Ok how does that work and where can I find them? And is this accurate or do the ships "feel" misplaced now? And for XL ships, egosoft gives them all (except for Xenon and the Erlking) the same "inertia" values (pitch/yaw: 2000 roll: 1350).
I am not sure if the "misplaced" part is feedback or a question. Care to elaborate? You don't need to "find" the values. Any curve values missing from macro are pulled from defaults file instead.
Oh, sorry, English is not my native language, so maybe it was a bit inaccurate. It was a question and a fear that has now been confirmed. The fallback values from the defaults library are much too "good", at least those for L and XL ships. My fear was that the ships would not fit in well with the new "feel" of the update and would feel "out of place". By the way, I'm not a fan of Egosoft's "inertia" solution for XL ships, but if you now make mod ships "better", it feels wrong.
oh I see. I also think the new system is a bit too convoluted, but we gotta play the hand we are dealt. I'll see about pushing out an update at a later point - for now the mod is functional enough and my focus is on updating Reemergence. Frankly speaking - I have very little interest in maintaining vanilla mods, so if someone feels like updating TC for 7.5 - I'll happily add them as contributors to this page.
That's true though. I've been working on it since the start of the beta and am slowly starting to see through it :D.The flight model update is really good, but it's also much more of a "feeling thing" now.So far I've only updated my own and abandoned mods (like the Tiger), which was also the reason why I asked if the mod would get an update. I'll see what I can do. However, I've never load up a mod.
I'm also currently discussing the "XL ships all have the same inertia values" thing with a gentleman at Egosoft (I think he hates me at the moment :D).
I removed these ships from faction rosters all the way back in July 2023. You should not be seeing them used by AI, unless you have a super old version of the mod.
wow...lol...i wanted to do it before i start my playthrough but seems you took care of it a year ago lol! Still id love to how to add or remove a ship from this "faction rosters". Or is there some site that has instructions for this kind of things? I have spend some time unpacking mods and looking at the xmls and everything else trying to figure out whats what.
To each their own but I think VRO is quite horrible in balance. It would be so nice if this mod was up to date too. Also thanks again for this mod. I really like your ships better than any others and still exclusively use them, forming my faction backbone.
I was wondering. Do you think you could use the Spitfyre and Springblossm from X3 as basis for some S and M sized ships? I loved those ships and if you’re trying to make your stuff look different from normal Terran while still BEING Terran then using some lost colony type of look would be cool. (EDIT) Oh I also wanted to ask about some of the ships having really bad top rear turret coverage, usually around the landing pads. Is that intentional?
Пктически бесполезные корабли, у них нет своей ниши, в целом по характеристикам они средние или чуть выше средних, но вот в плане цены они дико дорогие в полном обвесе иногда корабли стоят по 120 миллионов, серьезно? на такие деньги можно купить топ корабли XL класса. Зачем мне покупаль корабль L класса который чуть мощнее середняка когда я могу на те-же деньги купить в свой флот 5-8 Бегемотов с нормальным вооружением и закрыть ими несколько направлений получая в разы больше пользы за те=же средства или купить 1 Асгард для уничтожение баз. Покупать большинство этих кораблей в Люкс версии больше 20миллионов не имеет смысла.
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This mod here will also receive a comprehensive update soon.
And for XL ships, egosoft gives them all (except for Xenon and the Erlking) the same "inertia" values (pitch/yaw: 2000 roll: 1350).
You don't need to "find" the values. Any curve values missing from macro are pulled from defaults file instead.
It was a question and a fear that has now been confirmed. The fallback values from the defaults library are much too "good", at least those for L and XL ships.
My fear was that the ships would not fit in well with the new "feel" of the update and would feel "out of place". By the way, I'm not a fan of Egosoft's "inertia" solution for XL ships, but if you now make mod ships "better", it feels wrong.
I'll see about pushing out an update at a later point - for now the mod is functional enough and my focus is on updating Reemergence.
Frankly speaking - I have very little interest in maintaining vanilla mods, so if someone feels like updating TC for 7.5 - I'll happily add them as contributors to this page.
I'll see what I can do. However, I've never load up a mod.
I'm also currently discussing the "XL ships all have the same inertia values" thing with a gentleman at Egosoft (I think he hates me at the moment :D).
Also thanks again for this mod. I really like your ships better than any others and still exclusively use them, forming my faction backbone.
the Miyagi
Rus Lng update for 1.53
https://files.fm/u/yvw2tn9z6m
(EDIT) Oh I also wanted to ask about some of the ships having really bad top rear turret coverage, usually around the landing pads. Is that intentional?