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Looks like you fixed most of my gripes.
Now, can you see about fixing the Kukri? If not, it's fine cuz I mostly use Takoba anyways. 🤣
Tested just now and the cockpit/bridge is where it should be, not inside the geometry.
The only way for what you are describing to happen is to enable the mod mid playthrough, contrary to my recommendation from the description.
Any Honshu class ships built after the mod was enabled should have the cockpit in the proper place. The ones built before the mod was enabled will have the cockpit sunken inside the geometry.
@Enterprise1959
No I cannot make it.
@father.nikifor
I'm satisfied with current values and shape.
To edit the speed value please change the forward/reverse drag values in: zterran_kitbash\extensions\ego_dlc_terran\assets\units\size_xl\macros\ship_ter_xl_carrier_01_a_macro.xml
To change the size of any element of the model you could use Blender.
For relevant tools and guides please refer to the modding forum:
https://forum.egosoft.com/viewforum.php?f=181
Good afternoon, mod creator! Can you make a couple of changes or help maky them by myself?
For Tokyo can you make speed X2.5 from vanila, for Honshu donut/ring/saucer section make bigger may be X1.5 from vanila or your mod?
I think it is, as far as I can tell.
If you notice anything weird then plase report here.
No, haven't heard of this before.
As a first troubleshooting step, could you please try disabling this mod and then check if the mission progresses as expected? The ships will look weird, but it shouldn't break the game.
I don't know a second thing about mission logic, however all this mod does is replace models and add some hardpoints. As far as ship type or classification is concerned, that is untouched, so it isn't clear to me how this mod could affect them.
I now changed the drag values to 2x vanilla value (since there are two engines now), so it should behave like in vanilla now (speed wise).
If you spot any crashes related to plot-relevant Terran capital ships please let me know.
@c.olivie23 all L turrets should have the same tags now, if the issue persists then please let me know
@Nopeleus I fear that would be beyond what I can do in Blender myself. I will see over the weekend if there are some other bits that I can use from the ship to plug those gaps. Depending on the results I might update the Osaka in this mod or upload it separately.
Are you still playing or working on mods for X4? If so, I have a request. Could you possibly create another version of the Osaka ship? This time, could you extend the middle part so that it flows into the round structure at the rear end of the ship? The front part should remain unchanged.
In the end, it should resemble a "U" shape or a meat fork. I can add the weapon hardpoints myself, so that's not an issue, but Blender is currently beyond my skill level.
I would greatly appreciate it if you could consider this request. Thank you for taking the time to read it, and I hope you have the time and inclination to work on it.
Thanks in advance.
I think it works fine with latest DLC. I haven't noticed any issues but I haven't tested thoroughly.
If any are present please list them here.
This mod works with VRO and shouldn't need any compatibility patches.
I've already completed this quest chain. According to my observation, all the ships "Tokyo" that appear according to the script look good.
I updated the loadouts.xml file which determines the equipment of quest related ships. The Tokyo from your screenshot should not longer spawn with 1 engine, it should have 2.
I don't know which plot involves it so I can't tell if it works. Please let me know which plot causes that ship to spawn so I can check.
Thanks for letting me know, I'll look into which .xml files determine their loadout and whether they can be modded. If yes, and once the new modding tools/guide are released this should be addressed in the next update of this mod.
As I understand it, this is due to the fact that the ship was not built, but appeared according to the script.
All ships that are scripted at the start of the game have this problem.
I just started a new game with this mod and VRO active. The connections/hardpoints all spawn where they should.
The only remaining reasonable explanation is that you might be using some other mod(s) which replace/change the Tokyo .xml file. Please try disabling everything other than this mod and VRO to figure out if those two are the root cause. I also recommend you use the cheat mod or some other tool that lets you get a Tokyo to spawn right after you start a game to check this quickly.
If you ever get into Blender, I hope you will do even more stuff
And the bridge - Thats an absolute valid point. Your crtique points would rather be my points for using them on a terran advanced ship. But this is for everyones liking. Don't worry, either bridge is good for me as long these ships looking this fine :D
I have no plans for kitbashing stuff to make a battleship. I will make a replacement for the Asgard main gun sound with FS2 beam cannon sounds.
@Nopeleus
Thanks for the feedback.
Transforming the mesh to look like the Arawn is beyond what I know how to do at this point in Blender.
Personally I think the Osaka is fine as is but I will probably post here a link to a version that has 4L turrets.
I'm sorry but I don't like the Paranid bridges. They look great in an art gallery or a custom pleasure yacht, but I don't think they fit on a military ship.
They seem to prioritize form over substance. There is way too much empty space. There are no railings and it looks like the crew could fall into some nasty crevasses and get easily injured. Lastly and most importantly, I really do not like the concept of holographic displays which are nearly everywhere on Paranid bridges. Reading any information displayed on them must be hell due to lack of contrast.
I would ask just about some minor adjustment please.
For the Tokyo: If you ever try to get more into "ship construction" would you consider to move the engines even further out to the sides to make a entry for the ships to land at the back of the ship. Like the arawn. The side entries are so slow and also dont look this nice. Don't know what egosoft was thinking. With this long tunnel then, you can place the s landing pads in there. 3*18 landing pads over the lenght of the tunnel.
For the Osaka: The Osaka was fine for me, but there are already good sugestions here in chat. Just don't make them OP. We don't need GOD ships.
For the Honshu: LOVE IT!!
As I said this mod is what the terran ships should look like. I hope that you get even more help of the modding community the perfect your skills. Thanks