I just tried to create a new game and approach the valhalla. Was able to get in and enter the m dock area, when I went to the s dock, it crashed again.
почти всегда вылетает если стоят турели телади те что с высокой энергией и еще некоторые виды турелей,бывает попадешь на корабль но начав бой сразу вылетает
hey there, love your mod, the more Earthly Ship designs are excatly what i was looking for. one issue ive come across is the Verdanti not having an exit when its docked? idk if my game is just glitching out but where id assume the landing ramp is supposed to lower its just slightly flickering, any tips to get around it or is it just a design overlook
Hello i am new to nexus mods and really want to use the Valhalla. But it wont let me build it in Timelines version. I never tried it before now. i faction changed the terran one but the turrets dont fire at all.. whether it is on attack all, defend or my target.any ideas or suggestions? UPDATE ON ISSUE: I read other posts and found that there is a xxl build module that allows the build of the Valhalla and am building that. Fingers crossed. But also saw that i am not the only one with the issue of the Valhalla not using its turrets.
OOPS: so once i built the special xxl module and built the Vahalla there it all works.. if you steal from the Terrans it does not
I am getting a crash to desktop when I try to go to the bridge of the Valhalla. Modded 6.2 - not sure if it's an issue due to me using the extra rooms mod. Ship seems fine as long as I let AI fly it, and only found the issue going to the bridge room (corridor to the bridge is fine).
I am trying to get a log file out of it (steam version) but adding -logfile debug.txt -scriptlogfile debugscript.txt in the "launch options" in steam for X4 doesn't generate any debug files in the base directory - all I am getting is .dmp files. Any ideas what I can do to get the log files please? Thanks
Correction - found the debug log in user\egosoft\x4\<my profile id>
I have sent you a dm with the debug txt file (zipped up due to size restrictions). Many thanks for replying
Hi, are they any plans to include more of Cadius and Expnobody ships?
From Cadius: ATF Kvasir cruiser - might be a bit easier for surface elements placing than Vanilla Vidar. USC Hakata escort carrier - USC analog for Boron Guppy. USC Falchion bomber - little bit more flexibility for Terran fighters.
From Expnobody: ATF Forseti light carrier - would be good ATF analog for Boron Guppy, it's also very bulky, so easy surface elements placing. ATF Norns bomber - like Falchion. Cheaper and less OP than Verdandi.
heya! first and foremost, you sir are a mad genius! absolutely fantastic job even taking into consideration the small hinks and kinks! that stuff takes time to learn how to troubleshoot and fix so you do your do you splediferous booboo!!! xD
also i have a kweefstion! that xxl bay you mentioned in the description, is that a part of the mod or is that something that ill have to find elsewhere? just asking before i start using the mod in a serious playthough as i wont be spawning anything a that point and i wanna make sure i can buy/build everything legit!
Loving this mod, just fabbed a fleet with the VRO version. I clearly did something wrong though because a sent a mix of Tyrs, Wodins, Odins and a Valhalla along with some Terran Dreadnoughts, Freyas and Succellas, to attack various Xenon stations. In each case, none of the USC-ATF ships would open fire, only the Terran ships would actually shoot. I was watching the fight from OOS. This is with current VRO and the latest Boron DLC.
Any thoughts on what I did wrong?
I teleported to the Valhalla and flew it right up to one of the stations and, eventually, it started firing but it was still the only USC-ATF that would. I thought it might have been because I had the 'Chill Turrets' mod but I disabled and reloaded just in case. Although it worked fine with all the TER ships in the fleet.
The mod does not modify anything related to turrets so it is probably something else causing the problem. Certain ships have shorter line of sight for turrets than the others but besides some blind areas, they should work fine.
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EDIT: I am not getting the issue on the current version of the mod on 7.50. Maybe there is another mod causing it?
I just tried to create a new game and approach the valhalla. Was able to get in and enter the m dock area, when I went to the s dock, it crashed again.
I'll update you.
UPDATE ON ISSUE: I read other posts and found that there is a xxl build module that allows the build of the Valhalla and am building that. Fingers crossed. But also saw that i am not the only one with the issue of the Valhalla not using its turrets.
OOPS: so once i built the special xxl module and built the Vahalla there it all works.. if you steal from the Terrans it does not
Ship seems fine as long as I let AI fly it, and only found the issue going to the bridge room (corridor to the bridge is fine).
I am trying to get a log file out of it (steam version) but adding -logfile debug.txt -scriptlogfile debugscript.txt in the "launch options" in steam for X4 doesn't generate any debug files in the base directory - all I am getting is .dmp files.Any ideas what I can do to get the log files please?
Thanks
Correction - found the debug log in user\egosoft\x4\<my profile id>
I have sent you a dm with the debug txt file (zipped up due to size restrictions).
Many thanks for replying
From Cadius:
ATF Kvasir cruiser - might be a bit easier for surface elements placing than Vanilla Vidar.
USC Hakata escort carrier - USC analog for Boron Guppy.
USC Falchion bomber - little bit more flexibility for Terran fighters.
From Expnobody:
ATF Forseti light carrier - would be good ATF analog for Boron Guppy, it's also very bulky, so easy surface elements placing.
ATF Norns bomber - like Falchion. Cheaper and less OP than Verdandi.
I had considered the Forseti a while back but putting it on a Large-sized scale made the surface modules not fit correctly so I dropped the idea.
how do I change the hull of the battle ships, as they will be so op. I have had a look in the xml's but can't see it?
thank you for adding these ships too
also i have a kweefstion! that xxl bay you mentioned in the description, is that a part of the mod or is that something that ill have to find elsewhere? just asking before i start using the mod in a serious playthough as i wont be spawning anything a that point and i wanna make sure i can buy/build everything legit!
You can find it along with the other Terran ship building blueprints at the representative.
Any thoughts on what I did wrong?
I teleported to the Valhalla and flew it right up to one of the stations and, eventually, it started firing but it was still the only USC-ATF that would. I thought it might have been because I had the 'Chill Turrets' mod but I disabled and reloaded just in case. Although it worked fine with all the TER ships in the fleet.
Clearly I botched something when installing this.