[MOD] Mobile Ship Repairs - v1.6
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
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Love this script, combined with using the Salvage Sector command it's great.
Order my spare Hyperion Vanguard (loads of laser energy makes repairing much faster) to repair anything that enters the sector, use Salvage Sector to claim ships and auto-order them to head for the nearest shipyard.
By the time they get there my Hyperion has fixed em up and they're ready to sell.
Order my spare Hyperion Vanguard (loads of laser energy makes repairing much faster) to repair anything that enters the sector, use Salvage Sector to claim ships and auto-order them to head for the nearest shipyard.
By the time they get there my Hyperion has fixed em up and they're ready to sell.
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Couldnt find a reference to this anywhere in the thread...
I find that I cannot start the order to 'repair ship..' or 'repair ships in sector...' while oos. I can go IS and start the sector repair, and leave, and it will continue to run.
Don't know if this is a bug, or something missing in the script. I went through every mod I have, and nothing else uses 530 or 531. If this could be changed by myself, I would take a lesson on how to do that, since I dont know if Graxter is around any more.
I find that I cannot start the order to 'repair ship..' or 'repair ships in sector...' while oos. I can go IS and start the sector repair, and leave, and it will continue to run.
Don't know if this is a bug, or something missing in the script. I went through every mod I have, and nothing else uses 530 or 531. If this could be changed by myself, I would take a lesson on how to do that, since I dont know if Graxter is around any more.
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I noticed a minor problem with Version 1.7
the two commands repair ship and repair sektor just give the order
READ 3441-530
READ 3441-531
any ideas what i need to change?
besides dunno if that began after i installed this mod.
TUS 1 with its Shipyard doesnt sell anything anymore.
instead the SY at Moon and Saturn sell their stuff.
Anyone noticed that as well?
the two commands repair ship and repair sektor just give the order
READ 3441-530
READ 3441-531
any ideas what i need to change?
besides dunno if that began after i installed this mod.
TUS 1 with its Shipyard doesnt sell anything anymore.
instead the SY at Moon and Saturn sell their stuff.
Anyone noticed that as well?
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@Mietitore: I know for me there is one factory in Three Worlds (I can't remember the other location) and I had to supply the station with the products to build the repair lasers. It also did take about 9 game hours for it to build two lasers. Just make sure that the station is well supplied and then give it plenty of time. I leave a ship in that sector so I can check from time to time on the station. If you do not see the station then I would reinstall the script.
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Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10
Dell Precision 3600
12 gb ram
Nvidia 1060
256 gd boot ssd and 1 tb data ssd
Windows 10
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EDIT: i figured it out. I was using a Mercury and it has rear facing lasers. The OP mentions a problem with this, and when I switched to Magnetar all was well. sorry for the confusion.
Im having some problems with this mod. Everything works, except for the actual repairing. Ive got a TS with repair laser, give it the repair command, it flies to the damaged ship, and thats it. No repair being done and the command queue is set to None again.
Thats on X3-TC 2.5 and installed through plugin manager
Im having some problems with this mod. Everything works, except for the actual repairing. Ive got a TS with repair laser, give it the repair command, it flies to the damaged ship, and thats it. No repair being done and the command queue is set to None again.
Thats on X3-TC 2.5 and installed through plugin manager
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- Joined: Sat, 27. Feb 10, 18:17
I have noticed that some people have problems installing this, I was one of them. I had the old script only version and tried to upgrade but had poor luck. I got it to work, and it works flawlessly. I used the Plugin Manager .spk explorer and extracted the contents. Took the .cat and .dat folder out of the mod folder, added them as a false patch, and copied the rest over where it belongs.
I am fairly new to the game and modding, but figured it out with a little research.
(just to add, my computer is low-budget, and I use the SStormtrooper performance mod as my mod, everything else as a false patch... this one was 19 for me I'm a script / mod addict lol... anyways, this doesnt conflict with any of the others I have)
I am fairly new to the game and modding, but figured it out with a little research.
(just to add, my computer is low-budget, and I use the SStormtrooper performance mod as my mod, everything else as a false patch... this one was 19 for me I'm a script / mod addict lol... anyways, this doesnt conflict with any of the others I have)
Breaking laws and setting records since 1972
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Request for Permission
I did a little patch for MSR v1.7
It fixes the output on console and property list. Also uses turret #0 only. I got tired of forgetting and having the turrets kill the claim.
May I post, as a patch, in this forum?
Link is available if you want it.
Thanks,
Corbin
It fixes the output on console and property list. Also uses turret #0 only. I got tired of forgetting and having the turrets kill the claim.
May I post, as a patch, in this forum?
Link is available if you want it.
Thanks,
Corbin
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