Source for ships in XSP

The place to discuss scripting and game modifications for X³: Reunion.

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Do you want rebalanced XSP ships?

Poll ended at Sat, 17. Jun 06, 21:54

Yes
32
89%
No
4
11%
 
Total votes: 36

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tensin
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Post by tensin » Tue, 11. Jul 06, 14:19

I'm pretty confident the ship in the mod works fine. I can think of a couple examples. I'm also pretty sure it's a components problem (though the Galactica is an odd one as it shows a cockpit).

killerog
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Post by killerog » Tue, 11. Jul 06, 14:33

ok. u know more then me lol. :P.
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tensin
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To anyone who DL'd the Ebon Hawk (YT-1030) from my site before, well now.

Post by tensin » Tue, 11. Jul 06, 15:23

It's been changed back to an M6 and rebalanced accordingly. I'm thinking about doing the same to the Falcon (YT-1300)

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Syndrome
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Post by Syndrome » Wed, 12. Jul 06, 12:01

Uhh, I have a question. With the YT series of ships (Melenium Falcon and Ebon Hawk and that other one from the game "Empire Strikes Back"), on all of them, when I shoot the top or bottom turret they take two shots and then burn out. One shot takes half it's energy, and the other takes the rest. The recharge rate is really slow as well (as far as I can remember). I'm sure it's not supposed to be like this. I posted here as it's the xsp version from your site, not the original ships (made by balogt I think).

rustybucket
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Post by rustybucket » Wed, 12. Jul 06, 12:19

tensin wrote:Yea. I'm pretty sure that the problem is with the import, not the original. The most common cause I've seen thusfar is when the scene file calls another scene file (that was the case with the Dralthi, which is now working).
Where is the new Dralthi? I can't seem to find it on the web page.

Colonelnj10
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Post by Colonelnj10 » Thu, 13. Jul 06, 17:09

Need Specs on the SW MCC. trying to use it as a xenon sector attack ship.

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tensin
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Post by tensin » Thu, 13. Jul 06, 17:26

Uhh, I have a question. With the YT series of ships (Melenium Falcon and Ebon Hawk and that other one from the game "Empire Strikes Back"), on all of them, when I shoot the top or bottom turret they take two shots and then burn out.
The YT-2400 is straight from Deadly's (v2.3.4) and should have been balanced by him as an M3.

The YT-1030 (Hawk) lived a short life as a TS (v1.0) and was updated to an M6 (v1.1) which is the current "green" version on my site. It is the weaker than a standard M6 (6000J and 150J/s respectively), but stronger than most M3s. With three turrets firing I can imagine it would run out of power fast. I'll look at what bumping up the number will do, though I'm more inclined to restrict the laser power (no more HEPTs). Though this ship is an M6, it is not intended as a gunboat.

The YT-1300 (Falcon) is a better performer (8000J and 200J/s respectively) and has fewer guns. If you are using mine (author "Tensin", version "1.0"), then I'm surprised that you are running out of power very quickly. I'll try to experiement with these ships tonight and see if I cannot rebalance. I've been given an updated scene file for this model that allows the turrets to rotate 360 degrees (YAY), and so am planning an update anyway.

killerog
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Post by killerog » Thu, 13. Jul 06, 17:57

ill be getting some stats made up for my ships soon.
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tensin
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Post by tensin » Thu, 13. Jul 06, 18:07

Where is the new Dralthi? I can't seem to find it on the web page.
Wing Commander page, first Kilrathi ship. Can't test here at work, but that should be the right version (2.3.5). If you are having trouble, try removing your current one, and then installing from the XSP on the site (sometimes update doesn't get everything). If it's still not working, let me know and I'll find out why.
Need Specs on the SW MCC. trying to use it as a xenon sector attack ship
You are in luck as I needed to take a look at those anway:

Size = Honking huge
Cargo = 45500 - Station size (too big a max size)
Docking = 230 (too many)
Speed = 151 (too fast)
Accell = 9 (same)
Reactor = 191,000
Hull = 600,000
Weap Energy = 253,200 (rchg 3797)
66 guns in 6 turrets.

fud
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Post by fud » Thu, 13. Jul 06, 18:27

I'm only curious as a bystander on the max amount of guns on a ship. I think the M0 in the xtended mod has 80. I know the ISSD has 72. Just curious.

If I remember right, I thought I saw a limit of 8 turrets. If that's the case, is there a limit to the number of guns per turret?

Everyones Antihero
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Post by Everyones Antihero » Thu, 13. Jul 06, 18:39

Ive noticed a lot of people call 'arc' turrets.

'18 lasers in 6 turrets' isnt that 6 arcs of fire because ships clearly have more than 6 turets...

i always found that odd.
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tensin
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Post by tensin » Thu, 13. Jul 06, 18:45

There are actual turrets. If the turrets control weapons in multiple locations (linked sub-turrets) I've not noticed (nor looked). But the system is referred to as "turrets" in-game.

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tensin
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Post by tensin » Fri, 14. Jul 06, 19:53

I'm bringing down the link for the XFP ships in order to prepare for the proper public release. Rest assured they will be back up in all their glory within a few days of public release of the Fusion Project (scheduled for later this month).

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minibomb
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Can't Wait

Post by minibomb » Fri, 14. Jul 06, 23:08

If your ships will be in the project as well ,its gonna be really special.Can't wait
Khakk vs Borg,is it a dream

killerog
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Post by killerog » Fri, 14. Jul 06, 23:12

yes most of the ships by other modelers liek balgot will be in our mod.

then for those not wanting the mod tensin will have xsp of all our new ships.
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hayato
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Post by hayato » Sun, 16. Jul 06, 19:20

thx alot for sharing your ships in XSP´s instead of making them exclusively for a single mod. i really apreciate that alot guys.

im not sure if it offers you any help or helpful info but ill just post a list of ships that work for me n also one of ships i encounterd probs with. im playing an unmodded x3 version with cycrows script pack, anarkis carrier commands n the terrarcorp combat pilot n fleet order stuff installed. i installed all ships with cycrows ship installer v1.61 n got them straight from your website. when i had the option to choose i used the deadlyda xsp´s.

working ships:

rebel a-wing
rebel x-wing
rebel y-wing
rebel b-wing
yt-1300
cylon raider mk1
cylon raider mk2
dralthi
ea omega
narn gorith
roger young

ships i had probs with:

cylon basestar - no turrets firing
ISD - no turrets firing
marquis raider - front guns work, turrets wont fire
monsoon - front guns work, turrets wont fire, cockpit graphic bug
nart tloth - turrets wont fire
sw rebel nebulon b - turrets wont fire, turret cams seem bugged
tie-defender - front guns wont fire, cockpit graphic bug
tie-interceptor - front guns wont fire, cockpit graphic bug
yt-2400 - neither front guns nor turrets fire

greetz

hayato
Last edited by hayato on Mon, 17. Jul 06, 10:15, edited 1 time in total.

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tensin
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Post by tensin » Sun, 16. Jul 06, 19:40

Actually, that is very useful. Thank you.

Also: I've made and put up some raider versions of the stock M6 ships. These are faster, more nimble, and add a docking port (I think all M6s should have a docking port) as part of a project to add new ship classes.

They are simply "better" than the stock M6s (as M3 Raiders are simply better than stock M3s), but feedback is welcome.

The ship classes in-the-works:

Progression of Capitol Ships (largest to smallest):
Behemoth - M0
Dreadnaught
Battleship - M2
Battlecruiser
Cruiser - M7(?)
Destroyer
Frigate
Corvette - M6

This gives you a full spread of capitol ships, from fast, light frigates to the heaviest battleships.

Progression of carriers, largest to smallest:
SuperCarrier
Fleet Carrier - M1
Escort Carrier
Jeep Carrier
Merchant Carrier (functionally a TL)

Steel Dragon
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ships not working

Post by Steel Dragon » Sun, 16. Jul 06, 22:29

the link to the thore isn't working on your site it brings up the odin and when I found anouther link further down the ship is invisable ingame also the Monsoon has a big bug in the cocpit it has a huge sheet of metal blocking all but the very butom edge of the screen and the rangers turrets won't fire I realy love all the deadlyda's ships and want a working copy of them if you could tell me where to find them or fix and re link them on your site that would be great I'm not big on scripting or I would try to do it but I love the game and all his original designs now to find a good transport ship

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tensin
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Post by tensin » Sun, 16. Jul 06, 23:22

Cockpit issues are generally related to problems with the components.txt file. There's no terribly simple fix without knowing what components entries are needed by a given ship (and if I know that, I can generally fix the XSP itself)

Deleting the components.txt fixes some ships, but breaks others. Cycrow is still working on an update.

That said, the terran ships *may* simply be out-of-date and I'll put some effort into re-exporting those now and will take a look at the link for the thor and odin.

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tensin
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Post by tensin » Mon, 17. Jul 06, 00:55

OK. Reexported the Terran ships. The SIDs have changed, so you will have to manually remove and re-install the ships to avoid duplicates (and I wouldn't recommend doing this to any ships you currently have ones of, no promise of save-file compatability).

The good news is that the new SIDs should be permenant, as they confrom the the XSP control document.

Speaking of which, I've added the XSP tutorial, the XSP control document, and my work on new ship-classes and variants to the website under the "Misc" tab.

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