Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That is true, there isn't a working 1.0 mod because there wasn't anybody to develop it, because all the players moved on to 2.0. That's just the state of X-Wing in TTS.
2.0 mod is actively worked on and you can report problems/suggestions on its discord.
All support from my end was shifted to this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=862644552
(which has the zones fixed by the way)
Nah, the floating ship problem was with TTS physics, there were some hacks and duct tape in scripting to make it work, but when latest TTS update actually did improve physics reliabilty, they became a problem :)
Since I got you on my friends list, you should try out this mod instead: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=862644552
It's friends only visibility since we're testing it but it actually has been a while already and it should be released publicly very soon.
You need to use the Complete Collection or List Spawner to get your ships, cards, dials etc. I'll post links below, as well as a link to an up-to-date guide. I'm currently working on a mod that will include all elements needed for play.
Collection: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=415295765
List Spawner: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=657471996
Guide: https://www.reddit.com/r/XWingTMG/comments/58ir9d/so_you_want_to_be_a_tabletop_simulator_star/
As with every TTS mod, you're free to customize it as you like and it would be great to shre it after you do! If you open a mod (whichis just like any other save), you're the host and have all the permissions to change anything in-game.
To change the table image, you gotta click Objects -> Tables and then any custom type, it will propmt for an image link.
To move tokens and other objects that are locked on the table, you have to press L while mousing over them to unlock them, then hold left click to pick em up and move wherever. L again will lock them there. Part two below.
Playmats are done in a special way to prevent accidental unlocks. You have to click the "Scripting" buton at the top, open the "Green-Red Playmat" and "Teal-Blue Playmat" script, find the onload() function, and delete every line in it except the last, where you change the "self.interactable = false" to "self.interactable = true". Then click "Save and Play" from the plugins tab and viola, mats can be unlocked and moved like tokens et cetera.
Or you could fiddle with mats size bu changing other stuff there, it's not that hard to figure out actually :)
Cheers!
Any errors? It may be an issue outside the mod. Try disabling mod caching. Any way to reliably reproduce this?
Some times ships spawn as dots which are textured instead of the ships themselves. Don't know whats causing the issue. Didnt work when spawning from the chest, usin the list builder, remaking the table.
Not for now :( You can tap L while mousing over it but TTS physics is just.. gosh, it's flagging stuff as 'resting' when I'm tuggin it down forcibly cause it's 'resting' floating. It's unreliable.
Feel free to take, strip and retrofit anything :) It's all good old WTFPL license. I'd love to see what you can do with it too! Code isn't the cleanest and most transparent (one person can't see his own fuckups well) so seeing other fiddle with even sligthly similiar things always helps me learn.
Good luck :)
I'm open to more detailed suggestion on this (prefereably on github). We can't use built-in physics collision system since asteroids and (most) templates are both non-convex and in general Unity physics is not super reliable. This is a technical problem.
@Kuurin
This is an issue. For now Echo doesn't have her special decloaks since they are very unique and I didn't want to hard-code some movements just for it (other moves use a general movement system). Some help on the code would get that in if anyone is up to measure her moves.
Explain why it doesn't work very well, what was the list (text) you used, what was the result, was there any errors printed or appearing on the note? Of course in a comment on the list spawner mod. We'll work on it.
TIE Striker is included in the list spawner mod for some time already. Search the workshop for "X-Wing list spawner".
I'll take a look. It's like the 3rd time movement behaviour has changed after TTS update, pretty damn annoying.
Hey, thanks for the info, this has been just reported on repo issues, very simple change was needed (though no idea why it broke after all). Details: https://github.com/tjakubo2/TTS_xwing/issues/12