X Rebirth

X Rebirth

Omicron Ship Upgrades & Fixes
41 Comments
pot tech 27 Feb, 2018 @ 5:55am 
Just uninstalled the game, wait for X4 ;)
aladinaleks 27 Feb, 2018 @ 5:32am 
I checked the bridge, on all the ships this is in place. Show the screenshot.

check the bridge with the new ships. Perhaps this is his position indicated by the author.
pot tech 27 Feb, 2018 @ 5:20am 
At last! The bridge is still offset, but existing ships now have a non floating bridge! awesome!

Many thanks!
aladinaleks 26 Feb, 2018 @ 6:39am 
1) Fix 0.02

https://drive.google.com/file/d/1oTcLf0Hmt-YmQMVjOxUXuX8hEop6Ndhz/view?usp=sharing

Make a backup copy of the save file.

2) I recommend starting a new game. In the error log, a lot of records. Or revise the mods that you use.
aladinaleks 26 Feb, 2018 @ 3:17am 
Give the save file with all the mods that you use, without DLC
pot tech 25 Feb, 2018 @ 9:31pm 
No luck, still the same. anyway to modify the savings to solve this issue?
pot tech 25 Feb, 2018 @ 7:40am 
Yes, absolutely guess right! That's indeed a real Fulmekron, the most powerful destroyer except for I.

The new ship (still strange though):
https://flic.kr/p/F1PGnz
https://flic.kr/p/24EVvvc

For evidence ;)
https://flic.kr/p/F1PHpV

Whatever, their bridge both have a offset to the dock position right?
aladinaleks 25 Feb, 2018 @ 7:27am 
You started the game without mod. Then you set the mod, and got a bridge in the wrong place? Do I understand correctly?

Do the new ships have the same problem?

Is this exactly fulmicron?
pot tech 25 Feb, 2018 @ 6:36am 
=================Screenshots=================

https://flic.kr/p/21UNDJj
https://flic.kr/p/24AYeB7
https://flic.kr/p/21UNEzC
https://flic.kr/p/24AYkkG

=================Possible causing issue mods=================
Format: mod name (source)

Cargo Drone Plus (workshop)
Carriers - Arawn S/M Launch- and Docking (workshop)
Faster Capital Ships (workshop)
Station Recycle or Destroy (workshop)
100% Jump Drive for big ships (3rd party)
Pimp_My_Skunk (nexusmods)
Miscellaneous Combat Tweaks IZ (nexusmods)

=================Notes=================

I mean the existing ships, haven't tested with newly built ones. As I re-entered the zone, the ship changed as expected, I thought it should have worked.
If any additional information should be provided, just get me noticed!
aladinaleks 25 Feb, 2018 @ 4:28am 
Checked, the bridge stands well.
What mods are you using?
aladinaleks 25 Feb, 2018 @ 4:25am 
You can take a screenshot?
pot tech 25 Feb, 2018 @ 1:10am 
4.3, Fulmekron's bridge is floating above the surface !!! pls fix that
aladinaleks 4 Jan, 2017 @ 1:50am 
4.10 compatible !!!!
MegaSkyHammer 30 Mar, 2016 @ 3:31pm 
4.0 compatible?
WCKID 1 Feb, 2016 @ 6:14pm 
ty for letting me know im going to start a new game so i should be find right
H.E.I.N.Z  [author] 1 Feb, 2016 @ 12:02pm 
it should work with newer versions since the Fulmekron design has not changed since egosoft fixed the engine shield gen issue in 2.5. But I would recommend to built a new fulmekron since I moved / changed the ships bridge (sadly the position of these are somehow stored in the savegame when the ship gets created / spawned)
WCKID 1 Feb, 2016 @ 1:50am 
hey would this work on version 3.61 plz let me know
Solidsnook 24 Jan, 2015 @ 12:32am 
I installed and deinstalled it. It's a good mod, so I'll tell you why :

First, those upgrades are really good, seeing a fulmekron smiting a station while out of range is a great pleasure.
When you install it, FM already spawned have model bugs, but they get the 2 tracers.
If you spawn a new one, no model problem, works as intended.

The thing is that I tried to uninstall it then there is my problem : it screwed both the models...

IMHO, there are 2 solutions for the FM :
- Do not change the layout of bridge and landing pad, just add the turrets and turn those 2 generators in Mk3 ones. Would bring a bit of balancing, and you may even adjust the HP pool if the shield generator still lacks a bit. With a good engineer, (5 stars), it may even be harder to kill.
- Do a separate ship, like "Heavy" or "Siege" fulmekron, and add it to the shipyard list.

Each one of those options has pros and cons, but I would gladly install it and keep it this way.

Anyway, great job!
H.E.I.N.Z  [author] 21 Jan, 2015 @ 12:08pm 
since there were no Olmekron / Fulmekron changes after 2.5 this mod should still work
ExT21 21 Jan, 2015 @ 4:59am 
3.1 compatibility ?
Cerberus210 8 Oct, 2014 @ 11:56am 
Hallo Heinz

Danke für deine Antwort, das hört man gerne das die Schildgeneratoren vom Hersteller selbst nachgepatcht werden, freue mich schon drauf das meine Reparaturkosten (hoffentlich bald) sinken werden. Trotzdem ein dickes Lob an dich für deine Mod, hab sie grad noch rechtzeitig Abonniert, will die Story im Xenonsektor zuende bringen (da machen sich ein Paar dicke Wummen echt gut), weiter so ;)

MFG Cerberus210
H.E.I.N.Z  [author] 8 Oct, 2014 @ 11:44am 
Hallo Cerberus210,

die MK2 / MK3 Schilde in der Beschreibung beziehen sich auch die Schilde für die Waffen / Antriebe -> mit dem 2.5 Beta Patch, der bald als normaler Patch erscheinen sollte haben aber nun aber alle Capital Schiffe die externen Schildgeneratoren (die die Hülle schützen) erhalten weshalb es nicht mehr notwendig ist diese noch hinzuzufügen
Cerberus210 7 Oct, 2014 @ 10:42pm 
Hallo Heinz

Ich hab da mal eine Frage, habe ich es richtig verstanden das die Fulmekron jetzt mit Mk 3 Schildgeneratoren ausgetattet ist ? (mein Englisch ist nicht so gut). Wenn ja dann sehe ich sie nicht, weder an der Aussenhülle noch im Statusfenster werden mir Schilde oder Generatoren angezeigt (hab mir die Fulmekron normal in der Schiffswerft gebaut) alle anderen Erweiterungen (HODU/MB Kanonen, neue Brücke ect.) sind vorhanden.

Es wäre schön wenn die Fulmekron 4x Mk 3 Schilde (Falls noch nicht vorhanden), und die Olmekron 2x Mk 3 Schilde hätte. Die Reparaturkosten fressen mich noch auf wenn ich wegen jedem kleinen Geplänkel mit einem kleinen Jäger in die Schiffswerft muss (gehe viel Xenon Jagen wegen ihrer Artefakte, 100 für Erfolg benötigt)

MFG Cerberus210
Swatti 2 Oct, 2014 @ 1:22pm 
This mod is pure AWASOME!

Small idea: Olmecron could fit ONE HIVI/MA cannon where the jumpdrive is if it were relocated. Would give it some boom-factor.
OLIVEIRA(PT) 15 Sep, 2014 @ 3:33pm 
any way you can increasse the suselos wepons they are the biguer ship the terrans have but they cant do a real batlle to a taranis
H.E.I.N.Z  [author] 23 Aug, 2014 @ 10:05am 
nah I won´t change the remaining two big guns because they just fit well on these huge wings. When I started to mod these guns I even tried 4 guns (2 above 2 below guns - the connectors are still there in the units_size_xl_cs_omicron_front_a.xml) but this was just too much DPS even with my personal hull and weapon mods^^
nazcarspider 23 Aug, 2014 @ 9:50am 
Heinz please dont downgrade the guns.....the're just big enough for me to use.
H.E.I.N.Z  [author] 23 Aug, 2014 @ 5:12am 
Oo .. looks like these 2 big guns might be a bit overpowered but on the other side.. this is the biggest ship the omicron guys can build and the smaller xenon destroyers are not that dangerous (because they only have 6 medium and 8 small guns)
nazcarspider 22 Aug, 2014 @ 4:08am 
Thanks for the AWESOME mod Heinz. Just been to Twisted Faith and destroyed 5 yes five Zenon destroyers without needing repairs. Hull was down to 16%. The big bertha guns are spectacular in action. Yisha kept saying 'Get clear she's go'na blow. AWESOME
eismann993 14 Aug, 2014 @ 12:49pm 
ich wer super
argon_01 11 Aug, 2014 @ 5:07am 
Ich hätte gerne diese Infos auch auf deutsch
Lino 8 Aug, 2014 @ 1:22am 
Thanks heinz for the threads, didnt see them. All the issues with shield groups are fixed now as far as i can see.
FearMuss 7 Aug, 2014 @ 9:50pm 
Rad, reminds me of the Hiigaran battlecruisers from Homeworld 2 with the Taragon Tracer cannons on it.
H.E.I.N.Z  [author] 7 Aug, 2014 @ 1:45pm 
..but the good thing is that you can almost modifiy everything in X -Rebirth if you know how to!

- I will remove the group changes after next patch .. so this mod will still work :)
H.E.I.N.Z  [author] 7 Aug, 2014 @ 1:42pm 
Fulmekron + Olmekron Shield gen issues were already reported in the Bublic Beta Forum 2 month ago:

http://forum.egosoft.com/viewtopic.php?t=368280
http://forum.egosoft.com/viewtopic.php?t=368109
Lino 7 Aug, 2014 @ 7:51am 
Why did noone report the issue with the missing shields for the engine? i havent seen a report somewhere :(
Fixed that now, the group with the 3 engines have now also the same shield as the surface elements around it, to protect them a bit better i gave it a mk2 shield. If that affects your mod, take care of it, otherwise this may break stuff with the next patch.
H.E.I.N.Z  [author] 5 Aug, 2014 @ 11:52am 
Yes - with the 2.0 shader upgrade the ships and station hulls are looking more like metal surfaces.

I am also using modified bullets effects (with lensflares) and the Enzy-Mod-1.5 from MJ Fire to get these nice backrounds (look at the huge star!) - sadly the Enzy-Mod mod is not on Steam Workshop because of the file size limit
Divine 4 Aug, 2014 @ 5:12pm 
Is this X-Rebirth?
Looks like a new game...
lol
Looks epic
H.E.I.N.Z  [author] 4 Aug, 2014 @ 11:43am 
I know they looking huge on the screenshots... but they fit very well to the huge wings of the Fulmekron !

I also uploaded some more screenshots to show that.
KIADevil 3 Aug, 2014 @ 6:23pm 
thos guns man