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.
Search found 126 matches
- 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
- 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?
- 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 ...
- 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.
- Wed, 8. Mar 23, 19:46
- 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
- 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...
- 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...
- 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.
- 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...
- 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...
- 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
https://i.imgur.com/gxCRuim.jpg
- Thu, 26. Sep 19, 20:46
- Forum: X4: Foundations
- Topic: Screenshot of the Day
- Replies: 1774
- Views: 355809
- 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
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
- 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...
- Fri, 21. Dec 18, 13:10
- Forum: X4: Foundations
- Topic: Auto Trade, and it's removal.
- Replies: 67
- Views: 4098
- 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...
- 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...
- 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.
- 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
What are you implying?
The textures are only Zekton by name - they actually look like a "boring" sans serif font.
See:
- 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...