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check the bridge with the new ships. Perhaps this is his position indicated by the author.
Many thanks!
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.
https://drive.google.com/open?id=1Cpp9qnUXzm2yzP0I_Jhs0uqIRshX-X7H
Extension:
https://drive.google.com/open?id=1Hir4NT5N-B3g0cPaq_Xj7eSd1SHd9Zel
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?
Do the new ships have the same problem?
Is this exactly fulmicron?
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!
What mods are you using?
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!
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
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
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
Small idea: Olmecron could fit ONE HIVI/MA cannon where the jumpdrive is if it were relocated. Would give it some boom-factor.
- I will remove the group changes after next patch .. so this mod will still work :)
http://forum.egosoft.com/viewtopic.php?t=368280
http://forum.egosoft.com/viewtopic.php?t=368109
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.
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
Looks like a new game...
lol
Looks epic
I also uploaded some more screenshots to show that.