These let me enjoy XRM with 30+ fps. Minus the occasional hickup. So far I've only changed models which didn't have any LODs at all so there's still a *lot* of...potential for optimisation. If you notice any slowdowns during battles (or just being in-sector) drop me a line and let me know what kind of ships were involved
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BORON
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Equipment Dock - stations\x3ap\others
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TELADI
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Asteroid Base - stations\Cadius\Teladi\Asteroid_Base
Equipment Dock - stations\Cadius\Teladi\Equipment_Dock
Shipyard - stations\Cadius\Teladi\Shipyard
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TERRAN
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Military base - stations\Cadius\USC\Military_Base
Orbital Defense Station - stations\Cadius\USC\Orbital_Defence_Station
Orbital Freight Dock - stations\Cadius\USC\Orbital_Freight_Dock
Shipyard - stations\Cadius\USC\Shipyard
Solar Power Plant - stations\Cadius\USC\Solar_Power_Plant
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XENON
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Shipyard - stations\Cadius\Xenon\Shipyard
@paul
Have you already taken a look at mace24de's race turrets? Those could solve the where-do-I-get-the-right-turret-for-this-spot problem
So I just completed a medical equipment delivery and the mission giver send this message when I delivered them: ,910 ,842. This is a completely new XRM install with some mods. Did I do something wrong when extracting the files?
paulwheeler wrote: -snip-
This was a compromise and was as good as i could get it im afraid.
In that case, wouldn't it be better to replace the two Vulcans that clip (the quad flak turrets) with Vigils? (Rile turrets on the Cerb) while keeping the one that looks good at the same place?
paulwheeler wrote: -snip-
This was a compromise and was as good as i could get it im afraid.
In that case, wouldn't it be better to replace the two Vulcans that clip (the quad flak turrets) with Vigils? (Rile turrets on the Cerb) while keeping the one that looks good at the same place?
Okkim wrote:So I just completed a medical equipment delivery and the mission giver send this message when I delivered them: ,910 ,842. This is a completely new XRM install with some mods. Did I do something wrong when extracting the files?
What message?
The XRM doesn't alter the missions at all so it would be a problem with you X3 install or another mod.
Okkim wrote:So I just completed a medical equipment delivery and the mission giver send this message when I delivered them: ,910 ,842. This is a completely new XRM install with some mods. Did I do something wrong when extracting the files?
What message?
The XRM doesn't alter the missions at all so it would be a problem with you X3 install or another mod.
That's a bug of the Vanilla game. Apparently the final text message in the Deliver Wares Mission is wrongly referenced. See this post for reference.
Hi Paul and thanks yet again for this awesome mod! Coming back after over a year and still can't get enough of this game!
Quick Question: I'm using an OTAS maintenance pod to repair all my capped ships (I even built a dedicated quantum tube fab JUST for the purpose), but I don't want to sit around using it myself as it takes a long time. Is there no way to automate this process? I've tried giving it fight command software (1 and 2) and telling it to attack my ship, but it just flies around. Thanks in advance and keep up the great work!
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
Ender_Xenocide wrote:Hi Paul and thanks yet again for this awesome mod! Coming back after over a year and still can't get enough of this game!
Quick Question: I'm using an OTAS maintenance pod to repair all my capped ships (I even built a dedicated quantum tube fab JUST for the purpose), but I don't want to sit around using it myself as it takes a long time. Is there no way to automate this process? I've tried giving it fight command software (1 and 2) and telling it to attack my ship, but it just flies around. Thanks in advance and keep up the great work!
The XRM has commands for this - look in the command console for the pod - you should see repair commands in the special command options.
I checked there. I only have the following special commands for the pod:
1. Collect wares in sector...
2. Collect ware...
3. Nanite Hull Repair
4. Hack targeted station
I installed special command software etc. Do I need a newer version of the XRM? (I installed it over a year ago and haven't updated it since due to my rubbishy South African internet connexion ). If so, what are the ramifications of updating? Will I need to start a new game, etc?
When Carl Marx said "Religion is the opiate of the masses.", he hadn't seen television.
Yes you need the latest version of the xrm. You probably wont need to restart. Just run all the update scripts between the version you are currently on and the latest version.
Space Captain wrote:hey there - ive installed the XRM mod for X3AP and received the message that "XRM mod 1.3 installed successfully" when i started the game
after a while, i got the mission to go to argon sector m14b or whatever, and so i went - and now i have the mission to "aid the war effort"
but i thought that plot was disabled by this mod? is it not working correctly?
That means you have not correctly installed the cat/dats. There will be a lot more wrong than just that. Youll need to restart your game once you fix this.
If you can't work out the problem, post a screenshot of your installation folder and ill take a look.
I was hoping someone could help me. I am trying to run complex cleaner with XRM but i believe some of the TFactories.txt entry are conflicting or at least to my very limited knowledge of x3. When I install CC the strong arms complexes physically disappear in space but are still listed in the sector map as <invalid>... . I was hoping someone could show me how to fix this problem I saw something on the CC page about combining the mods but it is out of my abilities thank you.
zadermac wrote:I was hoping someone could help me. I am trying to run complex cleaner with XRM but i believe some of the TFactories.txt entry are conflicting or at least to my very limited knowledge of x3. When I install CC the strong arms complexes physically disappear in space but are still listed in the sector map as <invalid>... . I was hoping someone could show me how to fix this problem I saw something on the CC page about combining the mods but it is out of my abilities thank you.
Please read the compatibility notes section on the first page of this thread for instructions.