Renamed the xml and I get no issues at all. Looks like this now:
https://imgur.com/a/3hkm7dn
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Yes it does!! That bg connection is what keeps the whole skybox together so if you remove it the white bubbles appear. It has to be there but yours seems to miss the Background that is linked in the mesh. New Heretic's uses bg from cluster 14, but the whole Morning Star system does, all of its cluster use the same without issue.Arsaneus wrote: ↑Mon, 3. Oct 22, 16:22 I've done some more testing. The triangle background thingies get fixed once I comment the following block out in the xml:
<connection name="Connection01" tags="part "> with the material <material id="1" ref="p1.p1_env_bg_vertexcolor"/>
I still get the off (overblown) fog in the wreckage area but the background at least looks fine now. Does this help with troubleshooting?
Code: Select all
<connection name="Connection01" tags="part ">
<offset/>
<parts>
<part name="part_c30_bg">
<lods>
<lod index="0">
<materials>
<material id="1" ref="p1.p1_env_bg_vertexcolor"/>
</materials>
</lod>
</lods>
<size>
<max x="5.441747E+14" y="5.450214E+14" z="5.441747E+14"/>
<center x="0" y="0" z="-62.5"/>
</size>
</part>
</parts>
</connection>
Thank you
I observed something similar but only in-sector. Out of sector they dock, collect, etc normallyNewinger wrote: ↑Mon, 3. Oct 22, 17:33 Due to the high distances, your engine mod is mandatory. It makes no sense to play XRSGE without it. However, with the engine mod the AI pilots have some difficulties when approaching highway entries or lockboxes. The AI does not know how to reduce speed and change flight vector to stop at the desirable position. Instead they orbit several times around the highway entry or lockbox, with each turn in a smaller radius. After 4 or 5 turns, they finally managed it. This is immersion breaking. But this is of course a shortcoming of the game itself; it is obviously not made for Newtonain-inspired flight physics.
Well this is not really a thing. The map is only a map, does not show the real position of planets (that orbit anyway) or each sector should be more distant. Let's say that a graphic map with planets around a sun would make the thing better, but in any game they are fixed. Anyway it is impossible to change the holomap more than what I did, unfortunely, otherwise I'd get rid of those hexagonsNewinger wrote: ↑Mon, 3. Oct 22, 17:33 I am not sure about the sun's positions. In the Sonra system, for example, the actual sun position does not match the map position of the huge sun sector. For example when you are entering "Sonra VIII Hatikvah's Choice Alpha" from the northwest and fly to the southeast, the sun should be to the right of your ship, according to the map (where the huge "Sonra system" sector, which IS the sun, is to the right). But in the actual sector, the sun is left of the ship. The same in Ringo Moon, where the sun should also be to the right, but is in fact behind the ship (when entering from the north).
This is what requires max attention. In latest version of REM 1.8 I enforced M engines quite a bit, so most of trade ships should also be faster almost the double. Did you test with that version? Also I don't know whether they use travel mode, I suspect not. But base speeds are quite high now (5000 min)Newinger wrote: ↑Mon, 3. Oct 22, 17:33 The most interesting topic is of course long-term effects on game's economy. I have the Event Driven News mod installed which reguarly gives updates on the economy, and just 4 hours in the game, lots of sectors and stations have problems distributing their products. I suspect this is not just a question of the number of trading ships (your patch increased them), but maybe (but this is just my guess) if the AI trading ships use the fast engines. Can you check that? Because if the AI builds trading ship with the slowest engine, they would take of course forever to distribute anything.
Unfortunally not. position is not important, the important thing is the max size, which is already set at E14 which is....a lot!Arsaneus wrote: ↑Mon, 3. Oct 22, 17:39 c30 seems to work. No artifacts and the the fog works just fine.
So I guess I could replace c14 with c30 in all the systems and hope that's the only one causing issues. Though I hope you figure out what the difference between the two is that could cause this?
Didn't work with <center x="0" y="0" z="-62.5"/> btw as in your code snippet. Changed it to <center x="0" y="0" z="0"/>
Okay, no problem ^^
Yes, using REM 1.8.This is what requires max attention. In latest version of REM 1.8 I enforced M engines quite a bit, so most of trade ships should also be faster almost the double. Did you test with that version? Also I don't know whether they use travel mode, I suspect not. But base speeds are quite high now (5000 min)
Thanks for your continued support and dedication on this mod. I've installed 2.5.3 and the Morning Star systems work just fine.Realspace wrote: ↑Mon, 3. Oct 22, 18:48
Unfortunally not. position is not important, the important thing is the max size, which is already set at E14 which is....a lot!![]()
But this also works only if you previously enlarge the mesh, otherwise only works as limitation
There is something inside the mesh that is not updated when I enlarged and sometimes it requires connected backgrounds sometimes not.
Unfortunally it is quite a mess when you put hands on vanilla and modify. Much easier to add custom new stuff, but I did choose to keep vanilla general look, while improving any small detail.
I've tried different bgr so I also choosed cl30 for all, even if I don't see any difference in my game. So in next release I've corrected.
For Segaris VII it is cluster_116, you can do the same taking from any 110, 111, 113,114 or 115. But I am changing it here, blindly
Please report if you see the missing bgr stars in any other sectors. Mystery remains why this shows only for some...I am uploading version 2.5.3 with the corrections
Textual missings yes, thank fo reporting. I must take some time to finalize that damn text, I always give priority to bugs..while the latter looks like an error in the connections, I will look immediatly tomorrow...thanks!Newinger wrote: ↑Mon, 3. Oct 22, 19:50One small observation: The "parent" / root system of Morning Star shows as "ReadText" in the Encyclopedia, same for "Company Regard" root system.This is what requires max attention. In latest version of REM 1.8 I enforced M engines quite a bit, so most of trade ships should also be faster almost the double. Did you test with that version? Also I don't know whether they use travel mode, I suspect not. But base speeds are quite high now (5000 min)
Another observation: from Heretic's End to Aladna Hill, there is a jump gate. But when coming out of it, one is coming out of an accelerator, leading back to Heretic's End.
Can I even run it without stars? Last time I tried, it said rsge is missing the requirement - stars.Realspace wrote: ↑Mon, 3. Oct 22, 22:26 Holy cow, this thing drives crazy! For instance, Mars has the same identical copypasted bgr of any terran sector, why the hell one works one not!?
The only thing that remains is possibly the texture size of background stars being too large for some gf cards. Still, it should happen with all sectors. What happens if you remove stars mod? Does the skybox look ok? The usual old pixelated vanilla...![]()
I have a general question by the way: Are the texts all already adjusted for the new galaxy layout? I sometimes find mentions of the ring highway, for example.
You can find everything in mapdefaults.xml and galaxy.xml. I add notes everywhere, very easy to check. But I suggest you only copy connection001 of cluster 31 as you did for the other, and the corresponding mesh inside the folder. Don't worry, backgrounds are made by several other elements, bgr stars are not so important so even if they are the same you'll barely notice it
I am uploading version 2.5.4 with corrected texts. Names at least, about descriptions it takes time to read every one in-game and see if it fits. Changing picture of some sectors is another thing to do. I've redone many descriptions, especially changing the 'system' to 'sector' or region' or 'area in description, for consistency, and also added many new descriptions of the new sites. I am open to help if someone wants to do it. Very easy to change the texts once everything is in place as it is now
Thank you, downloading nowRealspace wrote: ↑Tue, 4. Oct 22, 16:54 XRSGE 2.5.4
Ok guys, I've finally edited all the texts. It took the whole day but I think that names are all ok now. I used as much names as possible, instead of alpha and beta, to make each sector unique and easier to remember. Also added the prefix Sol: to terran sectors, so that every list of sectors groups names according to the system , terran's too.
As bonus, I've added a compatibility patch to play the mod "The Ancients" in XRSGE universe (https://www.nexusmods.com/x4foundations/mods/569), you'll find the patch under the optional files.
I've also corrected and improved station's placements and increased Khaak's presence in sun sectors.
Enjoy..
https://www.nexusmods.com/x4foundations/mods/507