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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

And finally, here's the hotfix for the T70 for version 0.9.8:

Drive.google.com

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

So, stayed up a bit late (very late actually), and put together a quick demo of the streamlined S-Foil system. Enjoy!

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Hey guys, I'm back!

First off, I would like to sincerely apologize for the impromptu hiatus, I guess I jumped into scripting too quickly and got a bit overwhelmed and needed a break, and for that I am sorry. But fear not, I have actually been tinkering around with some stuff!

I have been looking into the issue with the T70's S-Foils not working, while digging through the scripts to correct the issue I found another bug where toggling the wings makes any installed Fight Command software disappear, rendering the ship unable to use auto-aim. I'm working on correcting this by having the script simply install the upgrades when toggling the wings as a temporary measure until the ship data itself is corrected. I just need to implement the temporary fixes and test it to make sure it works and I'll have that uploaded.

Furthermore, I have been studying the workings of the current S-Foil mechanics and have been working on adapting it into a more streamlined set of scripts that can be applied to any ship that has S-Foils regardless of if it can equip an R2 unit or not! I currently have a proof-of-concept of this new method working on the TIE Hunter, and will see if I can get a video uploaded to YouTube to share in the next day or two.

Good karma+3 votes
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Could you double-check while firing and see if the weapon in bay 2 still drains energy even though it's not firing? If so switch to external view and see if you can locate where in open space the weapon is firing from. This has come up a couple times where the actual firing hardpoint gets misplaced a few hundred meters away from the ship and just needs to be realigned back to the model.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Try Legend's Home, two variants of the CR90 and the Nebulon B are available there.

Good karma+1 vote
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Ah! So it is! I just went and checked to be sure. Yeah I did start this list with 0.9.4 installed right before 0.9.5 beta was released and at that time the Hammerhead cruiser was an M2. List has been updated, thank you sir!

Good karma+1 vote
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Hey Guys!

Jonathan here again, I have seen on numerous occasions visitors asking for a list of ships that this mod adds. Well you guys are all in luck! Spending a couple days of free time (and nearly reinstalling the game figuring out how the new ships in 0.9.5 weren't showing up) I have compiled what I'm fairly confident in saying is at least a 99% complete list of ships added by this mod! Most of the time consumption was due to vanilla ships being replaced and so I had to spawn every single ship in the game to verify those that have been replaced. Therefore all of the Star Wars ships in the mod are in this list by the name they appear under when looking at the script editor or Cycrow's Cheat Package.

You will also see many ships that have something in parentheses next to them; this will be another name you might know a ship by, the actual name of the Star Wars ship for those that replace vanilla ships but keep the vanilla ship's name, or specific notable details about a ship like for the various different Y-Wings with one of the two different hull styles and different paint schemes.

Keep in mind, in this ship list I only list ships that are VISUALLY different, for example there are 5 B-Wing Sentinel's in the game, but all of them are visually identical but may have different stats or be inherently related to another in-game faction.

Link to ship list in .TXT format: Drive.google.com

Happy flying!

-Jonathan

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

I've had this problem once or twice. There should be on option when downloading to select a different mirror, have you tried that?

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Correct, the Acclamator is included as a TL-class ship. It may not have as vast a weapons loadout as you may like, but it can carry immense amounts of cargo and can even haul and deploy entire space stations for you! The ship is easily accessible from pretty much any start as you need to be on friendly terms with the Teladi faction.

The Victory-class is also in the mod as a M7-class ship and can pack quite a punch, but since it is only available to purchase if your standing with the Terran/Imperial factions are high enough you may want to start a new game with the Terran Pilot start.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

As has been said, you need X3: Terran Conflict and the X3: Albion Prelude expansion. This is because there are features that were introduced in the Albion Prelude expansion that this mod uses. If you do not have either, you can buy a bundle on Steam that has Terran Conflict and the Albion Prelude expansion for a bit of a discount. That's how I got into the mod myself.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

I am currently working on such a list myself, along with notable differences between ships that appear identical (Like the three different types of Sentinel-class shuttle, for example). However, I am not noting ships that are different stats-wise, just those that are visually different; for example, the three Pirate Z95 i3's in the mod which are not visually different but have slightly different stats. Or the four B-Wing Sentinels which are all identical except for the faction they are typically assigned to.

I will try and get this finished in the next day or two and post it up.

Good karma+2 votes
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

At the moment the only missions present are missions that already existed in the standard X3: Albion Prelude game. You should be able to start the Argon campaign from any start by gaining enough recognition with the Argon, or if you select the Argon Pilot start (Can't remember exactly what it's called ATM), you are assigned the first mission automatically.

I've heard there is a small Terran campaign as well, but I have not played the mod or X3AP enough to say for certain.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

For the most part yes, with the exceptions of the XJ5 Raider and the T-65BR. The XJ5 Raider sacrifices its S-Foils for the highest combat speed of any X-Wing and will even outrun most A-Wings. The T-65BR is an M5 class ship designed for recon missions and thus has its S-Foils permanently locked closed, though it can still mount light weapons for defense.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Working S-Foils for the B-Wing, as well as other ships that have this feature, is currently a work in progress.

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Jonathan_A
Jonathan_A - - 44 comments @ Tie Hunter

I've recently been going through the script editor myself making a list of every Star Wars ship in the mod and have found two of these ships. One is the Imperial Light Cruiser which is an Arquitens with a dark grey hull material and the other is the TV-94 Arquitens Light Cruiser which has a slightly colored hull paint somewhat reminiscent of the Galactic Republic colors. Both ships are M7 class.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Which XJ5?

If it's the standard XJ5, be sure you have an Astromech Droid onboard and that it's equipped in your rear turret slot (when you're in the ship you can pull up your weapons menu by pressing G).

If it's the XJ5 Raider, it does not have working S-Foils, this is the tradeoff for the highest combat speed of any X-Wing, even though it can equip an Astromech Droid.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Personally I've noticed framerate drops with the Interdictor as well as the Legacy, but these are the only two models I've noticed this optimization issue with so far. I've also seen it with the Assault Frigate MkII, but I've not checked it since the optimization pass on the model. And finally I've noticed framerate drops when getting extremely close to models, like when manually docking with the Kandosii or Teladi trading station, or getting within a few meters of most vanilla stations. I'm curious if some of these issues are the game calculating for collisions more and more aggressively the closer you get to another object.

Granted, I'm running a 4.4Ghz I7 with a GTX 980 4GB, and am pushing the game to 5760x1080 resolution with all the bells and whistles. :p

Good karma+1 vote
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Hey guys!

Been talking with MikSka and he asked me to post this hotfix for you all since he's going to be MIA for a bit while he's moving. This hotfix is to correct the bug that was discovered with the T70 X-Wing's S-foils. I've packaged it up in a .ZIP file with the files in their correct folder already, there's also a readme included in case you forget where it goes. ;)

This hotfix is for version 0.9.5 Beta.

BIG THANKS to Klaus11 for creating the original S-foil scripts! Without him we wouldn't have our fully functional X-Wings nor would I have been inspired to start learning how to script in this game!

Hotfix link: Drive.google.com

Happy flying!

-Jonathan

Good karma+3 votes
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Update: Actually, I just went through and found the culprit! I now have the T70 X-Wing S-foils working upon loading the game and reloading saves. Seems after doing a little digging I found that the packaged version of the script was overwriting the changes I made every time the game loaded in, thank you for catching this! I'll let Mik know right away.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Could you please verify for me what's not working on the T70? Is it the S-foils that are bugged? If so, I may have missed something in the S-foil call script when I tried to fix the script for the T70 itself. I'll take a look at that as soon as I can get to it as I'm still thumbing through these scripts to figure out how exactly they work. Thanks for the heads-up.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Wow! Thanks for the credit for fixing the T70 S-foil script, totally didn't expect to see that. You are awesome good sir!

*Salutes*

Good karma+1 vote
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Depends on the type of X-Wing, I can't recall if any of them lack an R2 unit when you buy them anymore. When you're in your X-Wing you can press F to see if there's an R2 unit in your freight bay; if you do, close that menu and press G to open your weapons menu, click on the rear turret slot, and you should be able to install the R2. :D

Good karma+2 votes
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Hey Mik!

Just wanted to let you know the T70's S-Foils aren't working. I was able to fix it myself, it seems the XWingT70FluegelFormationMike script did not have the T70 ships referenced for the S-Foil function to work.

I can also upload the scripts themselves as a mini-patch if you would like.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Oh, well I'll be! It sure is! Hey, TIL. :)

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

I had been curious why the Executor was included, with the weapons as they currently are the ship has a range shorter than its own length. In my opinion I think a better super capital ship would be the Bellator-class: Starwars.wikia.com

Granted, I'm biased to this ship myself but it does make more sense at 7.2km long; Though the Praetor is even more compact at 4km, so I guess that could argue for it to replace the Executor as well.

But that's just my two cents. :)

Good karma+1 vote
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Might try backing up your saves and reinstalling X3TC and the mod from scratch? That's about the only thing I can thing of.

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Okay, just messed around a bit with the gunship (which is the actual DP20, yay! Shame the texture doesn't match with the other Corellian corvette/frigate ships in the mod).

Yeah, that weapons loadout is insane but it's only effective at 1.6km or less thanks to the kx10 limitation. I'm sure the ship could afford to lose 4 of it's 16 forward turret slots to something like the RH8's like the CR90 can mount, and as it is the DP20 can be killed by it before the gunship is even in range. Maybe remove the four slots from the forward turret and make 2-slot top and bottom turrets for these weapons and give them access to the RH8's. In either case, the DP20 effectively costs the same with a weaker weapons loadout that has no mid-to-long range capability. I wouldn't mind the weapons change I mentioned for an extra 3mil credits? Then you can have the firepower, next to zero cargo space and the bit of extra speed over the CR90 for a couple million credits more, I think it's a fair compromise.

EDIT: Was just doing the math on the RH8's, four of those and filling the rest of the slots with KX10's and max shields would consume 353 of the ship's stock 500 cargo capacity, so installing a jumpdrive and energy cells would mean you could only make a couple short jumps before refueling, just an interesting note.

Additionally, I would also like to point out the AG-2G light cannons. I've got 4 of them on my CR90, but once the shields go down they do practically no hull damage, even against unshielded fighters, since they have a hull damage rate of only 200.

Good karma+1 vote
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

1. Gotcha, I'll go take a look at that now and let you know what I find. In general, yeah anything larger than a fighter is really hard to get kitted out which I suppose balances out why they're aren't prohibitively expensive right off the bat. I guess in the vanilla game the larger ships are harder to get up to snuff by nature because they're intended for the player to purchase them when they have the facilities to outfit them with shields, weapons, and missiles. Hell my CR90 corvette, while it was like 11mil to purchase, required another 10mil credits in parts to get her combat-ready.

2. Glad I could point you in the right direction!

3. Ah, okay. I'm very inclined to agree with you then; hard to say though how much of that may be up to the AI being kinda dumb in general. I've lost half a Quasar-Fire's compliment of fighters to a Bulk Cruiser because they kept slamming into the hull at 100% health.

4. Agreed, and it'll be nice to have fewer missiles available that I know what the hell they all do. :p

5. Ah, yeah that can always happen. Though weapons fire does seem to phase through it at ranges less than 10m, probably because the game doesn't quite know how to deal with weapons fire from inside a ship's bounding box, but I figure if you're that close, you're probably going to ram the ship and die anyway, lol.

Good karma+2 votes
Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

RE: 5. I got out my TIE Phantom, and I can confirm that weapons fire occasionally phases through the wings of the Phantom. Granted, you have to be EXTREMELY close to do this, I've found that it only happens when firing at the wings from a range of less than 10m. I'm not sure if this is actually a bug, but it might be something to look into. However it seems that sustained fire causes the game to "catch up" and register fire on the ship.

Screenshots: Imgur.com
Imgur.com

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Jonathan_A
Jonathan_A - - 44 comments @ Star Wars Mod Reborn

Okay, I hopped into any save and spawned an Assault Frigate MkII, no problems so far. I also went and added default items to the ship and it still seems to be working.

Screenshot: Imgur.com

I wonder if this could be due to my having updated to 0.9.3 directly over 0.9.26D? How did you go about installing the mod?

Good karma+2 votes