Hi VRO version still hasnt been updated. Could you make make a VRO version for this mod? The ship is great too bad it doesnt have internal shield in VRO mod
Hi, sweet mod! I could use some advice though. I tried the additional engines change you mentioned, but 3 gives it almost 8k m/s travel speed. Way way too fast. I tried deleting the third engine in the code you posted, but I must have done something wrong. The mod shows as "on" under extensions, but the ship doesn't show as being sold in the shipyard listings when I did so. Or is there a way to lower the travel speed with the three engines (speed and acceleration is on par with the rattlesnake, so it's fine). What can I do?
EDIT: In case anyone is interested, author replied on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2442925781
I'll ask for everyone who still uses 5.10 HF3b. Is this version of your mod downwards compatible? Or should we keep using the old version until we update the game itself?
Syn mk2 1.6 is the ver. for 5.10, functionally its the same as the new update 1.8 but without the new collision meshes that egosoft made for Kingdom End and additional affix's for the ship.xml that make it work for 6.0 patch.
1.6 should still be available in File Archive I moved 1.6 out of Archive to Optional download
Just updated the description to be the same as my steam page and to clarify how to add the extra engines if anyone wants to, no change to file ver. 1.60
Sorry for the delay in responding i don't check Nexus as often as i should XD, as for changes like above make sure to change ext_01.dat to something else or it will override any changes you make to the xml's.
In "syn_mk2.xml" if you change the tags of your medium turrets to "turret medium standard missile pir_battleship_01 hittable" and the large turrets to "turret large pir_battleship_01" you can fit the Erlking turrets to the ship.
Big bada boom
Note that using those tags you will ONLY be able to fit the Erlking turrets into the large slots, the medium slots still seem to be able to use all standard turrets along with the Erlking turrets.
Yep you can change pretty much anything with the unpacked xml's, I'm not playing the game ATM ... sooo busy with full time job (YAY for job security .... home lone saving's here we go)
After changing the turrets rename the ext_01.dat to ext_01.backup or something to use loose files. other reason i probably won't change the turrets on a release ver. is its supposed to be at least a little bit balanced ........ hehehhe XD.
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sorry ignore this.
EDIT: In case anyone is interested, author replied on steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2442925781
Is this version of your mod downwards compatible?
Or should we keep using the old version until we update the game itself?
1.6 should still be available in File Archive
I moved 1.6 out of Archive to Optional downloadcheers and have fun burning the sector alive XD
In "syn_mk2.xml" if you change the tags of your medium turrets to "turret medium standard missile pir_battleship_01 hittable" and the large turrets to "turret large pir_battleship_01" you can fit the Erlking turrets to the ship.
Big bada boom
Note that using those tags you will ONLY be able to fit the Erlking turrets into the large slots, the medium slots still seem to be able to use all standard turrets along with the Erlking turrets.
After changing the turrets rename the ext_01.dat to ext_01.backup or something to use loose files.
other reason i probably won't change the turrets on a release ver. is its supposed to be at least a little bit balanced ........ hehehhe XD.