X Rebirth

X Rebirth

Automated Emergency Jump
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Update: 24 okt 2014 om 12:13

1.11

- Fixed uninstallation procedure not taking docked ships (usually M sized traders) into account.

Update: 24 okt 2014 om 10:04

1.10

- Added the possibility to uninstall the mod. Please read the instructions carefully (mod's topic on Egosoft's forums).

Update: 23 okt 2014 om 4:55

1.02

- Fixed bug introduced in 1.00.

Update: 22 okt 2014 om 5:42

1.01

- Fixed bug introduced in 1.00.

Update: 22 okt 2014 om 5:07

1.00

- Ships spawned by missions should no longer be able to do an emergency jump.
This should increase compatibility with the plot and avoid possible bugs during missions. NPCs ships spawned by jobs (patrols or traders for example) are still able to jump if you have a mod that adds fuel cells to them.
- Added "resume previous task after jump" option.
If "No" is selected, ships will simply wait after an emergency jump.
Please open the menu at least once after updating, otherwise the variable will not be found and will be treated as "No". Sorry for the inconvenience.
- Added "After Jump" handling (such as repair and moving back to previous position) for ships jumping during a "Wait" (also known as "Hold position") command.

Update: 11 okt 2014 om 20:29

0.07

- Minor fix

Update: 11 okt 2014 om 19:20

0.06

- Completely redone Smart Jump. It no longer asks the game for the DPS of enemies (which were incorrect) but calculates the received DPS itself. Damage actually received are what matters now, instead of potential damage of all enemies around.
- A new option has been added for Smart Jump, called "time multiplier". The higher it is, the sooner ships will jump (if Smart Jump is activated). At 2, ships should always have the time to jump; at 1, it's pretty even. NPC uses a value of 1.5.
- All ships should now be able to resume their task after a jump. If you notice that isn't the case, please let me know.
- Ships can now wait for the engineer to repair after a jump (at least 90% shield and 75% hull).
- Jump delay is now based on both Defense Officer and Captain's navigation skill (50% each).
- Emergency Jump checks are now done more frequently, let me know if you have performance issues because of that.
- Updated default values for new users.
- Fixed Defense Officer staying in fight mode after a jump when it shouldn't.
- Fixed bad handling of sectors that don't have a beacon.

Update: 5 okt 2014 om 11:16

0.05

- Fixed emergency jumps no longer registering in the logbook.
- Fixed ships in player's squad not stopping their actions after an emergency jump.
- Minor modification to logbook messages.

Update: 4 okt 2014 om 3:19

0.04

- Added a configuration menu under "Informations" (side bar). It will be extended in the future.
- Fixed double jump occurring when an emergency jump started during a normal jump.
- Fixed division by zero occurring when an enemy didn't have any weapon.

Update: 1 okt 2014 om 6:22

0.03

- Removed a dependency that wasn't used yet and prevented the mod from loading if it was missing.