Jump to content

Wilponderoci

Members
  • Posts

    203
  • Joined

  • Last visited

Everything posted by Wilponderoci

  1. Precisely! Especially if you wanted to direct ships to meet you in a few jumps. You could give a captained ship crewed with navigators orders to jump to a specific sector independently.
  2. Ok here are the two files The Old design is a Spritely agile version of my ship that generates about .21 TW of energy The Redesign is the version where I through an "assload" of generators on to make up for the gyros. As for the handling aspect of the ship I had prior to the patch about 1.03 .90 3.49 Respectively I am Really excited to experiment with the gyro placement! I pride my self on sort of breaking the game so I have a 20.~ m³ ship that although a bit sluggish still handles with a certain ferocity! ;) Feck_Redesign.zip FeckoldDesign.zip
  3. I personally do not like the change and would like a little more modular UI. I really like the way I can look at my resources in the upper left and see my progress of accumulation. I also do not like the INCREDIBLY SPAMMY lower right hand side of the UI It is distracting and imho not necessary. I would much rather prefer the old style. What I would be REALLY happy about is if when I am collecting Items (be it loot or materials) that when I open any other menu, the indication of that loot or material that I am acquiring GOES AWAY IMMEDIATELY. As it is right now I cannot read the stats of the ship I am in and have to WAIT for the timer to expire on the loot etc... As the indication that i am looting something is virtually irrelevant I would greatly prefer to be able to disable it. It would be a much better system imho to have a marker in your player inventory that indicated that "this item" is new, until you hovered it. Also It would make WAY more sense to have the loot show ONE time for about 1/2 a sec in the upper right, between the "player buttons" and the the space where your ship stats are indicated if they are open, then in the lower left.
  4. I just shut the computer down for the night. I will say that my ogonite gyros are what's draining it. 80% of the ship is trinium. Xanion thrusters and directionals and trinium engines. A lot of the ship is computer core as well. I will post the xml in the morning when I get my coffee. :) It's bed time for pepe as my gf says. ;) Oh did you add salvaging to the list of orders or is that just the mod?
  5. I too notice a lot of differences in the new beta similar to what Ohm is Futile said. The first thing I noticed is that on the current playthrough my main ship now requires somewhere about 1/3 of its mass dedicated to energy production to even break even. So something VERY significant has change as far as power drain. To me it feels a bit much to be honest. I will have to take the ship into creative and break it all down again and figure out what the hell is going on. it kills the immersion a little but what the hell ;) Im looking forward to seeing more notes on current branch
  6. im not sure if its your mod or not but seems like new branch has salvage command?
  7. awesome! keep up the good work!
  8. Glad to hear youre moved in and getting things moving along! Congratz! For those concerned about the changes please try the beta branch A LOT of what is being discussed is in it already! And yes A LOT of you arent going to like it. Truth be told, the way the engines etc perform in beta is the way it should be according to how physics and the typical space combat sim works. Yes it will require more thoughtful placement and materials usage! I know im not the only one that has some great functional and aesthetically pleasing ships that were built in beta. cy414 Awesome video example!
  9. First of all THIS MOD IS AWESOME! Second of all ------ This mod has trouble handling large salvage and certain station types. My "virtually failsafe" miner/salvager setup just rams into big stuff... Repeatedly! He even backs up to build up speed then RAMMMMS right on in!! Its actually pretty dang funny... But yeah.... Anything we can do to fix that?
  10. I believe I had 8 squads... maybe that was why? and some of them were empty
  11. Yes better and clearer instructions boioh ;) I assume it goes into the data/scripts/entity folder? Also it should be made clear as to if it works on single player as well.
  12. Would it be possible in some way to (if necessary) hack in a navigator crew and based on the mass of the ship x~navigators would be required to allow your ships to eventually follow you where ever you go? Unless they where specifically told to stay. And can it be tied to a module too. Like Navigational Hyper Map module or something? Idk.... Throwing some ideas around. :) 8) 8) 8) 8)
  13. Hi everyone! I really good at breaking things. If you need someone to test crap out let me know. Hugs and kisses! 8) 8) 8) 8) 8) <3 <3 <3
  14. I deleted all the squads and remade them. I didnt have to kill my fighters I just made new squads and deleted the old ones. Mod works. So the mod is borked by some weird connection to the squads.
  15. Got an error on line 467... Switched ships and reloaded the file and got an error on line 500 I launched all the fighters I had in "feck" tried again. No dice. There is something specifically about "feck" that is creating the error. Switched ships, reloaded file. I traded crew between two ships. One ship had hangers but no fighters One ship had no hangers. Worked. Its specifically the main ship. I will load the main ship in creative... try and trade crew. No problem there It must be one of the fighters that I have or something to do with the squads I have in single player. Next move is to kill off all the fighters and remove the squads and start from scratch.
  16. does it generate a log? if so where is it. I tried to run a /L*V but it doesnt install or even complete the run process before it errors. ALSO are you using Cheat Engine to do part of it??? For some reason Its creating some awful suspicious .tmp files
  17. Unfortunately this mod does not work at all under any circumstances for me. When I get motivated in a few I will do some testing and see if I can run it vanilla with basic ships in a controlled environment. It really looks amazing though... Im pretty dead set on using this mod. In the meantime I have made macros for my mouse to transfer large quantities of goods/crew.
  18. Your program threw an error and would not start
  19. Okay so this isnt really a bug so to speak but maybe this is helpful? If your Salvagers are not targeting the thing you want them to (independant targeting ones obviously) Do a roll~~~~ like press your roll button and go 360° Thats it. They will reacquire whatever you want to salvage. Neato!
  20. same issue here... my ship is pretty small but it just flies through the gates and they dont activate.
  21. Getting error could not execute function 'showWormHoleinfo' in "data/scripts/player/cmd/wormhole.lua":data/scripts/player/cmd/wormhole.lua:5: attempt to index field 'k' (a nil value) stack traceback: data/scripts/player/cmd/wormhole.lua:5: in function 'updateData' data/scripts/player/cmd/wormhole.lua:5 in function <data/scripts/player/cmd/wormhole.lua:5> Setting script "data/scripts/player/cmd/wormhole.lua to invalid. I did actually get it to work 3 times before the error
  22. Sure thing! Size of file is 30,282 I have re-downloaded the file for yet a 3rd time and compared them just to be sure They are Identical... I am using Beyond Compare utility to make it absolutely certain. Line 475 findex = i*12+j+1 I have re-installed the file and run it again from github. Now getting.... could not execute function 'onShowWindow' in "data/scripts/entity/transfercrewgoods.lua":data/scripts/entity/transfercrewgoods.lua:500: attempt to index field '?' (a nil value) stack traceback: data/scripts/entity/transfercrewgoods.lua:500: in function 'updateData' data/scripts/entity/transfercrewgoods.lua:802 in function <data/scripts/entity/transfercrewgoods.lua:801> Setting script "data/scripts/entity/transfercrewgoods.lua to invalid. Line 500 selfFighters[findex].pict.visible = false Again the ships I am trying to transfer between one has a hanger one does not. I have decided to upload the ships for you to try. Autosave207 is my main ship. "Feck" Fabulator is a Super maneuverable fighter/support ship sQIbbLeS is my utility ship and has Hangers on her. They are zipped bc "Feck" is over 192kb (shes a wee beastie) and I figured I would just zip them all for consistencies sake. I have also included a dropbox link to my Scripts folder which includes the mods I am using. Transport Permit Detailed Turret Tooltips Pirate Warlord, Dockbuilding, Better Shipyards Avorion Commands package Clean sector Turret Fatory Seed Entry Findstation Salvage Command Enjoy I hope this is helpful autosave207.zip Fubulator.zip sQUIbbLeS2.zip
  23. Ok so I figured out the Avorion is particularly finicky about saves. Specifically if you use mods and then decide that you dont want to use the mod anymore you will have to restore from a backup. I have found that just copying the <galaxy name> folder will usually suffice. On occasion some mods require editing the server.lua and if that is the case you will have to restore the main game files as well. So in short. BACKUP ALL YOUR FILES WHEN YOU USE MODS! 8) So far this hasnt been game breaking for me. I am pretty anal about making sure I have backups. "So?" you say!? ??? Problem is this... My save files <galaxy name> are almost 2gb each.... soooo with like almost 50 saves... YEAH :o ;D ;D ;D ::) (I am archiving them now:compressing them etc.). Anyone know if there is only a smaller piece of the "save" that I can use?
×
×
  • Create New...