Search found 1054 matches

by RoverTX
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.
by RoverTX
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...
by RoverTX
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...
by RoverTX
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...
by RoverTX
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 ...
by RoverTX
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

Re: Will we get an info about next step/dlc in August?

Axeface wrote:
Sun, 16. May 21, 17:53
Something about corsairs or buccaneers or something. "X4: Corsairs Folly", "X4: The Marauders" or something or other. Just put freebooter into thesaurus dot com and go crazy. "X4: Totally Legitimate Enterprise" ;p
“X4: Totallyz Legitz Profitz” :mrgreen:
by RoverTX
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.
by RoverTX
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...
by RoverTX
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...
by RoverTX
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...
by RoverTX
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 ...
by RoverTX
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....
by RoverTX
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...
by RoverTX
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.
by RoverTX
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
by RoverTX
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

Re: Egosoft - why not get rid of copy paste stats by "balance up"? + other outstanding ballance

mr.WHO wrote:
Sat, 3. Apr 21, 12:50
...
- Radar range (everything is 40km range - Scouts and Carriers should have more powerful radars - one is Scout the other is usually the center of the fleet)
...
Just going to leave this here.
https://github.com/rovermicrover/x4-improvedscouts
by RoverTX
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...
by RoverTX
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...
by RoverTX
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...

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