59 comments

  1. Tauriboss
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    Hello,
    is the ship currently workable in 7.0 without additional files?

    Thanks in Advance
    Komtraya
    1. elmarinenow
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      theoretically yes, as long as they haven't changed anything like they did back in the day with the shaders of the ships, only that at this moment the realistic movement is for the x4 mod using star wars engines, if you want the base one it will be a bit slow, it doesn't have the settings because the vanilla engines can't handle the ship, I'm still in process due to health and work issues.
    2. candyundfelix
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      dosent know if it worked in the past but at latestt patch no engines for base version only the swi version works
    3. elmarinenow
      elmarinenow
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      there are no engines in vanilla because they modified the IDs, I only made this fix for the mod, to use engines you must add a mod that adds engines with an old tag, until I get to add my own engines I can't add engines, it's the first time and between work and life, it leaves me little time to use blender and learn how it works, I hope it's at least worth the wait for when I add all the planned stuff
  2. JKL998
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    Heya, can you make it player HQ research-able in SWI? Don't really want to drop my current imperial conquest of the galaxy.
    1. elmarinenow
      elmarinenow
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      everything that has to do with SWI is SWI's, I can't edit certain parts of the mod without permission, you have to request it on their discord, as SWI's HQ is their own.
      if I remember correctly, it was not yet finished
  3. dedalusrus
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    Of course there was no limit to my joy when I saw that someone would finally fix the BC-304, I've been waiting for Stargate ships since X3. But for some reason there's still only Daedalus and it's still unfinished((. And when should we expect 1.1? Because on VRO it loses to all XL and some on L in shields)
    1. elmarinenow
      elmarinenow
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      i have to create everything from scratch, right now with work and time forced to war thunder 8x8 with my squadron i have little time to give to something that requires a lot, i have to make models, textures etc, i dedicate the time i can and i have, be patient, right now the only functional one is the one used together with the SWI mod, because I use engines etc from the mod, for the base game or use with other mods I need to make things from scratch, be patient, I am new to making things from scratch like models etc and they have to be 1:1, the mod will work with VRO, as it is balanced with their universe, and will be equivalent to ships like the battlestar galactica mod.
      I decided to put everything in 1.1 because I have to make, shields, engines, weapons etc.
      after that I'll get on with X and maybe I'll put more ships in.
  4. DaHALOSHOCK
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    This is a really nice ship and it feels really good when used with Bolt turrets to act as the ships main armament "railguns" But the turning speed is near non existent and the lack of enter-able hanger bay to fly one of your own fighters is awful it means that once you are in the ship you can only get into a fighter by using the space suit.
    1. elmarinenow
      elmarinenow
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      the hangar is broken, it is inherited, I still do not know how to fix it, the control, well, is because you use the vanilla version I guess, the vanilla version does not have the changes of the SWI version, because I do not know which engine to adjust it, while the SWI engines you can buy them almost everywhere, the vanilla ones do not, and they are also ugly and break the immersion, soon I will continue and finish the real engines for the ship.
  5. saoirseblackfang
    saoirseblackfang
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    thanks for picking this back up.
    1. elmarinenow
      elmarinenow
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      o7
    2. saoirseblackfang
      saoirseblackfang
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      how many s ships can this thing fit though?
    3. elmarinenow
      elmarinenow
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      reals 16, on this game 4X
    4. saoirseblackfang
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      thanks. fun ship :D there is a slight issue with it though. when it hits like 20% shields it automatically goes to retreat instead of staying with the fleet. i have to override it like 8 times before it will stay so the support ships can. support it.

      Edit : and when i teleport from it to another ship i kinda..fall threw space...
    5. elmarinenow
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      they are inherited problems I don't know how to fix yet.
      although the removal of the ship for repair has nothing to do with the ship itself, but with other configurations.
    6. saoirseblackfang
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      ok. i wasnt sure if you were aware or not just wanted to let you know. :)
    7. elmarinenow
      elmarinenow
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      the teleport issue yes, but I don't even know what triggers it, it's something that bugged me before I helped the original creator, the other thing as I said are other things, it has nothing to do with the ship, that's a pre setting of what percentage the ship goes to repair.
  6. code991
    code991
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    Hey, awesome mod, i love stargate, thank you for making this!

    Any eta on the 1.1 ver?
    1. elmarinenow
      elmarinenow
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      is on the main page, is the first time I do something from scratch, so I'm still investigating how to put the texture to the engines XD, the engines are technically done but without texture, then I would go to the shield to be faster and finally the weapons, later and with patience recreate the fighters
      1.1 is, change of class, engines, shields and weapons, it will be all at once, because it will take me time and I could make mistakes that would make me update the mod almost every hour.
  7. Thesoldier44420
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    Hello sorry to bother whit two question (my english is bad so maybe i have not see the answer in the main page) 

    1 : Do i need a new save for the star wars mod or can i add the mod and everything will be fine?

    2 how do i find the ship mid game do i need blueprint from a faction or it is free or do i need to find it :D

    Sorry for the bothering and thx for the answer if you do :D
    1. elmarinenow
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      1º if you are already using the mod with SWI, when 1.1 comes out you need to sell the ship and buy it back, because of the change of class and .xml.
      2º as long as a mod doesn't tell you when you install it that the saved game is incompatible, "it stays grey on the continue button or new game comes out directly", you don't need a new game, it's a ship, it doesn't add a world or anything like that, but since you asked, I'll put it as a warning, I have to tweak the main page but it's a pain, every time you touch something you break something else.
      3º as long as it hasn't changed, and I forgot to add this when I tweaked the main page, although if you use SWI it's usually logical from the description, you can buy the permission of the ship and the ship in antigone and its counterpart that now I don't remember the name, in SWI, the new republic and the republic/rebellion.
      these factions are placed so as not to require the terran DLC directly and so that in SWI they are the republic and new republic, although it is possible that in the future in the base version it will return to the terrans, since they are us after leaving the earth.
  8. None12356789
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    Hello
    can I have your permisson to change a few things for my game.
    thanks
    1. elmarinenow
      elmarinenow
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      what kind of things?, I need more info :D
    2. None12356789
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      i dont like the L turrets and i will try tu make a asgard beam turret and also a lot weaker nuclear missles
      and i wanted to lern how to mod for myself
    3. elmarinenow
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      The turrets belong to SWI you have to ask them for permission, I just add them to the hull and you can opt not to use them, the asgard turrets are technically forbidden they are not completely mine, the missiles are meant to have that damage, you can opt not to use them, I give you permission to use my mod as an example as long as I am credited.
      But I cannot give permission to modify asgard weapons, missiles and weapon positioning, the ship is designed in a specific way until you add your weapons etc, when you have your weapons there will be SWI options but you will not be able to put any L weapons on it.
      If you make any modification as long as you don't share it, don't publish it, or say anything about it, it's ok, but you are forbidden to share any part of my code, ideas etc, or modifications you have made, and always make it clear if you show my mod tweaked by you that you have modified it at your convenience and that it is not what it has to be, nor what it should be, and also that by doing so if the ship is weaker, too strong, or completely useless is at your discretion and copy it in your game, totally detached from the original mod, it is also forbidden to modify any watermarks in .xml or similar files.
      Are you in agreement with this?

      the number of Asgard turrets are 4 and they have the same real damage as the nuclear missile on the TV serie, if you want to recreate the exact turret from the series that is fully automatic and not a guided weapon, I would appreciate it if it could be given to me to add to the ship, as my attempts to create it only went as far as making the guided weapon "originally it was a fixed laser".
    4. None12356789
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      ok I agree completely i´m making this comletely for myself.
      thank you.
      i am only using the base game version and using only the vanilla turrets.
      my modding knowlege is near zero, I am only editimg the xml via copy and paste.
      if i´m finished i can give you the modified data if you want.
      in my attempts to recreate good looking beams for vanilla gameplay i have seen that if you take beams and make the speed very low at 2000-5000 they look nearly as goot as in the series the only drawback ist that they don´t make very much damage at long ranges.
    5. elmarinenow
      elmarinenow
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      then it is not very useful, the problem of the series is due to the period, but the originals are just a matter of turning on and they are already knocking
      .
  9. zibafu
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    ooooh, ooooooh, ooooooooooooh

    Any chance of a vro version ?

    been waiting for absolutely ages for this ship to be patched by someone but I discovered vro in the interim haha
    1. elmarinenow
      elmarinenow
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      it is not necessary the balance for vro, this mod was made with vro installed, it should work with vro weapons and shields, among other things as they keep the base game tags.
      sorry I didn't repair the ship earlier, I didn't know it was 3 years ago until I was reminded on the SWI server XD
      if you have any problems with VRO weapons etc, notify me and I will make a VRO specific file, although it's just an .xml change, I would need to check VRO first.
    2. zibafu
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      hmm, I tried it yesterday just in case it worked and have retried today, it appears but:
      - there are no engines available
      - no shields available
      - no internal shield gen which is on all vro ships
      -not sure if the asgard beams will be comparable to other vro cap weapons with only a 12km range, but I dont know how powerful they are in comparison
      - its turrets can only fit dumbfire/tracking launchers, whereas back in the day on a vanilla playthrough it could fit autocannons and stuff


      I will quickly redownload the file just in case Ive done something wrong, but thats what I am seeing atm


      EDIT* ahh!! it seems to be working, dont know what happened but everythings showing now \o/
    3. elmarinenow
      elmarinenow
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      remember to use the base version, the SWI version has other tags for reference, also remember that if you can put weapons above M on the nose/wings and comm zone, it is an incorrect tag, as there can only be small and medium sized ones, more than that goes against the lore of stargate, the ship and the size of the actual anchor on the model.
      the range of the Asgard beam is the real one, it is not going to be increased, as for damage it is the real one also as simulated as possible, in SWI it can split an ISD2 in a short time, this one has 2.5 million hulls.
    4. zibafu
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      ahhhhhhh, finally got it built

      took down two xenon I's

      feels good haha

      nice work dude

      but as a suggestion now ive flown it, the ships travel drive takes it to like 11km/s, and then takes forever to slow down, I would recommend tuning its travel speed to be much lower if possible

      but, excellent work my friend, feels good to represent the sg-c once more :)
    5. elmarinenow
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      I can't, the travel speed is based on the terminal velocity of the weight of the ship, it takes 11 to be able to move at normal speed, until I have my own engines I can't adjust the travel, not to mention, that my goal would be to speed up the travel XD, since this ship is able to travel in a few days to another galaxy, obviously I would have to slow down for that idea, for now impossible.
    6. Landsong
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      The speed issue can totally be fixed without having custom engines. You just have to adjust the mass and forward drag in the macro file for the ship in the physics section. 
    7. elmarinenow
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      the problem is that it's already done XD, the mass is not the real one and I removed zeros, the control at stop is correct but to fix the trip, I need to change the drag etc with an own engine to correct it, to give an example, if you put a mini engine to a truck it will not move unless you reduce weight, but you also have to change the wheels etc to gain grip and control on the road, while if you put the engine of a truck, you don't need those changes, and there is the bc304, everything is adjusted, but it doesn't run enough or it passes in cruise because it lacks strength in the engines, right now I'm trying to make the texture, it's the first time I do it, once done I'll start with the weapons and the shield, and the ship will be updated
      the only way to fix it for example in swi is to put the ISD motors, with those motors if it would work well, because the ISD rubs or equalizes the weight, but it would be visually ass, so I opted for the "standard" motors.
      think that if I lower the mass or drag or both, etc, it will no longer be a capital, it will be a fighter and will move like one.
      to date, I can tell you that I have been looking at how to adjust things for about 3 years, the solution is, own modules.
  10. Kosh0r
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    Hey. Do I need the original version of the mod, or is this one enougth?
    1. elmarinenow
      elmarinenow
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      read the main page for god's sake.
    2. elmarinenow
      elmarinenow
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      if you are going to lie at least do it right, you are the only one who has asked, besides neither mojito nor I have created the model, it is a free use model modified by us, the model in the mod belongs to both of us, because it is no longer the original free use model, the design belongs to MGM, now it is being entirely modified by me, and I have the full permissions of mojito, who I helped at the time to fix the ship that had many problems, if you deign to try to discredit me, at least inform yourself or shut up.

      

      
      
      First and last warning, either you learn to read or next time you will be banned.
      it's linked to the original mod because it's the previous mod, if you don't know what respect for a mod creator is, you better get lost.
    3. elmarinenow
      elmarinenow
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      and I recommend you not to be mouthy, in my mods it is respected, if you come pre potent you are annoyed.
      Who do you think fixed the ship, created the missiles, placed the weapons, did the translation etc?, it was me
      I was good, you answered me wrong, like I said, just a warning, next time it's a ban.
    4. Kosh0r
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      Dude. 
      I have been making and releasing mods for 26 years, including X2,X3,X3TC and X4 and many other games.
      I did my first total conversion for X3 almost 20 years ago. So don't tell me to (not) respect modders!


      Its still not clear, if I need the original mod for the non-SWI file.
      At the end the description says is ""BC-304 Stargate compatibility patch" no needed now, now are standalone".
      But its also said: "This mod is a compatibility patch between the BC304 and SWI mod and for X4 base..." at the very first line of the description.
      Also the old mod is linked as dependency. If there is no technical dependency, it should not be linked. People will always ask for it.

      The statements are ambigious, specially since you don't use the changelog.

      Looks like english is not your mother language, mine neither. So there is plenty of room for missunderstanding, specially when there are contrary statements in the description.

      My post was meant as constructive criticism, but if a simple question triggers you that hard, you should really ban me from your mods and everyone else, that has problems to understand your documentation.
      But with that bevaviour, you(r documentation) will not improve.

      Edit: If you reply like that "read the main page for god's sake." don't expect a friendly answer.
      Your answer was also very disrespectfull.

      Also telling me to shut up is disrespectfull.

      I appreciate your work, but thats not a reason to behave, as you do!
    5. elmarinenow
      elmarinenow
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      and no, I am not going to ban you, the ban notice is clear, if you try to discredit me that it is not my mod, that I do not have permission to do so, you insult me etc, if I ban you, for giving your opinion I am not going to ban you, you also misunderstood that, for now you are on the line, there is only one banned and it is for breaking the EULA of nexus and mine, the fact that I threaten you with banning is for coming and saying that the model is not ours or other things, not for the rest.
    6. elmarinenow
      elmarinenow
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      and in the first part it says:
      "This mod is a compatibility patch between the BC304 and SWI mod and for X4 base, it places the content in the correct species for SWI and gives the player the plane of the inner shield since otherwise it cannot be purchased, add shield and weapons from SWI and more"
      "This mod is a compatibility patch between the BC304 and SWI mod and for X4 base"
    7. Kosh0r
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      Search the Egosoft forum for |K.O.S.H. Wou will find my Wing Commander Conversion and a -sorry - proper documentation.
      -> https://forum.egosoft.com/viewtopic.php?t=253690&postdays=0&postorder=asc&start=0
      Pictures and the last official mod are not available anymore, because after 15 years I dont have the webspace anymore.
      You will find many mods ans scripts in the forum (mostly in the German part).

      You can also try find find my mods for Swat3 or Heavy Gear2, Star Trek Armada 1&2 and all the
      X-Series somewhere in the internet ;). Maybe Tiberian Sun also.

      I created most of my stuff, when Nexus didn't even exist and I was a student. Most of this gone with my webspace and the games not beeing played anymore.
      I "retired" when Rebirth came out. And I hate Blender (used 3Dmax with my students licence).

      For X4 I did a complete overhaul for myself, but without uploading. Because we have enough overhaul mods and I dont have time for the maintenance (because i now have a family).
      On Nexus, you will only find one tiny mod, I made, because the other versions were worse. But at least with 1500 downloads.
      Maybe, when my child is older and have more time, you will hear more from me...

      But this is not about ***length.

      You first answered me in a rude way, I answered in a rude way back. Thats the order of things.
      Specially since your pinned post makes anyone feel bad, just by looking here.

      Thats the intro one gets here, then one asks a valid question and gets a rude response. So what would you expect, if you were me?


      So... I now have (kind of) my answer and I would SUGGEST to add a note at your requirements, that the old version is not needed and update description from "This mod is a compatibility patch between the BC304 and SWI mod and for X4 base," to something like "This mods adds the BC304 as to SWI or the base game (Vanilla) as standalone versions."

      Because thats the two things everybody reads and what created my confusion.

      But do what you want, this question will rise again with the current state.

      And maybe 1000 people did just try out or installed the not needed old version and my experience bugs, without telling you...


      I personally see a mod (I'm making) as something that does ot exist, but I want to have and then share it with others. Just to share the fun, not to show off or so.
      Answering (stupid) questions is (sometimes sadly) part of this experience.

      That can be anoying, I know. But usually it reveals what can be improved. As the user feedback we all get from our customers...
    8. Kosh0r
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      To answer the stuff, you editied/added:
      I was born in th early 80s and started modding in 1999 ;) so ist pretty obvious, that you did not mod, when I wasnt born.
      Unless you modded atari games ;)

      I did not discredit you and did not intent to. The only thing I said was that you did not create the model, but only after you rude answer.

      As you, I expect people to read the description, so should expect me to have done it, not the opposite.
      And as I said: Its much faster to read the documentation, than going here, post a question and wait for the answer.

      I fact I read it more than once, before posting here, but I couln'd figure out, which information was right. And asking here may also help others with the same problem.

      Quote: "This mod is a compatibility patch between the BC304 and SWI mod and for X4 base"
      Thats the point: a patch is patch, not a full mod/game/application.

      A patch is always something, that fixes someting else, something that has to be there before and is needed. A "base".

      I'm a software developer for ~17 years, so if I read patch it implies that it's not standalone.
      In real life terms a patch is attached to a wound to stop it from bleeding, in software terms a patch is attached to a base software to fix an error.

      And again: I don't want to offend you, I was just confused (and then angry about your answer) and we had very bad start, I guess ;)

      So lets stop wasting our time. I got my answer, you got feedback.
      I had more, but I think its better to keep it. (also no offence, its just too heated up here)

      So. Thx for the mod/overhaul.

      edit: corrected some spelling mistakes.
    9. elmarinenow
      elmarinenow
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      as I said and I emphasize at the beginning of the main page, before it was a patch, it is obvious that there are typos, I have to touch the whole main page, but nexus for that is a s#*!, you make 1 change and it breaks everything, that's why I told you, it is something of respect and rules, for example put a simple photo is a pain, if you put it 720p occupies you all, you can not edit it, if you put it 1080p it is the whole page, if you put it 480p it is rescaled and occupies the whole screen and looks bad, you came when I blocked someone who wanted to modify my mod without permission and use my assets, when it is made clear that you can not without my permission, he came to even ask how to do it, going over my head, that's why the message is pinned, there was no message before that, the first paragraph is written like that, because when translated to another language it comes out as it should, because as main is the SWI patch, because it is that, even being standalone it counts as a patch because it uses SWI stuff, the BASE version doesn't need anything, for a good reason I say at the end, it only uses 1 file, and I write it in both files in the text of the "change", both files use the BC304 folder, even if you use the original mod, my mod replaces it all, because it uses the same line string to work, that's why it doesn't matter, when I put everything I did it thinking about everything possible, before those changes the main page was longer, changing things in nexus is hard to get it right and framed well, I'm not only pending this mod, also the translation of SWI to spanish, check my other mods, do the data gathering for my canonical mods for SWI, plus the stress of real life itself, I've been dealing with idiots in everything for 1 month, not only in modding, also in games that are supposed to be to de-stress you, in person etc.
      If you felt bad, I'm sorry, with English I'm blunt and dry and although your name sounded familiar, I didn't find anything about you searching, and having nexus empty, I assumed you were someone with a random profile, who made a mod to take the advantages of nexus and play the noses, I've already met several like that.
      And as I said, if it jumps requirements when downloading the base mod, it's not my fault, it's part of nexus, because it shouldn't 
    10. elmarinenow
      elmarinenow
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      Because of these things many mods have comments blocked, but my policy is, despite this I will always have a comments section
      .
    11. elmarinenow
      elmarinenow
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      and by the way, with the comment posted, I mean this from the home page

      and this