P
Poseidon - ships\LAN\PARANID_M2L
Proteus - ships\LAN\PARANID_M2P

-------
PIRATES
-------

Katana - ships\SRM\M6_Katana_pi\hull
Geochen - ships\SRM\M7_Heron_P
Phoenix - ships\SRM\M2_Phoenix_P
Pteranodon - ships\SRM\M2_Pteranodon_P
Raven - ships\SRM\M7_Raven_P
Shamshir - ships\SRM\M6_Naginata_pi\hull

??? - 2 files comorant/coRmorant ??? Looks like it's the same ship

-----
SPLIT
-----

Acinonyx - ships\LAN\SPLIT_M3B
Cobra - ships\Cadius\Split\M7_Cobra\hull

------
TELADI
------

Geochen - ships\Cadius\Teladi\M7_Heron\hull
Hawk - ships\LAN\TELADI_M3B
Heron - ships\x3ap\teladi\XTC_Teladi_DC (different from pirate version?)
Osprey Sentinel - ships\Cadius\Teladi\M6_Osprey_Sentinel\hull
Phoenix - ships\Cadius\Teladi\M2_Phoenix\hull
Raven - ships\Cadius\Teladi\M7_Raven\hull

------
TERRAN
------

Excalibur - ships\Cadius\USC\M3_Excalibur\fuselage
Gungnir OWP - 3 parts - ships\Cadius\USC\OWP_Gungnir
Katana - ships\Cadius\USC\M6_Katana\hull
Falchion - ships\Cadius\USC\M3B_Falchion\fuselage
Keris Combat Drone - ships\Cadius\USC\Keris\fuselage
Macana - ships\Cadius\USC\TM_Macana\tm_fuselage
Mobile Mining Ship - 3 parts - ships\Cadius\USC\TL_Mining_Ship\hull_left,mid,right
Morioka - ships\Cadius\USC\M7_Morioka\hull
Naginata - ships\Cadius\USC\M6_Naginata\hull
Nagoya - ships\LAN\USC_M2P
Nagoya - ships\Cadius\USC\M2_Nagoya\hull
Phalanx OWP - ships\Cadius\USC\OWP_Phalanx\hull
Shard - ships\x3ap\usc\XTC_terran_DC
TS Baldric Super Freighter - 2 parts - ships\Cadius\USC\TS_Baldric_Super_Freighter\ts_fuselage,cargo_haul

-----
XENON
-----

R - ships\LAN\XENON_M3B
X - ships\LAN\XENON_M8
??? - ships\xenon\xenon_M7fixed

----
YAKI
----

Shuri - ships\Cadius\Yaki\M1_Shuri\hull

paulwheeler
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Post by paulwheeler » Sun, 22. Jun 14, 19:15

Thats excellent - ive been waiting for someone to do that bit of hard work adding LODs. Can people report back if its all ok and i can integrate it into the main mod - if you dont mind.

Many of the ships (Expnobody's) have unnecessary hidden polys as well if you fancing optimising things further.

Feuerriese
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Post by Feuerriese » Sun, 22. Jun 14, 19:28

Yes, I'll definatly keep optimizing things. Just because I won't accept carrier group battles at less than 60 fps ;)
Expnobody's ships will receive another update, don't worry!


Btw, I forgot to mention another mod:

Lucike's Forum

This was made to allow massive fleet battles with lots of fighters hanging around. Those ships received almost brutal optimizations...you might want to include those just to make sure nobody complains about sluggish XRM-gameplay ;)

Raye94
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Re: AGI Station Names in Forceti

Post by Raye94 » Mon, 23. Jun 14, 00:11

paulwheeler wrote:
Raye94 wrote:Most of the AGI Taskforce stations in ATF Forceti show up as {1000,122} followed by various number sets. I just installed XRM, perhaps I made a mistake?

Any help fixing this would be much appreciated, thanks.

Edit: I just moved from playing XRM on TC. In TC there were capital ships and corvettes in many core sectors. So far I have only seen fighters and tons of trade ships. I flew into Xenon sector 472 and there's not a single Xenon ship. Is this normal?
You have not correctly installed the scripts. Re-read the install instructions and restart your game.
Thanks! I reinstalled XRM and my other mods and checked each step of the way to ensure that I had done everything properly. It is working fine now.

Akrilloth
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Post by Akrilloth » Mon, 23. Jun 14, 04:19

Hey Paul, been a while, but i just started doing X 3 again, as i got a new PC, and the first thing i did was to install your mod.

Anyway, my game shows the old "oddly placed turrets" cerberus that i remember you fixing at some point, and this bugs the hell out of me, as it is my favorite ship. Do you know what the issue might be?

Also, i'll be honest, i like to change the values of certain weapons, usually just making bullets faster and their hitboxes larger, but i'm sort of unsure which Cat files are the correct ones to use, as there was no change for some reason when i went into the one i thought was correct, care to give me a hint which files i should edit?

Regards, Akrilloth.

paulwheeler
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Post by paulwheeler » Mon, 23. Jun 14, 09:42

The Cerberus turrets were fixed a long time ago. That scene file is long gone. The only thing I can think of is that you have some remnants from an earlier version in your installation somehow (or you installed the SRM rather than the XRM).

TBullets in part 2 is the file to change. There are two in there, one for TC and one for AP - make sure you edit the right one. Be aware that increasing bullet speed also increases range.

Akrilloth
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Post by Akrilloth » Mon, 23. Jun 14, 11:15

paulwheeler wrote:The Cerberus turrets were fixed a long time ago. That scene file is long gone. The only thing I can think of is that you have some remnants from an earlier version in your installation somehow (or you installed the SRM rather than the XRM).
Thing is, i just did a completely fresh install of both X3 and the mod (using your current links).
But, ill just try to reinstall everything, ill get back to you if it doesn't fix it.

Nicoman35
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Post by Nicoman35 » Mon, 23. Jun 14, 14:30

JSDD wrote:... if it´s not working, then try to remove "manually" those blank char...
Many thanks JSDD :thumb_up:, I did it the manual way, because I was not able to figure out, where the blank characters are coming from. Works anyway. Thanks for your patience. :)

zamiel
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Post by zamiel » Mon, 23. Jun 14, 15:11

d_ka wrote:There is still a factor of "range" - cap ship weapons fire at 3x and more range of fighter weapons, and there is also a difference of dps vs. dph. While "damage per second" might look rather in favour of M3 weapons, "damage per hit", which isn´t shown in game gives an overwhelming advantage to the capitals.
GC - Shield DPH: 43.320, Hull DPH: 7.440
EBL - Shield DPH: 687, Hull DPH: 127

And still, fighters can hardlly take out a cap ship out ( i mean an M1 or M2, not M7, they´re not true capitals, imo ) on their own. This is generaly a misconception by Ego in vanilla, that fighters would be a bane of everything. In fact, Bombers are ( M3B to be precise, which we both "love" so much ), but the balancing of those isn´t yet perfect in XRM, - that i was trying to acchieve by my postings on this, and the XRM dedicated forums, but Paul is busy right now, as simple as that, and he´d need more then my, or the opinion of only a couple of players, to make major changes. So, i´m thankfull for your engagement in this case, just the "tone" is a bit too agressive, which no one likes to hear, i think.

Concerning GC - i´ve never noticed any of my ships run out of juice at any ocasion. Oh, wait, yea, the Shrike case - it does, but it even can´t fit GC, but IBL, actually. In fact, looking at the stats of a Phoenix compared to a Titan or Odyssios, it has huge advantages in shield value, has great hull ( no matter what, the ship profits from this high value = stronger ), and can fire GC for quite a long time. What it lacks are 4 rear guns, which the other destroyers can outfit with their "medium" guns, thus making them more effective when turning their back on enemy capitals ( or simply a better anti missile/fighter protection ). But since when are Teladi kind of super craftsman? I´ll have to run some tests with those ships myself regarding their WRR in a prolonged combat, but if i am right, Teladi are way too strong.
Let´s have a look ( Reaktor Power/ Weapons Energy/ Weapons Reload Rate ):
Titan : 17.500 ( 4x2G ) / 346.400 / 6.581,3
Phoenix: 17.000 ( 6x2G ) / 316.400 / 4.112,9
Odyssios 16.400 ( 5x2G ) / 304.000 / 4.559,7

As said before, Titan/Odyssios have +4 additional ( rear ) gunns, so the´d need those recharge advantages, esp. Titan beeing the weaker shielded among them, but that´s a trade off: if a ship has all the advantages, it´s unbalanced, isn´t it?
GC can also be fitted in pirate capitals, which makes them really, really dangerous, since they hardly miss, and their weapon generators are often stronger then of the major races.

Concerning Flails - they are useless, as they are. Imo, any non swarm missile in XRM is useless to a degree when facing ships with rear turret(s). It was good as a swarm missile, but it should be a short range missile for M7M to protect themselfs against pesky fighters, or to give convoy protection to other ships of the task force ( 10-15 km should be enough, not to make it an offensive weapons of doom, again ).

The comparation of missile vs. M4 hitpoints is interesting. I used to use high_hulls for quite a while, it also added to survivability of the fighters vs. flak, but while that values i´ve found usefull, the hulls of capitals multiplied by 12 ( leading to Xenon doom, and unbalancing frigates vs. destroyers equilibrium ), were bit too much for my testings. Sadly, i have no exact values to compare a Tommahawk vs. M4 with medium_hulls, but as some one has wrote a while ago, in XRM there are some ship classes that become bit obsolete, and M4 definetly belong in that cathegory - why use a tiny fighter that goes down with a first serious hit, since outfitting them is additional work. As much as i like the changings to M6 class in XRM, those ships should never be so fast ( their agility i like, though ), so that one could substitute fighters with corvettes for the sake of survivability. Corvettes, according to X3 cannons, are anti fighter ships, but to fulfill their role they should rather be slower then fighter, quite manouverable, and have turrets, for the most part ( except some assault version, perhaps, since some players swear on main guns, which i can´t understand at all - main guns should be fighter only prerogative, imho ). A single gunned flak on top/bottom of those M6 would give them that additional punch against fighters, while M4 ( M5 are scouts, they shouldn´t count at all ), should be more resillent in generall ( more agile then M3, faster, cheaper - esp. concerning their tunings - they should be able to dodge flak quite well, while not beeing able to make any serious damage to even a frigate; anti fighter role that´s what they are ment to do ).
The extra range is meaningless due to the all around faster ships and you have only have to get close once. Damage per hit is also meaningless since tracking is abysmal on capship weapons - you'll have to downgrade anyway if you want to squish fighters. And the stuff you'll be shooting at has 10+ GJ shields, per hit damage is simply too low to be a meaningful first strike.

Fighters very well can take out a capship. Actually even less fighters are able to do it than in vanilla due to the fact that capship weapons are terrible at dealing damage. And M6s are extremely able to take out capships - the difference between their and capship weapons are negligible. The only difference is an m6 has less shields. Try calculating efficiency - an m2 will be able to bear 8-16 guns on an m6 at most. An m6 will be able to bear 8 guns on the m2. M2 has double - four times the dpm than an m6 (if it doesn't miss - but it will) and 10x the shield/hull. You can buy and fit out 10 m6s from the price of an m2. By the time the m2 kills 2-4 m6s it's simply dead. Why does this matter? Well, because you can't protect sectors anymore with capships without casualties - even from the regular trash xenon invasion (Q, 2x M6 and a few m3-4-5). And it's an extreme amount of hassle and work that is not fun. Again, big picture. XRM has none.

Try M2+. The teladi one runs out extremely quickly only by shooting its main batteries. The rest can manage. In this case what kind of advantage does the teladi offer? Bigger cargospace? Certanly the first thing anyone considers in case of an M2...

Not only flails are useless, hammers are pure crap as well. No sense whatsoever in them. Barrage? Come on, half of them (at least) will get shot down, why would you care about it at all? Just shoot more tomahawks, they are made out of invincorium and not even one will be shot down, ever. It is able to whitstand a full broadside of ppc... Where's the tradeoff here? It's lighter, has better tracking, and will actually reach its target no matter what kind of guns it has. And with all that missile 'rebalancing' the game still spams them like they go out of style. Is it fun to hear ever 30s a beep and have to jump out of sector because no matter what you'll get hit by 20 tomahawks? Is it fun that in return every freaking missile which is not a tomahawk has been nerfed to uselessness? And let's not even talk about the missiles as turrets configuration. That is probably the most retarded thing ever I thought it was a bad joke.

Akrilloth
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Post by Akrilloth » Mon, 23. Jun 14, 16:28

Nope, did a complete reinstall of the game and the mod, but the Cerberus rear turrets (and the top/bot turrets if i remember correctly?) are placed weirdly, especially the rear ones. Everything else works just fine.
Do you think something might have gotten jumbled up in your last update?

Also, all the new ships have weird numerical names in the cat files(in the X3 Editor 2, not ingame), and when i last changed them during 2012, an Atlas was still called an Atlas, not "SS_SH_A_M2P" (i recognized the amount of weapons). There is also the fact that all the new ships have a description, or in the Atlases case "String [17:80455] not found."

If i'm doing anything wrong, i have no idea what. Hope you can help me with this.

Regards, Akrilloth.

paulwheeler
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Post by paulwheeler » Mon, 23. Jun 14, 16:46

Akrilloth wrote:Nope, did a complete reinstall of the game and the mod, but the Cerberus rear turrets (and the top/bot turrets if i remember correctly?) are placed weirdly, especially the rear ones. Everything else works just fine.
Do you think something might have gotten jumbled up in your last update?

Also, all the new ships have weird numerical names in the cat files(in the X3 Editor 2, not ingame), and when i last changed them during 2012, an Atlas was still called an Atlas, not "SS_SH_A_M2P" (i recognized the amount of weapons). There is also the fact that all the new ships have a description, or in the Atlases case "String [17:80455] not found."

If i'm doing anything wrong, i have no idea what. Hope you can help me with this.

Regards, Akrilloth.
The second issue is because your X3 Editor is not pointed to the X3 install where the XRM is.

Can you take a screenshot of the cerberus for me? Then I can compare it to what I'm seeing.

Akrilloth
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Post by Akrilloth » Mon, 23. Jun 14, 20:07

paulwheeler wrote: The second issue is because your X3 Editor is not pointed to the X3 install where the XRM is.

Can you take a screenshot of the cerberus for me? Then I can compare it to what I'm seeing.
Welp, alright, here you have them, and a shot of the weird Hayabusa turrets too.

http://cloud-4.steampowered.com/ugc/324 ... sizedimage

http://cloud-3.steampowered.com/ugc/324 ... sizedimage

http://cloud-4.steampowered.com/ugc/324 ... sizedimage

d_ka
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Post by d_ka » Mon, 23. Jun 14, 20:54

@zamiel:
The reason M6 are so efficient vs. capitals is their speed, - that´s why i was advocating for it´s reduction because they are way too fast. They should be effective against fighters, to a degree, of course, not to replace flak frigates etc. The turret turning speed, and the speed of CIG and other M6/M7 weapons are rather good vs. vanilla M6, but not the >200 m/s fast corvettes.
Also, i don´t know which decent 10 M6 you are going to buy for a prise of about 100 mio? Only the basic versions, i think, and a destroyer alone against multiple not too shaby targets ( even 10 LX can put pressure on any cap ship, except the Split perhaps, since their PALC flak weapons are just too good in taking down fighters; and missiles, btw. ). That´s why in any navy there were roles for different ships, and even a single cruiser would struggle to survive when surrounded by overwhelming numbers, even much smaller then itself. So one needs escorts for heavy, and bulky M2, be it fighters, own M6, or M7. I see nothing wrong in that principe, in fact, it seems very logical to me, and forces you to plan your battles accordingly, puting together a combined arms taskforce, rather then pure brute force.

Capital ship weapons should not be able to touch fighters at all. I see it similar to the navy: while big guns can hit anything that swims in water, only specialized, small caliber/flak, gunns can hit airplanes - simple as that. We don´t have planes, and boats in X3, but personaly i prefer the "naval" approach, tbh.

Again, getting back to Tommahawk spam: I can give you an example of what i do when i face Xenon fleets which include M7M, and M3B - i evade first, depleting their missile ammo, then i close in with my own fleet, commanding my ships accordingly ( i use codea, so my ships are all manned by real pilots, they can perform a so called "major assault", and my M7M can give a long range missile support, as can my M8 ( which can dock at a codea carrier ) - bombarding a specified target.
My ships all have MDM, and the F/R/L turrets of most ships are switched to "shoot missiles if there are no cap targets", and the mix between beam weapons and heavy capital gunns allow them to target incoming missiles.
But, again, that i have to do only because enemy bombers stay in tight formation with the rest of the fleet - they do not fly forward, trying to shorten the distance to make a devastating blow, which i would be able to counter with my own fighters, intercepting those bombers, and their fighter escorts. There is a one big mess if you engage enemy formation while their Bombers are still full of missiles, aside the fact that i´d need a tonn of own fighters to take them down, and half of them won´t make it back due to hammers/tommahawks beeing able to kill any fighter with ease.
Now, i have never examined Hammers vs. Tommahawks HP´s, tbh. I always was under impression the former are superior to the latter in any possible way. Care to post their HP values?
So, the range of torpedoes matters very much; instead of having close in and hit my ships while beeing under fire, the bombers ( be it M3B, or M8, or M7M ), can happily stay under protection of dreadnaughts, bombarding my ships at will. The only problem with firing torpedoes at close range seems to be that any decent flak weapon, and especially Xenon DMBC can insta kill your bombers by blowing the missile just beeing released ( not on your own personal ship, afaik, but all the other ships, your AI, other AI ). And as long as this isn´t adressed, teh ultra short ranged torpedoes would make little to no sense.
Concerning Teladi M2+: i´ve tried flying it personaly, then adding it to my codea fleet - well, i wasn´t impressed at all. It´s a crappy ship, which can only perform well frontal assault, but as soon as it turns its back to the enemy you are toast. If it surprises you, then Teladi got you there ;) From my current experiments i can tell that Paranid and Split capitals perform quite well, while the former beeing much better shielded, increasing their survivability a lot. Tommahawks are no problem if i fly a Python myself - as i said, Split flaks are superior, and the ship is very manouverable, so i can dance a bit, till i close in and make bacon out of enemy ( again, only player piloted, of course ).
"Only fools seek power, and only the greatest fools seek it through force".

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
x3tc

Post by paulwheeler » Mon, 23. Jun 14, 22:16

Akrilloth wrote:
paulwheeler wrote: The second issue is because your X3 Editor is not pointed to the X3 install where the XRM is.

Can you take a screenshot of the cerberus for me? Then I can compare it to what I'm seeing.
Welp, alright, here you have them, and a shot of the weird Hayabusa turrets too.

http://cloud-4.steampowered.com/ugc/324 ... sizedimage

http://cloud-3.steampowered.com/ugc/324 ... sizedimage

http://cloud-4.steampowered.com/ugc/324 ... sizedimage
Hmm... Im struggling to see what the problem is. Those are Cadius' turret models.

Akrilloth
Posts: 49
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Post by Akrilloth » Mon, 23. Jun 14, 23:46

paulwheeler wrote: Hmm... Im struggling to see what the problem is. Those are Cadius' turret models.
I'm pretty sure the top/bot turrets were placed at the cerberus sides (those cylinder things), and don't you see that rear turret? The model is in a horizontal position where it really should be vertically placed! Notice how its the bottom of the turret that is facing us on this picture. I think cadius made a version of this turret where the gun is pointing vertically while the base of it is connected to the ship, an L shape if you get it, which you implemented at some point.

http://cloud-3.steampowered.com/ugc/324 ... 618563708/

And the Hayabusa Super guns have the issue where the gun barrels have a different pivot point than the Turret itself, dunno if you can get Cadius to fix it or something.

As i said, i remember you fixing this, as there is nothing wrong with the turrets themselves, Cadius is one of the best things to happen to X3, but in the current version, they have returned to their incorrect place.

I reaaallyy don't want to sound whiny here, but it is my favorite ship and i suck at modeling.

Regards, Akrilloth.

paulwheeler
Posts: 8132
Joined: Tue, 19. Apr 05, 13:33
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Post by paulwheeler » Tue, 24. Jun 14, 08:31

This is how these turrets have always been.

Cadius apparently fixed the pivot point of the turret on the Hayabusa, but ive not got round to implimenting it yet. To be honest, its such a tiny bug which is barely noticable so its not been a priority. That said, i will try and get this in on the next update.

As for the Cerberus, Cadius did not create right-angled versions of that particular turret model and there are very few places on a Cerberus where they look right. I didnt want to use his larger turret models on this particular ship as they did not look right either. This was a compromise and was as good as i could get it im afraid.

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