No, it's really a shame that so many cool ships aren't being used by AI, it would help SO MUCH with diversity, which is pretty lacking in this game. I wonder when the authors will continue developing this mod or merge it with Reemergence.
I wanted to tweak cargo space for the Aomori but cannot find the file with the data. The most likely file is aomori_macro.xml but no line indicates container storage values. How does the game know that its 25500?
Storage isn't defined directly in ship's macro. Instead, you connect a dedicated storage_macro that has the cargo capacity defined in there. Look for con_storage01 in aomori_macro. Aomori is using storage of one of Paranid ships (for simplicity - no custom storage capacity defined), but it is possible to create your own storage macros if needed.
Hi, How about some teaser on the upcoming changes, please?
I really like the mod. I'm a big fan of the Akita, Makhaira and Shikoku. Espacially the Shikoku, don't ask me why, but they are fast and nimble a put up a good fight.
Sapporo and the other ones I honestly don't like so much. Sapporo feels too..., I don't know how to describe, It's "too long" to be good looking - stretched...
Well - the upcoming "legacy" update will add the long-teased Ashikaga (https://imgur.com/ig1sbeE) and have some minor fixes. From there, we are fully moving towards the complete "2.0" rework and facelifts (https://imgur.com/BNcthmy) that will be wrapped into an expansion of X4 - Reemergence.
Sorry for the late response - IRL is getting in the way. Thanks for the update. Can't wait until everything is combined into 4 - Reemergence. Also kudos for this Galaxy Overhaul.
I will decide again if I like the style of all the Ships when everything is combinded and done into the other mod. Right now, you see/read my preferred choices ;)
Hi there! I noticed some ships don't seem to appear on the encyclopedia (When compared to description), is that right or my game is weird? I noticed some other discrepancies, like Akita's definition as a Heavy Cruiser while being a frigate, etc.
Akita heavy cruiser and Akita frigate are two different ships. This is a result of VRO author removing the original (cruiser) ship from base VRO and adding ship of another class with the same name. Since people seem to be incapable of comprehending there could be two ships sharing the same name, this will be fixed in the upcoming total rework of Terran Cruisers.
Hello, I am having an issue where all ships of the mod have extremely low travel and cruise speeds (200 m/s) I am using VRO. Is there a way I can adjust/check the speed variables being assigned?
Hi! Each ship's speed as calculated based on following formula: forward drag (in ship's macro xml) * # of engines * engine thrust (in engine's macro xml) That said, cruise speeds should be between 100-200 m/s, as with all L ships. Travel speeds, however, should be MUCH higher (3000-6000). I can certainly confirm they are configured correctly, I just checked. You must have a mod that alters engine's performance or a mod conflict somewhere. Maybe one of the "no travel drive" mods that appeared recently? Also please remember Travel Drive takes ~30 seconds to kick in on large ships.
I appreciate the reply, I am currently going through my mods to see which one is modifying the ship's speed stats. I don't use any of the no-travel drive mods, but I am using VRO with real Galaxy mod and RoR. Looks like even with mods that add compatibility between vro real Galaxy and ror one of them is probably the culprit.
After doing testing I did find that the mod that was causing the issue with the speeds was in fact the real space engines mod. Looks like the mod to make it compatible with vro doesn't work well.
It's more complicated than that. Real engine speed does more than change engine speed. it also changes every ship's stats, to change their drag and inertia.
If you want ships compatible with VRO to also be compatible with real engines, you need to create a new compatibility patch that will change those new ships' values.
I tried doing so some months ago, that's a lot of work.
the okayama, kagawa, miyagi and the yamagata dont have any engines that can be picked, on 1.53 of the mod and the kagoshima doesnt have any medium weapons it can pick
All the ships you listed are from base version of Terran Cruisers, not the VRO submod (VRO versions have different names). You either have incorrect version of the mod installed or both versions enabled simultaneously, creating a mod conflict.
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https://files.fm/u/rgv7vqrt38
I wanted to tweak cargo space for the Aomori but cannot find the file with the data.
The most likely file is aomori_macro.xml but no line indicates container storage values.
How does the game know that its 25500?
Look for con_storage01 in aomori_macro.
Aomori is using storage of one of Paranid ships (for simplicity - no custom storage capacity defined), but it is possible to create your own storage macros if needed.
I was succesful in changing the lines to use another storage. Thank you.
How about some teaser on the upcoming changes, please?
I really like the mod. I'm a big fan of the Akita, Makhaira and Shikoku. Espacially the Shikoku, don't ask me why, but they are fast and nimble a put up a good fight.
Sapporo and the other ones I honestly don't like so much. Sapporo feels too..., I don't know how to describe, It's "too long" to be good looking - stretched...
Anyway - thanks for your hard work.
I will decide again if I like the style of all the Ships when everything is combinded and done into the other mod. Right now, you see/read my preferred choices ;)
Since people seem to be incapable of comprehending there could be two ships sharing the same name, this will be fixed in the upcoming total rework of Terran Cruisers.
forward drag (in ship's macro xml) * # of engines * engine thrust (in engine's macro xml)
That said, cruise speeds should be between 100-200 m/s, as with all L ships. Travel speeds, however, should be MUCH higher (3000-6000). I can certainly confirm they are configured correctly, I just checked. You must have a mod that alters engine's performance or a mod conflict somewhere. Maybe one of the "no travel drive" mods that appeared recently?
Also please remember Travel Drive takes ~30 seconds to kick in on large ships.
Real engine speed does more than change engine speed. it also changes every ship's stats, to change their drag and inertia.
If you want ships compatible with VRO to also be compatible with real engines, you need to create a new compatibility patch that will change those new ships' values.
I tried doing so some months ago, that's a lot of work.
You either have incorrect version of the mod installed or both versions enabled simultaneously, creating a mod conflict.