Search found 1054 matches
- Mon, 14. Jun 21, 07:13
- Forum: X4: Foundations
- Topic: Re-skin the Paranid capitals ?.
- Replies: 84
- Views: 5856
Re: Re-skin the Paranid capitals ?.
I am actually fine with them all but the Odysseus, the carrier, miners, and aux give an X3 vibe that I like. As for the Odysseus the over all shape feels weird, and a lot of the details aren't polished. For instance on the top front a number of places where surfaces come together aren't very smooth.
- Fri, 11. Jun 21, 19:24
- Forum: X4: Foundations - Technical Support
- Topic: Slow Very Bad Performance - Microsoft X Box controller issue and a workaround.
- Replies: 7
- Views: 370
Re: Slow Very Bad Performance
I haves used a wireless Xbox controller before in the past with no problems. If graphics settings have no effect on FPS is might be CPU related. Some things that have helped me in the past. 1. Make sure your CPU isn’t overheating, and try removing any over clock. Higher frequency doesn’t always mean...
- Thu, 3. Jun 21, 20:47
- Forum: X4: Foundations - Technical Support
- Topic: [1.00 THROUGH 4.00 HF3][BUG WITH POSSIBLE SOLUTION] Carrier Attack Groups Have To Fully Dock Before They Attack Again
- Replies: 0
- Views: 137
[1.00 THROUGH 4.00 HF3][BUG WITH POSSIBLE SOLUTION] Carrier Attack Groups Have To Fully Dock Before They Attack Again
Right now escort ships assigned to attack after they are done attacking must dock before they can attack again, even if they get a new attack order from their commander. This leads people to think that carriers our broken because they see attack groups just sitting there waiting to dock. To this end...
- Thu, 3. Jun 21, 07:56
- Forum: X4: Foundations
- Topic: Update 4.10 - Overview of progress and plans
- Replies: 105
- Views: 14228
Re: Update 4.10 - Overview of progress and plans
Fixed medium ships incorrectly showing missile turret compatibility in menus. Does this mean off the incorrect missile tags on M ships turret connections are being removed? Asking because I will need to redo a mod if so. Will make my life easier in the long run if so also. For reference. https://gi...
- Wed, 19. May 21, 20:55
- Forum: X4: Foundations - Scripts and Modding
- Topic: [Mod][V 1.0.0] Improved Fleet Attack
- Replies: 1
- Views: 1099
[Mod][V 1.0.0] Improved Fleet Attack
Escorts assigned to attack will now stop waiting to dock if given an attack order via their fleet. This means a lot less sitting duck fighters hanging around your carriers waiting to dock. Note only ships waiting for an open dock will still be able to attack, ships that have an assigned dock are in ...
- Mon, 17. May 21, 00:08
- Forum: X4: Foundations
- Topic: Will we get an info about next step/dlc in August?
- Replies: 68
- Views: 9723
- Sun, 18. Apr 21, 20:37
- Forum: X4: Foundations
- Topic: [PROPOSAL] A common script function to check if a vector intersects a bounding box.
- Replies: 4
- Views: 265
Re: [PROPOSAL] A common script function to check if a vector intersects a bounding box.
Some more context this is currently done via find_gravidar_contact by passing it match_is_in_view_of & match_distance. Its a cone though instead of a vector or a tube, which means things that aren't actually in the ships path get counted as obstacles.
- Sun, 18. Apr 21, 18:42
- Forum: X4: Foundations
- Topic: [PROPOSAL] A common script function to check if a vector intersects a bounding box.
- Replies: 4
- Views: 265
Re: [PROPOSAL] A common script function to check if a vector intersects a bounding box.
I'm not sure if just checking via a vector is enough, since the ships collision box is larger than a thin line... A sphere trace would do the same, but also check along the trace path (begin->end point) within the given sphere radius for any collision objects. Then there are other shapes, such as b...
- Sun, 18. Apr 21, 06:34
- Forum: X4: Foundations
- Topic: [PROPOSAL] A common script function to check if a vector intersects a bounding box.
- Replies: 4
- Views: 265
[PROPOSAL] A common script function to check if a vector intersects a bounding box.
What is Proposed? Proposal for a common script function with the following definition. <xs:element name="check_vector_intersect_boundingbox"> <xs:annotation> <xs:documentation> Returns true if a vector intersects a given bounding box </xs:documentation> </xs:annotation> <xs:complexType> <xs:attribu...
- Mon, 12. Apr 21, 01:48
- Forum: X4: Foundations
- Topic: -->Grind Does Not Equal Interesting Game Play...
- Replies: 86
- Views: 3747
Re: -->Grind Does Not Equal Interesting Game Play...
Shipyards making a bunch of money was a bug... I was able to set mark up to like 175% and NPC still buy from me instead of their own shipyards which are full of wares. Something was really really broken. Also mining too was actually broken before. Resources never actually depleted ever. Now fixing t...
- Tue, 6. Apr 21, 08:12
- Forum: X4: Foundations - Technical Support
- Topic: [4.00 HF3 Split+CoH] Strange Yellow Fog With Tube Asteroids In Grand Exchange - Fixed in 4.10 b1.
- Replies: 4
- Views: 294
[4.00 HF3 Split+CoH] Strange Yellow Fog With Tube Asteroids In Grand Exchange - Fixed in 4.10 b1.
So below is what I am seeing when I fly around the tube asteroids in far SE Grand Exchange. The fog is super yellow to the point it looks like something is off, like a missing texture or something. https://steamcommunity.com/sharedfiles/filedetails/?id=2441432971 On top of that when you are looking ...
- Tue, 6. Apr 21, 07:49
- Forum: X4: Foundations - Technical Support
- Topic: [4.00 HF3 Split+CoH] Ships Around Station Die After Teleporting Station
- Replies: 0
- Views: 91
[4.00 HF3 Split+CoH] Ships Around Station Die After Teleporting Station
Ships around my station, not around the beacon, end up getting killed while teleporting the HQ in sector. The below save will load you up in front of the boron with everything ready to teleport. The nav beacon is in the west part of the sector. https://www.dropbox.com/s/xhzdpykjelj15tk/save_010.xml....
- Tue, 6. Apr 21, 05:38
- Forum: X4: Foundations - Technical Support
- Topic: [Bug] Xenon M N idle even after I killed some
- Replies: 1
- Views: 119
Re: [Bug] Xenon M N idle even after I killed some
Similar issues report in the following places be me and others.
viewtopic.php?f=146&t=435915&p=5030375#p5030375
viewtopic.php?f=192&t=433634&p=5016042#p5016042
viewtopic.php?f=146&t=435915&p=5030375#p5030375
viewtopic.php?f=192&t=433634&p=5016042#p5016042
- Sun, 4. Apr 21, 22:45
- Forum: X4: Foundations
- Topic: X4 4.0 Totally Broken
- Replies: 54
- Views: 5407
Re: X4 4.0 TOTALLY BROKEN
Egosoft do not have Alpha testing stage. Do you have a source for that information? They do. They have internal Alpha testing phase. You can even see it happening with steam builds. They can run from a few days to a few hours. After they are done those builds will get promoted to beta. They may cal...
- Sun, 4. Apr 21, 22:26
- Forum: X4: Foundations
- Topic: X4 4.0 Totally Broken
- Replies: 54
- Views: 5407
Re: X4 4.0 Totally Broken
I am sure we could teach each other plenty as we both claim to be professional software developers. But I would rather not spend my time talking to someone as petty as you.
- Sun, 4. Apr 21, 07:18
- Forum: X4: Foundations
- Topic: Is there any way to keep your ships in a designated spot when attacking a station?
- Replies: 38
- Views: 1930
Re: Is there any way to keep your ships in a designated spot when attacking a station?
The Sub System Targeting mod by Allectus actually tries to improve this by having them target the nearest module if anyone is interested.
https://github.com/A11ectus/X4-Subsyste ... e-mod-does
https://github.com/A11ectus/X4-Subsyste ... e-mod-does
- Sun, 4. Apr 21, 07:15
- Forum: X4: Foundations
- Topic: Egosoft - why not get rid of copy paste stats by "balance up"? + other outstanding ballance
- Replies: 15
- Views: 587
- Sun, 4. Apr 21, 03:31
- Forum: X4: Foundations
- Topic: X4 4.0 Totally Broken
- Replies: 54
- Views: 5407
Re: X4 4.0 TOTALLY BROKEN
Do you think there is any other market in which the onus is on the customers to test products? Or is it just games?? When someone sells you something, the expectation is that it is already tested. Gaming software or otherwise. Companies like Egosoft clearly abuse the practice of Beta testing (which...
- Tue, 30. Mar 21, 06:50
- Forum: X4: Foundations - Technical Support
- Topic: [4.0 + SV/CoH] BUG? Terran ships can't see their own L missile turrets? - Fix in a future build.
- Replies: 6
- Views: 560
Re: [4.0 + SV/CoH] BUG? Terran ships can't see their own L missile turrets?
Terran Ships are missing the missile flag on their L turret slots, this will be fixed in a future update. I notice another minor bug in regards to turret flags - it seem all medium ship have "missile flag" on their turrets, yet there is no missile turrets for them. Thus I assume that missile flag o...
- Sun, 28. Mar 21, 07:36
- Forum: X4: Foundations
- Topic: Can we get the "Wait" part of the Fly and Wait command removed?
- Replies: 15
- Views: 1109
Re: Can we get the "Wait" part of the Fly and Wait command removed?
I've been playing a game called Kenshi again where the result of telling someone to move is as you describe: person moves, then immediately goes about his or her business. It works quite well, especially if you know to expect it, but it has its downsides; notably that when you tell a person to move...