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Re: [Mod] a ship mod 5.0

Posted: Sat, 2. Feb 19, 19:30
by Thecrippler
sco1981 wrote:
Sat, 2. Feb 19, 18:21
Thecrippler wrote:
Sat, 2. Feb 19, 18:09
sco1981 wrote:
Sat, 2. Feb 19, 17:57


The balanced version reduce counts of turrets and shields to compare with X4 carriers. So no XL (overpowered) weapon in balanced version. :)
so if i understand this right it has no mane better weapons like a colossus right
You can see the weaponts and shields on nexus screenshots for both versions to compare.
The XL turret is available in battleship version only.
:thumb_up:

Re: [Mod] a ship mod 5.0

Posted: Sat, 2. Feb 19, 19:57
by Thecrippler
o btw i forgot grate job on your new ships amazing :thumb_up:

Re: [Mod] a ship mod 5.0

Posted: Sun, 3. Feb 19, 00:11
by alexalsp

Re: [Mod] a ship mod 5.0

Posted: Sun, 3. Feb 19, 00:33
by Requiemfang
Is that a kitbash for the Poseidon I see there? :P

Re: [Mod] a ship mod 5.0

Posted: Sun, 3. Feb 19, 06:08
by snackynak
So I decided to give the Taranis a shot, one, because I managed to get the L and XL engines from XR into the game with mostly working effects. I also figured out how to use the vanilla XR hardpoint info and convert it for use in X4, so I made a Taranis with the mostly original hardpoint locations.
Here's the engines:
https://imgur.com/u8yUHPK
https://imgur.com/d78d2cz

And my version of the Taranis:
https://imgur.com/j5s8qTw

Re: [Mod] a ship mod 5.0

Posted: Sun, 3. Feb 19, 09:21
by sco1981
Thank you again, will integrate it in the next version.
Requiemfang wrote:
Sun, 3. Feb 19, 00:33
Is that a kitbash for the Poseidon I see there? :P
Don't have any other possibilities, because any change on a collision file or complete new ones result in a X4 crash yet.
snackynak wrote:
Sun, 3. Feb 19, 06:08
So I decided to give the Taranis a shot, one, because I managed to get the L and XL engines from XR into the game with mostly working effects. I also figured out how to use the vanilla XR hardpoint info and convert it for use in X4, so I made a Taranis with the mostly original hardpoint locations.
Here's the engines:
https://imgur.com/u8yUHPK
https://imgur.com/d78d2cz

And my version of the Taranis:
https://imgur.com/j5s8qTw
What do you mean with "hardpoint locations"?
At the beginning, i ported the XR engines with the Taranis, but i didn't like it. The Engine effect looks nice, but i liked the X4 ones more. A combinated variant would awesome, the bluish glare of XR and the thrust effects of X4. :D

Re: [Mod] a ship mod 5.0

Posted: Sun, 3. Feb 19, 15:34
by snackynak
By hard points, I meant where all the turrets, shields and docks go. XR has all the rotations inverted for the turrets and shields and I wanted to try and make the ported ships more “true” to the originals. At some point I might try and give the XR turrets another shot, at least just the plasma jet and plasma/ma turrets. But for now I think the over-sized L turrets will do since they mostly fit in the original spots.

In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.

For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.

Re: [Mod] a ship mod 5.0

Posted: Tue, 5. Feb 19, 09:35
by sco1981
snackynak wrote:
Sun, 3. Feb 19, 15:34
By hard points, I meant where all the turrets, shields and docks go. XR has all the rotations inverted for the turrets and shields and I wanted to try and make the ported ships more “true” to the originals. At some point I might try and give the XR turrets another shot, at least just the plasma jet and plasma/ma turrets. But for now I think the over-sized L turrets will do since they mostly fit in the original spots.

In addition I also made an invisible launch tubes and XS dock with higher launch speeds. Fighters don’t use the launch tubes yet, but combat/mining drones do, so I put some of those on the Sul and mining ships that way they launch out of the hangers with no issues. At some point I want to see if the XR small dock can be converted into some kind of launch tube as well.

For the engines, I think adding the X4 engines effects will be possible, the engines that I converted use the X4 boost effect. I’m not sure how the regular engine effect will look though, if it will line up correctly. I got the XR engine effects to grow and shrink with the throttle speed, but the actual flame effects aren’t animated, so that is a downside. I also removed the lens effect glow because it’s a bit much.
Ah ok, but you should know, that Ojump is porting the L and XL ships from XR. His intention is to place all turrets/shields to the originals spots too.
Sounds good with the launch tubes, i hope the will fix this for fighters.

The animations are stored in the ANI file and i don't have any clue how to generate these files. So if you want to combine XR and X4 animiations in one xml, you have to generate a new ani file. :(

Re: [Mod] a ship mod 5.0

Posted: Fri, 8. Feb 19, 08:29
by sco1981
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier

Re: [Mod] a ship mod 5.0

Posted: Fri, 8. Feb 19, 09:25
by Warnoise
sco1981 wrote:
Fri, 8. Feb 19, 08:29
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Thank you for your amazing work.

Question about Sucellus, does it have its main weapon?

Re: [Mod] a ship mod 5.0

Posted: Fri, 8. Feb 19, 09:42
by Thecrippler
sco1981 wrote:
Fri, 8. Feb 19, 08:29
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
:thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up: :thumb_up:

Re: [Mod] a ship mod 5.0

Posted: Fri, 8. Feb 19, 10:26
by sco1981
Warnoise wrote:
Fri, 8. Feb 19, 09:25
sco1981 wrote:
Fri, 8. Feb 19, 08:29
New version released:

Version 6

- Added Protector ships to each faction to defend their homesectors
- Added ultimate Xenon flagship, which will invade the sectors
- Added new main weapon for the Xenon flagship
- Fixed docking position of Albatross Freedom Carrier
- Fixed one L turret of Albatross Freedom Carrier
Thank you for your amazing work.

Question about Sucellus, does it have its main weapon?
It has 3 main weapons of the X4 Argon behemoth.

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 10:30
by sco1981
Added balanced version 6 with all features of the battleship version.

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 16:16
by Max Bain
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 16:40
by alexalsp
ashipmod_flagships

Invalid cat / dat format

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 16:51
by sco1981
Max Bain wrote:
Fri, 8. Feb 19, 16:16
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
M and S size ships are really difficult to build at the moment. But who knows the future. :-)
alexalsp wrote:
Fri, 8. Feb 19, 16:40
ashipmod_flagships

Invalid cat / dat format
In which version? I can open the cat/dat with the XR catalog tool. :gruebel:

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 17:03
by alexalsp
alexalsp wrote:
Fri, 8. Feb 19, 16:40

In which version? I can open the cat/dat with the XR catalog tool. :gruebel:
Most likely you saved in X3 format.

x4

Code: Select all

libraries/jobs.xml 7447 0 965fe3c1a50752e722c5036b61392cba
md/setup_sco_flagships.xml 6091 0 f35a764c42e112166c5b287d231abcd7 
x3

Code: Select all

ЅіІр»Ѓ•иЏЌ‡”†љЂЏ˜Г‡ЃЌѓЯЉћ˜ХБГМОр–˜ТЌљttr\wfiXneklegc?j~x5 '!(
rus lng updates
https://drive.google.com/uc?id=1aZHS1Pe ... t=download

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 21:30
by Thecrippler
Max Bain wrote:
Fri, 8. Feb 19, 16:16
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class :?

Re: [Mod] a ship mod 6.0

Posted: Fri, 8. Feb 19, 22:38
by sco1981
alexalsp wrote:
Fri, 8. Feb 19, 17:03
alexalsp wrote:
Fri, 8. Feb 19, 16:40

In which version? I can open the cat/dat with the XR catalog tool. :gruebel:
Most likely you saved in X3 format.

x4

Code: Select all

libraries/jobs.xml 7447 0 965fe3c1a50752e722c5036b61392cba
md/setup_sco_flagships.xml 6091 0 f35a764c42e112166c5b287d231abcd7 
x3

Code: Select all

ЅіІр»Ѓ•иЏЌ‡”†љЂЏ˜Г‡ЃЌѓЯЉћ˜ХБГМОр–˜ТЌљttr\wfiXneklegc?j~x5 '!(
rus lng updates
https://drive.google.com/uc?id=1aZHS1Pe ... t=download
Ok, uploaded 6.1 with repacked cat/dat and your language version, thank you.

Re: [Mod] a ship mod 6.0

Posted: Sat, 9. Feb 19, 01:33
by BrummBear02
Thecrippler wrote:
Fri, 8. Feb 19, 21:30
Max Bain wrote:
Fri, 8. Feb 19, 16:16
sco1981 wrote:
Fri, 8. Feb 19, 10:30
Added balanced version 6 with all features of the battleship version.
You Sir, are great! Thank you for your hard work.
Would it be possible to also add some M sized ships? they dont need to have ship hangars if that would look silly btw... but the M sized combat ships look to brick-like in my opinion :D.
Atm the M class ships are hard to make I don't know why and I don't know why devs make it that hard to make M class :?
any custom ship is hard to make because we cant really edit collision meshes without crashing the game. thats why we only got XR ports right now. also S and M ships have animations while docking which L and XL ships dont have.