Search found 126 matches

by quarren
Mon, 20. Mar 23, 09:46
Forum: X4: Foundations - Public Beta Feedback
Topic: [6.00 Beta (495649)] Explore command don't explore gates - DUP
Replies: 3
Views: 125

Re: [6.00 Beta (495649)] Explore command don't explore gates

Experiencing this as well.

Not sure if it's an intentional change or not: giving the "explore" order on a jumpgate now orders the ship to explore the sector the jumpgate is in, not the sector that the jumpgate connects to (if that makes sense). Can reproduce this every time, also on new games.
by quarren
Fri, 10. Mar 23, 14:57
Forum: X4: Foundations
Topic: [Idea] Central HUD elements in third-person view
Replies: 4
Views: 250

Re: [Idea] Central HUD elements in third-person view

Wonder what's the reasoning behind it... maybe third-person camera is designed to be used for cosmetics only, or maybe it's just tougher to implement than one would expect from an outsider perspective? :)
by quarren
Fri, 10. Mar 23, 10:31
Forum: X4: Foundations
Topic: [Idea] Central HUD elements in third-person view
Replies: 4
Views: 250

[Idea] Central HUD elements in third-person view

'ey everyone, so i was wondering... is there a reason the central hud elements that are available in first-person view (speedometer, hull/shield, etc.) aren't available in third-person? It'd be nice to have honestly and would make third-person camera a more viable option for regular gameplay. Or is ...
by quarren
Wed, 8. Mar 23, 21:00
Forum: X4: Foundations - Public Beta Feedback
Topic: [6.0 Beta 5] CTD/process not responding upon entering Avarice - Resolved by graphics driver update.
Replies: 4
Views: 117

Re: [6.0 Beta 5] CTD/process not responding upon entering Avarice

Updating NVidia drivers did seemingly indeed do the trick. Didn't realise they were so ancient. Strange though that the issue suddenly appeared in Beta 5, while in Beta 4 I could enter the system without problems (though that was on a different savegame...). Anyways, thanks a lot, case closed. :D
by quarren
Wed, 8. Mar 23, 18:52
Forum: X4: Foundations - Public Beta Feedback
Topic: [6.0 Beta 5] CTD/process not responding upon entering Avarice - Resolved by graphics driver update.
Replies: 4
Views: 117

[6.0 Beta 5] CTD/process not responding upon entering Avarice - Resolved by graphics driver update.

Savefile: https://drive.google.com/file/d/1FGPoo__MdGV3s11HPLI3SJXWSUVtbo8p/view?usp=share_link Dump: https://drive.google.com/file/d/1-bLyWrdCfbA0_sihj1jp-wAuIsBI2_lY/view?usp=sharing This is from a custom start created today with the new beta. The game crashes upon entering Avarice IV from Windfal...
by quarren
Mon, 27. Feb 23, 13:07
Forum: X4: Foundations
Topic: Feature Request: Trade Menu or revamped trade filtering
Replies: 9
Views: 573

Re: Feature Request: Trade Menu or revamped trade filtering

Very much agreed. I think the biggest gripe I have with the current UI is the arbitrary "boxes" that get drawn around stations and the trade listings that pop up all over the place and clutter the view of the map. - trade listings should have a dedicated space in the UI, not pop up all over the plac...
by quarren
Mon, 27. Feb 23, 09:58
Forum: X4: Foundations
Topic: [Immersion] Captain cabin on L/XL.
Replies: 15
Views: 670

Re: [Immersion] Captain cabin on L/XL.

What I would find super cool would be a "captains quarters"-type-of-room (similar to how brigs/bars, etc. work) on L/XL ships that maybe has some furniture, and a nice, big viewport to the side of the ship that you can view space from. :)
by quarren
Mon, 29. Mar 21, 12:58
Forum: X4: Foundations
Topic: X4 4.0: Station miners sent to different sector despite resources being present in same sector
Replies: 6
Views: 968

X4 4.0: Station miners sent to different sector despite resources being present in same sector

Hi guys, not sure if this is somehow intended behaviour or could be considered a bug. So I'll post it here for now. Scenario: - placed resource probe in Grand Exchange I, shows about 3.6 ore per km^3 - placed resource probe in Grand Exchange III, shows about 0.03 ore per km^3 (not sure about the spe...
by quarren
Fri, 4. Oct 19, 13:25
Forum: X4: Foundations - Technical Support
Topic: Nodan still not able to manually dock?
Replies: 0
Views: 745

Nodan still not able to manually dock?

Hi Forums, so, I'm having one issue which only affects the Nodan - I cant dock it manually. The UI lines up perfectly, but the ship can't dock due to some weird collision happening. I've had that problem since release (at first I wasn't too worried because the Nodan didn't seem to be a finished ship...
by quarren
Tue, 1. Oct 19, 21:55
Forum: X4: Foundations
Topic: Screenshot of the Day
Replies: 1774
Views: 355809

Re: Screenshot of the Day

Captain Uguras Trantaeos Zusilas III and Crewwoman Yuyamados Yuyamados Deridos VI on a mining trip in Grand Exchange...

https://i.imgur.com/gxCRuim.jpg
by quarren
Thu, 26. Sep 19, 20:46
Forum: X4: Foundations
Topic: Screenshot of the Day
Replies: 1774
Views: 355809

Re: Screenshot of the Day

My Sonra Freighter delivering a shipment of Teladianium:

https://i.imgur.com/Fz2K9WD.jpg
by quarren
Fri, 20. Sep 19, 09:48
Forum: X4: Foundations - Scripts and Modding
Topic: Trade mod similar to CLS2 from the old bonuspacks?
Replies: 0
Views: 400

Trade mod similar to CLS2 from the old bonuspacks?

Hi guys,

I was wondering if there currently is a mod that works similarly to the old commodity logistics software mk2 (hope I remember that right) from the X3 bonus packs? I would specifically like to manually set up trade routes that a trader follows in a loop.

Best regards,
quarren
by quarren
Fri, 21. Dec 18, 13:35
Forum: X4: Foundations
Topic: Auto Trade, and it's removal.
Replies: 67
Views: 4098

Re: Auto Trade, and it's removal.

But in an ideal world, where the autotrader script is finally polished, click-and-forget like the UTs of old would be what most of us aim for, indeed a fire and forget "money printing" feature that works with little to no further input by the player (with the exception of having to guard our trader...
by quarren
Fri, 21. Dec 18, 13:10
Forum: X4: Foundations
Topic: Auto Trade, and it's removal.
Replies: 67
Views: 4098

Re: Auto Trade, and it's removal.

kspn wrote:
Fri, 21. Dec 18, 13:08
quarren wrote:
Fri, 21. Dec 18, 13:06
Do people really enjoy right clicking -> galaxy trading -> money printing with the traders randomly going all over the galaxy?
YES!
Fair enough. :D
by quarren
Fri, 21. Dec 18, 13:06
Forum: X4: Foundations
Topic: Auto Trade, and it's removal.
Replies: 67
Views: 4098

Re: Auto Trade, and it's removal.

Wow, the forums are an angry bunch today. :D I pretty much hated the way AutoTrading worked with the right-click menu - adding all possible wares to the list automatically was something that annoyed me, since I always order traders to trade in 1-3 specific wares. The workflow is much better for me n...
by quarren
Fri, 21. Dec 18, 09:00
Forum: X4: Foundations
Topic: Thanks for the Teladi gamestart (and other small details), EGOSOFT!
Replies: 5
Views: 354

Thanks for the Teladi gamestart (and other small details), EGOSOFT!

Just felt like appreciating the effort put into some of the smaller details. I was really surprised when I found out that - when choosing the Teladi gamestart - the player model, as well as the space suit model, is actually a Teladi and the first person camera position is fittingly quite a bit lower...
by quarren
Fri, 7. Dec 18, 11:18
Forum: X4: Foundations - Scripts and Modding
Topic: [WIP] Replacing default font
Replies: 24
Views: 3761

Re: [WIP] Replacing default font

Yeah, those are the fonts used for the chinese, korean, japanese and russian localizations. At the moment I don't dare dealing with those. :-)
by quarren
Fri, 7. Dec 18, 10:50
Forum: X4: Foundations - Scripts and Modding
Topic: [WIP] Replacing default font
Replies: 24
Views: 3761

Re: [WIP] Replacing default font

ledhead900 wrote:
Fri, 7. Dec 18, 10:41
Excuse me...
Image
What are you implying? :D

The textures are only Zekton by name - they actually look like a "boring" sans serif font.

See:

Image
by quarren
Fri, 7. Dec 18, 10:35
Forum: X4: Foundations - Scripts and Modding
Topic: [WIP] Replacing default font
Replies: 24
Views: 3761

Re: [WIP] Replacing default font

I think you extension named ext_##. In this case, many files are not replaced by modified ones. In your case, a new texture has been applied, but the font descriptor (.abc) uses the original one. You probably need to rename the extension to subst_## and not use any xml files. only 2 .abc and 2 .dds...

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