Search found 449 matches
- Sun, 2. Feb 14, 18:57
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
- Replies: 822
- Views: 114732
@MilesRS About the turret again. I just found the smaller sized turrets model. I figure I'd just use those without having to go through exporting mess. But for some reason, in pointdefense_small_dummy, the "socket" part of the dummy has white textures. I imported the correct textured pointdefense_sm...
- Sun, 2. Feb 14, 08:44
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
- Replies: 822
- Views: 114732
Another question, about the turret. Since I scaled Galactia model down, I would also need to scale the turret a bit. I've read some guide on turret, what I'm getting is, to properly scale the turret, I need to scale the turret parts (body, socket, left weapon, right), re-apply rotation animation, ex...
- Sun, 2. Feb 14, 04:24
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
- Replies: 822
- Views: 114732
- Sat, 1. Feb 14, 21:28
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
- Replies: 822
- Views: 114732
Hi, sorry to bother you guys. Anyway, after reading some guides, I finally got all the galactica parts together and scaled it to my liking. However, I'm having trouble applying the texture files that's included in the mod (like in here: http://puu.sh/6GoK5.jpg). Most online guide says it's best just...
- Wed, 29. Jan 14, 07:54
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Unofficial addon for XRM v1.30d Albion Prelude
- Replies: 6
- Views: 1270
- Sun, 26. Jan 14, 17:15
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
Paul, I think the problem is AP. In tc, I still have around 30~40 fps average after a 3 in game days save. However in ap, I can get 40~50fps in a fresh start. It some how gets slower as time goes by. Right now, in my 2nd game, day1-11hours, I'm getting around 20~35 fps idle and 15~20 in combat. But ...
- Sun, 26. Jan 14, 16:44
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
- Fri, 24. Jan 14, 05:57
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD]Battlestar Galactica X3ap[14/11/13]
- Replies: 822
- Views: 114732
Hi, really love the mod, especially the newly updated Galactica model. One question thou. I've done a bit of research in the modding forum, but couldn't find what I'm looking for. What should I need to change/adjust, if I want Galactica/Pegasus ship model to be "smaller" in game? Currently, the ship...
- Fri, 24. Jan 14, 02:16
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [Resource] Awesomefied Beam Weapons
- Replies: 41
- Views: 21361
Finally got it to work in my game. So here it is, packed in .cat format for easy installation. READ: this is for XRM tc/ap only since that's what I'm playing and I don't think you can get those beam weapons legitly in the vanilla game, so I didn't bother make it for vanilla tc/ap. https://drive.goog...
- Wed, 22. Jan 14, 00:01
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
- Tue, 21. Jan 14, 22:27
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
A wee bit problem... http://cloud-2.steampowered.com/ugc/3387006500447391654/6B83096924EDDFE71FCFF1C1C5D63A6B9AE6611B/ I installed the Cockpit Mod v1.30b with tints, HUD info and Gravidar put back. Played around ingame, and decided it's not for me (obscures view too much), so I removed the .cat/dat ...
- Sun, 19. Jan 14, 22:29
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
- Sun, 19. Jan 14, 20:53
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
Bullwinkle, I have some questions about adding docks which I couldn't find in your ship guide. Anyway, I want to add this kind of external docking clamp onto a capital ship. I looked through the vanilla Valhalla's scene file, and just couldn't pintpoint which line is responsible to load the clamp in...
- Sun, 19. Jan 14, 08:46
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Some questions about types/WareLists
- Replies: 1
- Views: 199
Some questions about types/WareLists
I try to make a new entry of a ship's built-in equipments in warelist. However, I've observed that somehow the game only can read up to warelist ID 166. Anything above that, either the game or x3 editor won't actually add the ware you specified into your ship. Is this a hard limit? Or I just did it ...
- Thu, 16. Jan 14, 04:26
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
Hi paul, I have some questions about adding engine flares to custom ships. I successfully added killerog's normandy ships(found here ) into XRM. Both the Normandy I and II works perfectly in game. Now I want to add the XRM engine flares (in particular, Argon's blue flare) onto those 2 ships. I've be...
- Wed, 15. Jan 14, 02:02
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
Been playing my new game and saw something odd...science ships keep exploding trying to either dock or undock at equipment docks, saw 3 so far doing it. Not sure why or if anyone else mentioned it, if they did, sorry. Nope. No science ship exploding during undocking in my game. Or maybe it's becaus...
- Tue, 14. Jan 14, 05:27
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
X3 Editor 2 Thanks for the link! Can you tell which file and where it is located to alter for the ships? That, depends on what cat file your xrm is, as well as whether if you have other addons. The ship ststs file is located at types/Tships.pck(addon/types/Tships for AP). Remember, always find the ...
- Sun, 12. Jan 14, 21:55
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
So... does anyone know about this? Hi, I've noticed that for some reason, the PSP on my odin only firing in union. I remember it used to fire differently, like, each laser has 1~2 seconds delay between firing so they make a continuous stream of bullets. Is there any reason that may causes this? I've...
- Sat, 11. Jan 14, 03:44
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [TC/AP] X3 Rebalance Mod (XRM) - Total conversion - v1.30d (02.12.13)
- Replies: 27627
- Views: 3194086
Hi, I've noticed that for some reason, the PSP on my odin only firing in union. I remember it used to fire differently, like, each laser has 1~2 seconds delay between firing so they make a continuous stream of bullets. Is there any reason that may causes this? I've played around in the editor, and a...
- Sat, 11. Jan 14, 03:24
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] [XRM:AP] TC Plots in XRM:Albion Prelude
- Replies: 124
- Views: 58438
Another problem that I've noticed today. The New home (personal sector) plot doesn't spawn the correct sector. The gate that suppose to lead to your sector leads you to an empty sector with incorrect Betty name. I picked "Hope of Light" as my sector name, but betty read the sector as "Bluish Snort"....