in process, right now I'm with the most important mod, the BC304, it's a pain with the new collision system and it's missing all the weapons, they have changed the IDs, so it's going the same way the addons on this page .
when I say stable is not about problems, but data, it is more difficult to update with real data if every update they add ships or change spawn zones etc. if they haven't changed the ID data of the already tweaked ships, they should work, but at your own risk the ones that were mass modified, as I don't know how it will affect the physics tweaking I understand they did. on the subject of prices, the same, if it is the same ID the prices should not have errors in the replacement.
Hey there, so the explanation on the main page here leaves me a bit confused as to if the price change portion of this is working with the latest builds of Interworlds? As it is, the ships all seem ridiculously cheap ingame, would be nice to have to actually work to get some of the bigger ships.
Since I have health problems, I cannot update the addons, the green one, in this case the one you want is 100% functional, but it is outdated, that is, only the ships that are inside the patch are modified, if there are ships new in the mod these will be standard, as I said it is a patch, that makes it completely compatible with all versions of the mod, except that the IDs of the ships change, which I checked at the time and I did not see that change when creating a translation
since many things have been added and others changed, besides that they are compressed and overwriting the mod would cause it to break, no, only the 2 current work since they are "patches", I have not had much time and the possible time to It has been dedicated to a translation of the main mod, besides that I had problems with the source of the pc recently, which I have not been able to update them, in due time the rest of the addons will be updated, the weapons take a long time, the engines the same, since you have to test them and make calculations etc.
It's a fly like an half newton solution but when you don't put the advanced fly gameplay on it's not really great i thing ( i losed my see sick pills so pls help=)
Seem custum (MK bonus) truster for rotation applied good on up and down but don't on left and right
Hope it could be usefull for you
p.s Don't tryied another ship than YT for now so don' know it's a global effect but you certainly know=)
The only thing I have touched has been the speeds I have not touched anything else, since the only canonical data that appears are the G forces and the speed and I do not know how that translates that the X4, it is costing me horrors the weapons, since 11.2 which is the firing ratio of the A-wing on the X4 looks like a minigun of a warthog, for now I have those of the TIE, TIE interceptor ect and Defender, but the creator has allowed the weapon of an A-WING to be put in an X-WING so it depends more on the player than on anything else, as I said I do not know how to touch the data to avoid rare shocks since it can affect speed in a straight line, ships with their own engines have only received power, only the ships like the ISD have been retouched in the mass force and always in a straight line, I also add that the tests have been done with the help mode just as it is in the SW movies, it has never been tested without the help since in the movies only the fighters disable them and on rare occasions because the maneuvers to a certain speed can split you in two, keep in mind that the millennial Falcon that is the YT of the mod is a medium ship, it is a corvette, it is not designed to remove the aid since it would split the hull of the ship, that's why when Rey does it in one of the last movies people complained about that scene since the ship normally especially with the gravity of a planet would split by G forces even though in the movie it does it vertically if you do it horizontally it breaks in the middle
I tell you separately so that it is cleaner, explain to me what is the advanced mode you are talking about and I will review it, since I play with mouse with the guided mode and with the help of flight as in real life, the continuous guidance in this game leaves a lot to be desired
the crew goes along with the rest of the data because it is a single file, the AI if it uses the total crew capacity, the rest you can not stop a ship like the millennium falcon in seconds if you reach 100 m / s in space, they are not km / h or it weighs 1 ton or there is no atmosphere, my addons is to give realism and be faithful to the canon, but convinces I do not recommend using them, they are optional, Also remember that to avoid data update problems, it is always recommended to repurchase the ship, that is, update it forcibly so that the game uses the new data natively, all data except weapons are tested in real time before uploading and all are based on the canon and reality, remember that for the AI you must fill a ship with a minimum amount of crew for it to leave the shipyard, it does not matter if its cap is 10,000 or 500 if there are no people in the station they will never be finished, I have in my game star destroyers, miners, MC80, cr90 ect flying through the sectors in a normalized way, all my addons need the latest version of the mod, what may be happening to you is that you do not have the modb addon which is mandatory for the AI to make real use of everything in the mod, I recommend you go to the main page, requirements and the modb section to download the addon of the empire,with this addon the empire will start to work, without the I will never build anything and it is not a problem with my crew capacity addon
I do not want to sound bad, I have rusty English, but as I said, all the data except the weapons that are in process have been thoroughly tested, I carry with the crew data since before I had permission from the creator to share it, you can find my comment on the page of the mod and I never had problems, as I said check that there may be other problems, it is always recommended with each version of the mod to start from "0" I recommend you transfer assets, permissions, relationships ect, I do not say it for my addons if not in the case that tomorrow the 5.0 of the mod comes out, it is recommended to start again, I know it bothers, I have deleted 14h games for this mod, but because of how I do X4 and how this mod works and other similar ones it is recommended to avoid failures, I will take into account what you have told me for the future since I will also retouch the stations, first I have to find out as XD, as you may have already noticed my English is not native and therefore there may be errors and misunderstandings Gone like this I apologize if it is the case, I am also interested in modifying the price of the crew since it is exaggerated and it should not be such a high payment considering that you hire a person and not a planet costing more than a ship, but also remember that the XL and L ships are intended for players with economic stability, not to be the first ship to be piloted, a Star Destroyer needs to be operating at least 10,000 crew, it can be expensive, but for that you can steal the ships, even having 30,000 crew can be done, you only need trained personnel and a couple of medium ships just like in the movies, if you want realism think about going easy and taking advantage of that plus that I give you with the amount of crew, at long you will appreciate it since it will not be easy to capture a ship
I think I saw somewhere you're taking a break? But I wanted to mention a few issues just in case.
The Nebulon B, rebel version at least, has a bugged weapon. The hvy Laser Cannon Turret is doing 18,545 damage... making it more deadly than anything twice it's size. Also, did you intend to give these turrets 300,000 hull? Thre's a number of these kinds of issues... I tried to find the files with these numbers to fix it myself but no luck. Thanks
the hull of the turrets is correct each turret will have or have a resistance equivalent to its size, the damage instead has a warning before unloading the weapons, since it is the same file both their hull and damage go together, as I say before Its download is not proven yet, it is not easy since it depends on who you are dealing with, remember that the nebulon-b is a capital ship and uses weapons that are the base for larger ships, if you specify the mounted weapon I can answer you better, the weapon with the highest damage does not exceed 15000 and is an XL capital ship weapon, as I said it is not tested and I have reviewed a couple of files confirming what was said above, not all weapons that have been modified are tested and that makes a 5000 damage weapon if it has two cannons multiply by 2, it may be what is happening or you are mounting a balanced weapon for XL in the nebulon that is L because it can carry it, I need to know specifically what the turret is to take a deep look -------- I have made some changes, I recommend you try them and tell me how -----------
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if they haven't changed the ID data of the already tweaked ships, they should work, but at your own risk the ones that were mass modified, as I don't know how it will affect the physics tweaking I understand they did.
on the subject of prices, the same, if it is the same ID the prices should not have errors in the replacement.
Hope you ll be good on your health issue and take care of yourself
i don't feel so well the new engine of YT
In fact he don't stop on backspace STOP engine
It's a fly like an half newton solution but when you don't put the advanced fly gameplay on it's not really great i thing ( i losed my see sick pills so pls help=)
Seem custum (MK bonus) truster for rotation applied good on up and down but don't on left and right
Hope it could be usefull for you
p.s
Don't tryied another ship than YT for now so don' know it's a global effect but you certainly know=)
Sorry for the english not my native=)
I only have interworld mod and played with all default vanilla.
For be clear when i try to stop its take 15s (100m/s to 0) when i stop power
If u just touched speed certainly it s my side issue
Keep u in touch and thx for you answer
Take care
Certainly put my lawyer on the case to pursuit my ex ship dealer with this wrong model =)
i change crew capacity for L and XL for my own (return on Starmod original crew number)
i know its not the real Data but i think the AI don't build any of those due to the workforce station issue
my advice
If i am right make another file just for the crew data
for engine no problem now its work fine ( certainly a bug beetween both version just fix it with a new ship)
For crew the only thing i change in your mod is people number in macro ship (L and XL) file and keep the rest of your work.
Just for than AI faction could built it
Anyway i ll not borrow you again with this details
Take care and thx again
The Nebulon B, rebel version at least, has a bugged weapon. The hvy Laser Cannon Turret is doing 18,545 damage... making it more deadly than anything twice it's size. Also, did you intend to give these turrets 300,000 hull? Thre's a number of these kinds of issues... I tried to find the files with these numbers to fix it myself but no luck. Thanks