SpaceEngine

SpaceEngine

X-Universe Pack: X3
61 Comments
DerMitDemTrollTanzt 18 Jan @ 7:02am 
@XBrain130 thanks for the fast reply. I will have a look into these programs. I see, i3dconverter is for 3d printing. my neighbor does 3d printing. perhabs he has that or similar software or I have to buy.
thanks for the help
XBrain130  [author] 18 Jan @ 3:28am 
@DerMitDemTrollTanzt, I extracted the contents of the .cat files with DoubleShadow's "X3 Editor 2", and then use "i3DConverter" to turn the .bob models into standard formats (unfortunately, the latter is a paid program)
DerMitDemTrollTanzt 17 Jan @ 1:22pm 
@XBrain130 how did you export and converted the x3 ships in the first place? I wanna do paper models of some and for blender I need them in another file format than xsp. I do not seem to find a way
XBrain130  [author] 8 Dec, 2024 @ 7:40pm 
@Hemorrhoid, you just download it and its enabled as long as you use flight simulator mode
Hemorrhoid 7 Dec, 2024 @ 8:00am 
How do you enable the mod?
I'm new here, sorry
Jean-Claude Fan Camme 3 May, 2024 @ 7:58pm 
@Xbrain130 sick ty!!
XBrain130  [author] 3 May, 2024 @ 7:09pm 
@Vitao, nope, the only way to remove stations is deleting their code
Vitão 3 May, 2024 @ 1:26pm 
@XBrain130 hey!! could you help me, i would like to know how to delete stations. I thought it was the same as deleting ships, but there's no option for it. Is there any way to delete?:s_crying:
XBrain130  [author] 3 May, 2024 @ 6:20am 
@Zachary, its done like this:

Object "[station name]"
{
Type "Spacecraft"
Model "[address of the craft's .sss file within the addons folder]"
ParentBody "[orbited planet]"

Orbit
{
[orbital parameters]
}
}
Jean-Claude Fan Camme 3 May, 2024 @ 2:11am 
I've been looking around online trying to find a guide on how to script stations so they remain in orbit like you've done in this mod. Do you know where I could find any examples or guides?
Uncle Sloppy 15 Feb, 2024 @ 9:36am 
it'd be awesome if you made a mod adding the ships from the Xtra ship pack
XBrain130  [author] 14 Jun, 2023 @ 4:48pm 
@TokiMerr, just select the ship in the list and click "delete"?
TokiMerr 13 Jun, 2023 @ 1:10pm 
How do I delete the ships?

please help
Uncle Sloppy 6 Dec, 2022 @ 8:37pm 
aye
XBrain130  [author] 6 Dec, 2022 @ 6:29pm 
@Uncle Sloppy, thats intended, it has no engines in the original game, implying it was only meant to move around with the Jumpdrive only, but I guess I could give it a low dreadnought-level speed
Uncle Sloppy 5 Dec, 2022 @ 5:06pm 
The Kha'ak planet killer can't move, even though it's a starship
XBrain130  [author] 1 Dec, 2022 @ 4:34pm 
@Uncle Sloppy, maybe, I now have so many that Im not sure which I should choose. For now I decided to focus the next update on more stations
Uncle Sloppy 30 Nov, 2022 @ 11:44am 
are you still adding ships?
makruse1982 2 Apr, 2022 @ 11:39am 
The new ships dont have Textures
Retsof 24 Dec, 2021 @ 9:05am 
that did it, thanks
XBrain130  [author] 24 Dec, 2021 @ 8:49am 
Retsof, ah I see, the issue here is that stations will only render if you already entered the system. That means you have to travel to another destination in the Alpha Centauri system to see the stations of the Argon sector. I have no idea whats the cause of this, if its because of SE or of this mod
Retsof 22 Dec, 2021 @ 8:43pm 
Yes I am in flight sim mode. The effected ships actually are at sol instead of proxima, my bad. I'm guessing it is the 000 point in the game? note that they show no location.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2690603088
Also I have redownloaded the mod several times, mostly to clear out my early attempts at placing my own stations.
XBrain130  [author] 22 Dec, 2021 @ 7:24pm 
Retsof, are you in Planetarium mode? Stations will show up only in Flight Sim mode
Retsof 22 Dec, 2021 @ 12:01pm 
The stations outside of Sol do not work. you just zoom in to a blank piece of space near Proxima.
RobVox 7 Nov, 2021 @ 3:52pm 
I think you should add controllable versions of stations
Universal Wanderer 7 Sep, 2021 @ 10:11pm 
I'm having a kick for Terran Conflict right now so this is absolutely amazing for me. Now I can free my Kestrel from the confines of the Gate Network!
Ben Cosby 24 May, 2021 @ 10:01am 
I'd rather not script it, I'd rather fly it. I'm suggesting making a separate craft file that's flyable.
XBrain130  [author] 24 May, 2021 @ 9:59am 
@cosby714 the issue is that dynamic objects cannot be placed in stable orbits at all, speeding up time often sends ships careening around and easily ruins your careful placements. And either way, you can already place stations and such around other worlds by scripting (just like I did), if you look into my stations scripts you'll see that it's fairly easy to do and requires very little coding. If you need help understanding it I can teach you.
Ben Cosby 20 May, 2021 @ 10:46pm 
So, I noticed some stations, when they spawn in, they just show up in the other category. I also saw the comment saying they can only be static or dynamic, could you add in versions that aren't static objects so they can be positioned and flown? I'd very much like to place my own gates and xenon stations, would be fun to put them around a world myself.
Prince Solstice 25 Nov, 2020 @ 7:46pm 
I noticed you added the Kha'ak corvette and destroyer, lovely ships.
Prince Solstice 9 Nov, 2020 @ 6:41pm 
Alright good to know, thank you for pointing that out. Love the mod, never played the X series.
XBrain130  [author] 5 Nov, 2020 @ 7:49pm 
Prince Solstice, unfortunately those are all program's issues that I can't do anything about, the player-spawned stations not working was brought up in a older comment too. For now if you want to dock to stations you pretty much have to use the "dock instantly" button
Prince Solstice 3 Nov, 2020 @ 6:29am 
not the xenon mining plant but the matter/antimatter mining plant and the orbital defense platform is the orbital defense station. I forgot to mention, the jitter is caused by the homeworld mod, so forgive me for not mentioning it.
Prince Solstice 3 Nov, 2020 @ 5:58am 
Its the simulator mode always, just love flying these ships! Something else I've also noticed was stations already placed tend to give false telemetry (trying to slow down to dock but end up getting farther away) making docking a very tedious task. On top of this, ships and stations are jittery (especially bigger ships and stations) making it hard to dock. Yes I can see some of the stations that have already been placed, like the Terran shipyard, Trans-orbital gates, Xenon mining plant, and the Orbital defense platform. The original problem was I couldn't see the other stations and had trouble spawning in stations. Stations that I spawned in would be invisible, and when I restarted the game, they would disappear. Ships sometimes spawn with zero velocity, regardless of the orbiting ship your focused on. That's all I have for you, sorry for the long list but I'd rather you see all the problems then just some.
Uncle Sloppy 2 Nov, 2020 @ 9:28am 
big sad
XBrain130  [author] 2 Nov, 2020 @ 7:23am 
Uncle Sloppy, unfortunately I can't seem to figure out how to export XR models yet,

Prince Solstice, is this issue in Planetarium Mode, Simulator Mode, or both? I have had the same problem lately in Planetarium Mode only, but I'm not sure if it's a bug of the program itself or something from the stations' files
Prince Solstice 2 Nov, 2020 @ 5:20am 
Do the stations work on version 0.990? I noticed some of the stations are invisible to me.
Uncle Sloppy 1 Nov, 2020 @ 7:02pm 
Could you add some ships from X: Rebirth?
I quite like the designs of the Teladi ships
XBrain130  [author] 30 Oct, 2020 @ 8:58pm 
Uncle Sloppy, absolutely, I already have some ready, I have just been distracted by other personal projects lately
Uncle Sloppy 30 Oct, 2020 @ 12:33pm 
Are you planning on adding new ships?
Retsof 20 Apr, 2020 @ 5:50pm 
Ah, fair enough. Thanks for answering.
XBrain130  [author] 19 Apr, 2020 @ 12:45pm 
Retsof, no, because almost every texture is reused across many points of a given craft's hull, not to mention many craft of the same race, so there's no way to make accurate "baked reflections".
Retsof 18 Apr, 2020 @ 1:13pm 
Is it possible to bake in some reflected lighting on the textures? It just looks wrong to have a giant glowy bit not cast any light onto the hull next to it.
Uncle Sloppy 9 Apr, 2020 @ 2:58pm 
np
lovely mod btw :steamhappy:
XBrain130  [author] 9 Apr, 2020 @ 2:27pm 
Uncle Sloppy, thank you for reporting it, it was a simple oversight so it'll be fixed in the next update.
Uncle Sloppy 8 Apr, 2020 @ 4:45pm 
The kyoto is invisible except for a few parts.
shame, it's my favorite ship
ettore.bilbo  [author] 2 Apr, 2020 @ 2:39pm 
grazie per l'invito come collaboratore :-)
HatedTong 24 Mar, 2020 @ 7:15pm 
thank you :lunar2020halodragon:
XBrain130  [author] 24 Mar, 2020 @ 11:02am 
HatedTong, that is an issue with SpaceEngine itself. Spacecraft can be marked as "staticgame" or "controllablegame": the former can be put into scripted orbits, the other can be flown by the player. The same item cannot do both, yet 'static' craft still appear in the build menu despite behaving as you observed. I can't do anything about that.
HatedTong 23 Mar, 2020 @ 7:58pm 
When I build a gate(Ancient,Terran or Broken) or a trans-orbital accelerator, they are invisible , they appear in Other ships not in My Ships, and I can't control them :lunar2020thinkingtiger: