Search found 449 matches

by Spectre01
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'...
by Spectre01
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...
by Spectre01
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...
by Spectre01
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

Open from VFS, under addon\types, there's only 4 files (gamestarts, jobs, tdocks, and twaret). The pathing to TC/AP folders are also correct in x3 editor configs.

Really weird.
by Spectre01
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...
by Spectre01
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...
by Spectre01
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...
by Spectre01
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

Cronos988 wrote:
I'll be including a fixed !move.movetostation in the next release.
Looking forward to it :D
by Spectre01
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 ...
by Spectre01
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

TTD wrote:
I've renamed my character to Plotmanager
try "PlotManager" without the speech marks. Note the two capitals
Welp... failed a spot check on the capital M...

Everything is working now...
by Spectre01
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...
by Spectre01
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 ...
by Spectre01
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 ...
by Spectre01
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 :D

Code: Select all

ships\X3AP\argon\PrideOfAlbion; 1;
NULL; 0.16000;-0.2723;1.018; 0.000000;0.000000;0.000000;
by Spectre01
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...
by Spectre01
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...
by Spectre01
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" ...
by Spectre01
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...
by Spectre01
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...
by Spectre01
Mon, 19. Aug 13, 23:12
Forum: X Rebirth Universe
Topic: Preorder soundtrack question
Replies: 19
Views: 1015

Welp, I only have money in steam wallet. Guess I have to buy from steam.

Although still prefer giving egosoft more of my money, I just couldn't with my current situation.

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