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However, if you integrate them into a 'vanilla' data pack, that includes the current cargoship/explorer ship info, and make some of these ships part of the 'interactive' (aka dead in space) types, that would be more fun to find them.
I tried putting small turrets on as many small ships as i could because they are basically free otherwise.
And as for thruster damage I don't play with it on, but because I have collected ships from multiple authors and places, they are designed how the author wanted them and as such some have thruster damage compatibility and some don't.
Short of going through and removing all the ones that aren't compatible or rebuilding them there is no easy fix.
I know it's from Eve. I still own a few in various systems. But that ship is NOT thruster damage friendly. And those 2 turrets on top are less friendly. :)
But that "it's not there' bug was strange.
BTW, that bug was fixed for a Med-X Shuttle. I claimed it with Midspace' Admin scripts, and was able to board it. It STILL wasn't there, just the cockpit halo.
I did make it 'real' by flipping all the items in the control pannel either off/on or had the non-computer components 'show on hud' on/off.
This is one strange bug.
Just witnessed an oddity with it, and the X-10 Saturn.
I had been keeping a spectator view on the Shrike, when I noticed a X-10 spawn in. Amazingly, it was on a collision course with the Shrike.
It was a weird view. Neither ship was shooting when they were close enough, and the X-10 started to pass through the dorsal middle of the ship. Then things went south (at least for the Shrike).
A massive detonation of parts. 10% of the X-10s front was missing, and it was spinning away. The Shrike lost it's reactor, and had a hole in the ventral section, and was slowly rotating, aft over bow.
The X-10 was NOW shooting, which didn't help matters. Before it got out of range of it's turrets, it despawned.
I went out in a Mule I had caped, and stopped the Shrike from spinning/moving, and started collecting the drifting parts. Mostly 5 - 6 gyros.
What this is, the new SpawnGroup definitions does something weird with the older mods. The guy from LSG ship mod fixed it there.
What happens, is this:
I found a Med-X Shuttle spawn in. I raced over to cap it, when I realized it wasn't moving. I get there, and can't touch the ship. Just pass right through, and can't grind. Cocpit indicates I could get IN if it wasn't hostile.
I used Midspaces admin commands to 'claim' the ship. STILL couldn't touch it, but I could get in. Maneuvering didn't work, even though it had gyros.
It unlocked when Ii flipped a setting for the items. Cockpit Display on Hud, Off/On on some, and use conveyor or show on hud. This made it real
A Shark had spawned in too, but was sitting still, except the torp doors, which broke free.
[code]
Spawn group initialization: Could not get prefab Evo_Medium
Spawn group initialization: Could not get prefab Evo_Small
Spawn group initialization: Could not get prefab Frontier_small
Spawn group initialization: Could not get prefab Opex_Skiff
Spawn group initialization: Could not get prefab Orb
[/code]
I fixed all of these by chaging the Id->SubtypeId near the top of the prefab file to match the requested prefab name. For thte orb, the prefab file still said 'small ship 1093' or something; the other four just had a capitilization mismatch.
Thanks!
do you know what number I could set it at to make it work?
Also which ships are not surival ready? all have fuel for reactors and ammo for some guns, cargo containers are not populated though, and catchys ships are old I merely converted them to the new format.
the most from this ships are not surival ready and from an to old version..