Search found 449 matches
- Fri, 10. Jan 14, 01:45
- 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: 3194470
@Huillam: I think it's just how AP hardcoded npcs to actually use missiles since most people was complaining about how npc controlled M7M/M8 didn't even fire 1 single missiles. So now they make EVERYONE firing missiles, all the time... @Etyneo: There's actually a term to describe ship like that, it'...
- Thu, 9. Jan 14, 04:22
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Autopilot follow distance. Is there a script to change this?
- Replies: 22
- Views: 1160
Yeah, I was also thinking about a script mod that auto piloting your ship during those boring tailing missions. I have very limited knowledge on coding, and even more limited on the MSCI scripting. But I'm thinking something like this: Extra command under navigation-> tailing ship. When run the comm...
- Wed, 8. Jan 14, 00:02
- 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: 3194470
Welp, finally found the cause. I swaped my XRM modded TC folder with a vanilla modfree TC(didn't touch addon) some time ago for whatever reason. So the editor actually couldn't find the XRM files under TC rather than addon. After moving the XRM TC files back into my steam TC folder, it's back to nor...
- Tue, 7. Jan 14, 23:44
- 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: 3194470
- Tue, 7. Jan 14, 23:20
- 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: 3194470
Small problem I've noticed in X3 editor. I don't know which mod that I've installed might causing this, but most XRM ships in the editor is missing names. On the left hand side, it only displays thing such as "SS_SH_OTAS_M7". On a nameless ship's general tab, in the name field, it says "String [17:8...
- Mon, 6. Jan 14, 18:34
- 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: 3194470
Frame rate drops with beams are generally associated with X3's buggy impact effects - changing the rapid box means it will hit less often and thus reduce the number of impact effects. But you're also making the weapon less effective. I suggest putting it back to its original value and instead setti...
- Mon, 6. Jan 14, 07:48
- 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: 3194470
Something weird. The xenon Dark Matter Beam Cannon always drops my framerate to single digit whenever it hit something. After much testing, it seems that "Rapid box - width/height/length" in Tbullet for DMBC is the cause. There's no more framerate slow down when I'm using 0.2/0.2/5 for Rapid box- wi...
- Mon, 6. Jan 14, 02:57
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [SCRIPT][AP][TC] Advanced Fight Scripts - v. 3.1, 19.01.2014
- Replies: 235
- Views: 36100
- Fri, 3. Jan 14, 23:16
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [SCRIPT][AP][TC] Advanced Fight Scripts - v. 3.1, 19.01.2014
- Replies: 235
- Views: 36100
Apparently, Cronos's !move.follow.template supports Docking Lockup Fix (which is good). I think the true problem is in Safe Docking's !move.movetostation itself. That is where the check for range should take place. THIS, I second that. I would change that in my folder, but then it works well on my ...
- Thu, 2. Jan 14, 19:51
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1
- Replies: 663
- Views: 230041
- Thu, 2. Jan 14, 08:04
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Drone Carrier Software 2 (DCS2) v2.07a
- Replies: 575
- Views: 94387
Found some weird problem. http://puu.sh/66s4q.png This is my "testing" setting. I start the DCS2 on an OOS Griffon with a maximum of 10 drones. As the drone building starts, the money is correctly deduced when the carrier is building Interceptor. However, it costs around 1.6mil for every bomber buil...
- Thu, 2. Jan 14, 06:04
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: [MOD] Terran Conflict plots 2.2a for Albion Prelude 3.1
- Replies: 663
- Views: 230041
Everything seems to work great (currently in the middle of TC terran plot and Final fury). However, I can't get the plotmanager thing to work. I've renamed my character to Plotmanager like the Interactive Plot Manager mod suggested, but I didn't see subtitle indicates that the mod is working. Other ...
- Thu, 2. Jan 14, 05:25
- Forum: X³: Terran Conflict / Albion Prelude - Scripts and Modding
- Topic: Drone Carrier Software 2 (DCS2) v2.07a
- Replies: 575
- Views: 94387
Great mod! Now my Griffon finally can do something instead of collecting space dust in Argon Sector M418. A small suggestion, maybe give an option (in t file I guess) that automatically set all drones to not show up in the property menu? It's just p hard to find anything in the property menu if you ...
- Wed, 1. Jan 14, 20:56
- 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: 3194470
Yeah, it's component.pbk.
Here's the (best possible)readjusted camera position so you can include it in the next update
Here's the (best possible)readjusted camera position so you can include it in the next update
Code: Select all
ships\X3AP\argon\PrideOfAlbion; 1;
NULL; 0.16000;-0.2723;1.018; 0.000000;0.000000;0.000000;
- Wed, 1. Jan 14, 19:19
- 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: 3194470
Well firstly, this is a bug with X3, not the XRM. Secondly, the only way to fix it is to alter the camera coordinates in the scene file. I will put this on the to-do list for the next update. Yeah... I knew that this is not xrm's fault because poa is made by the dev. Anyway, Ive went through the sc...
- Wed, 1. Jan 14, 11:55
- 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: 3194470
A small problem... http://i.imgur.com/TkXQaoql.png Position 1 is where the current cockpit view camera(F1 view in game) located. I want to "fix" it so it sticks to position 2. I've tried everything I can, like toying in the scene files etc. but I just couldn't fix it. Is there any other way to fix t...
- Sat, 21. Dec 13, 17:31
- 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: 3194470
@paul: Well, back then in TC the Sentinels were everywhere, but there are none present in any sectors, aside from the Khaakh as you say, but i´ve never been there, actually. I was just wondering, if you maybe changed something concerning their spawning. @Sectre01: I only know of "Docking Computer" ...
- Sat, 21. Dec 13, 16:31
- 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: 3194470
They function exactly the same as M8s and M7Ms. You need to give the missile turret an order, like attack enemies, or attack target. In AP fill them with mosquitos and give them a protect ship order and they will provide a missile defence screen for that ship. Ill check the Norns issue - 200MJ shie...
- Sat, 21. Dec 13, 09:29
- 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: 3194470
Been playing x3 on and off since last year. Just reinstall everything with XRM couple weeks ago (again). Found out a small bug. The ATF m3 bomber, Norns, can mount 200MG shield. However, it only can carries L cargo, but the shield is an XL ware, which results in the ship is unable to mount proper sh...
- Mon, 19. Aug 13, 23:12
- Forum: X Rebirth Universe
- Topic: Preorder soundtrack question
- Replies: 19
- Views: 1015