The TShips File Exposed Update 2-27-04

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The TShips File Exposed Update 2-27-04

Post by ShadowTek » Wed, 4. Feb 04, 05:50

Originally in a different topic, I decided to give this its seperate thread so people interested can find it. NOT ALL INFO MAY BE CORRECT. This is gathered from many other threads, charts, and personal experimintation.

Please post any errors you see or find, or update things you figure out that are still unknown, together we can compleately expose the TShips file.

We'll use the Argon Titan as our example:
The Argon Titan:

940;0;0.00999;0.00499;0.00999;4;3121;30000;1400;102;1;11;373;
10000;112;247;4172;4513;852352;18;3;5;4;9;3;30;3500;3500;1;1;3;
4;2;2;4;3;5;5;6;6;-4;4;1;70000;37;38;0;7;1;0;806;0;2;1;939;38;3;2;939;33;4;3;939;43;
5;4;939;32;6;5;939;47;7;6;939;51;7;1;0;1;1;1;0;0;0;-1;-1;1;3;2;3;1;1;708;36;981;2;2;1;708;37;981;2;3;1;
708;71;981;2;4;
3;3;3;4;1;708;35;981;2;5;1;708;41;981;2;6;1;708;42;981;2;7;3;4;
3;7;1;708;44;981;2;8;1;708;45;981;2;9;1;708;46;981;2;10;3;5;3;10;
1;708;34;981;2;11;1;708;39;981;2;12;1;708;40;981;2;13;3;6;3;13;1;
708;48;981;2;14;1;708;49;981;2;15;1;708;50;981;2;16;3;7;3;16;1;
708;52;981;2;17;1;708;53;981;2;18;1;708;54;981;2;1;994432;25;1;0
;SS_SH_A_M2

940 3D Location of outlook in cockpit (discovered by a friend) 2-27-04 Update
0.00999;0.00499;0.00999 this is the handle-ability (turnning, yaw etc)
4 is ship type
0-TL
1-TS
2-Mo
3-M1
4-M2
5-M3
6-M4
7-M5
8-??
9-??Pirate??
10-Goner, UFO
11-M6
12-TP
3121 determines the ship description "in game"
30000 is ship speed
1400 is ship acceleration (higher numbers is faster acceleration)
102 is the engine sound (e.g. 114 is the Khaak engine sound)
Discovered by Khaak UPDATE 2-27-04
;1; ???
11 is the color/type of the engine (e.g. 2 is the paranoid yellow)
Discovered by Khaak UPDATE 2-27-04

373 is perhaps the strength of the engine light (It looked like)
Discovered by Khaak UPDATE 2-27-04

10000, Ships power, havent noticed any difference changeing it but may increase recharge rate if increaced, still investigating
112;247 has to do sth with the sound
Discovered by Khaak UPDATE 2-27-04

4172;4513 first number is ship model (ie. 04172.bob in cuts folder), second number is cockpit model
852352 main laser loadout, if ship has no main laser its meaningless as the info for turrets is stored in the TCockpits file.
18 is number of guns...totaly pointless, as changeing it does nothing, adding guns is located nere end of string as Ill explain latter.
3;5;4 shield type, max shield, and max missle (thanks to Profit_Maker)
max missile equipable
-1=none
0=mosquito
1=wasp
2=dragonfly
3=silkworm
4=hornet
If you change missile type, make sure you have the proper cargo/warehouse class. This goes for lasers to. (thanks again to Profit_Maker)
9 ??
3;30;3500;3500 engine tunnings, rudder tunnings, min cargo, max cargo
1;1;3;4;2;2;4;3;5;5;6;6 Turret data, 2 numbers per turret
1 is front turret
2 is rear turret
3 and 4 are the left and right sides
5 and 6 the top and bottom
discovered by coxpwr
-4 number of ships that can dock, a "-" sign in front of a number designates external docking, do not increase this number as you will not be able to undock extra ships
4 max cargo size, changeing to a 5 will allow station sized cargo holds, but if you want to haul stations you must change the ship type from 4 to 0
1 race:
1-Argon
2-Boron
3-Split
4-Paranid
5-Teldi
6-Xenon
7-Khaaz (or whatever there called)
8-Pirate
9-Gonor
10-?? UFO??
70000 Hull strength
37;38;0;7;1;0;806;0 Still working on it, think it has to do with turret data
2;1;939;38: 2=? 1=Turret number 1, 939=turret (this refers to turret in .bob file), 38=turret location (on ship hardpoint)
3;2;939;33 as above: 3? 2=Turret # 2, 939=Turret, 33=turret hardpoint location.
This goes on for all 6 turrets, then come the guns:
1;1;1;0;0;0;-1;-1;1;3;2; Still working on it, some sort of gun data
1;1;708;36;981: 1=?gun size as displayed on ship? 1=Gun # one, 708=Gun as in .BOB file, 36=Gun location on ship
981=unknown more gun data, different for each ship
ETC ETC for all guns,

You add guns to ships by adding guns to turrets, this was how I added 18 guns to carriers, however since these refer to hardpoints in the .bob files, you can only add guns to existing turrets, and you can only use existing guns, but you can have guns fire more than one shot, for example a un modified Teldi Albatross fires 3 shots from each of its single guns, 18 Guns seems to be the limit as Ive crashed and burned on exceding this, laser power is calculated by amount of guns.

When you add guns say 3 guns to a turret that originaly fire one gun, you can either have one gun fire 3 shots or chose from other gun locations (as defined above) but you must make sure that gun can hit everywhere the turret can see, for example, if you add 3 guns to a top turret, dont chose the bottom gun to fire with the top turret cause it wont fire throu ship.

Also with the 18 gun setup, guns 1-3 are front turret
4-6 are Right
7-9 are rear
10-12 are left
13-15 are top
16-18 are bottom

You can probably put 18 guns on a argon Nova by haveing each gun fire multiple times, but havent confirmed this yet, there may be a 3 shots per gun limit.

Example:
Original 6 gun Argon M1 Gun and Turret Data:
1;1;708;30;981;2;2;1;3;1;2;1;708;32;981;2;3;1;4;1;3;1;708;35;981;
2;4;1;5;1;4;1;708;31;981;2;5;1;6;1;5;1;708;37;981;2;6;1;7;1;6;1;
708;39;981

Modified for 18 Guns:
1;1;708;30;981;2;2;1;708;30;981;2;3;1;708;30;981;2;4;3;3;3;4;1;
708;32;981;2;5;1;708;32;981;2;6;1;708;32;981;2;7;3;4;3;7;1;708;
35;981;2;8;1;708;35;981;2;9;1;708;35;981;2;10;3;5;3;10;1;708;31;
981;2;11;1;708;31;981;2;12;1;708;31;981;2;13;3;6;3;13;1;708;37;
981;2;14;1;708;37;981;2;15;1;708;37;981;2;16;3;7;3;16;1;708;39;
981;2;17;1;708;39;981;2;18;1;708;39;981

To add gun types to turrets open up the TCockpits file and notice on line 9 that long number, use this handy chart to add weapons (I did not make this chart but it works flawlessly):
Code:

1,2,4,
8,16,32,
64,128,256,
512,1024,2048,
4096,8192,16384,
32768,65536,131072,
262144,524288,1048576,
2097152,4194304,8388608

GIRE A, GIRE B, GIRE G
PAC A, PAC B, PAC C
HEPT A, HEPT B, HEPT G
PSG A, PSG B, PSG G
Mining, KH A, KH B
KH G, Mass, Ion D
PPC A, PPC B, PPC G
OL, KH_Endfight, Repair

All leagle guns: 2039807 (edited believe this is right now)

All Guns 4194303 (Profit_Maker)

Thanks to Slocket for excellent chart

Numbers on top refer to guns on bottom. if you want to change the main laser gun type, use above chart on line 19 in TShips file. Simply add the numbers of each gun you want together.

****UPDATE****2-14-04****
Ive learned a bit more about adding guns, first This is the specific gun data for the 18th gun:
18;1;708;54;981;2
18-The 18th gun
1-??
708-The Gun designator for the Argon M1
54-The Gun location
981-another Gun designator
2-??
Ok, Now in order to add guns you MUST tell the game what guns go to what turret, you will notice that when you look at a ship with say 18 guns, there are 4 extra numbers for every 3 guns for example heres guns 16-18 for the Argon M2:
16;3;7;3;16;1;708;39;
981;2;17;1;708;39;981;2;18;1;708;39;981,2

Notice the extra red numbers, these designate what guns go to what turret.
For example the above numbers indicate:
16-This turret begins with gun number 16 and will include all following guns until the next set of turret data. (Confirmed)
3- Number of Guns on Turret (Confirmed)
7- This is the 7th set of turret data
3- not sure mabey same as 2nd number or simotanious shots fired per gun.

By playing with this info you can add as many gunns as you like, when I peg down exactly what they mean Ill let everyone know.
Last edited by ShadowTek on Fri, 27. Feb 04, 23:55, edited 9 times in total.
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Storm_Front
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Post by Storm_Front » Wed, 4. Feb 04, 06:13

I wonder how many people right now are building the Ultimate Warship

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Post by ShadowTek » Wed, 4. Feb 04, 06:22

Storm_Front wrote:I wonder how many people right now are building the Ultimate Warship
Hmmm...

http://www.egosoft.com/x2/forum/viewtopic.php?t=22465
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Post by kryptyk » Thu, 5. Feb 04, 07:06

Count me as a person cheering on your progress!!!!!

BTW Have you thought about updating the existing excel file for us lazy people? Oh, and uploading it to xscripting.com? Also putting a nice red ribbon on top to make it look pretty?

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Post by Storm_Front » Thu, 5. Feb 04, 07:31

kryptyk wrote:Count me as a person cheering on your progress!!!!!

BTW Have you thought about updating the existing excel file for us lazy people? Oh, and uploading it to xscripting.com? Also putting a nice red ribbon on top to make it look pretty?
I don't have Excel otherwise I'd made a new updated version.

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Post by Argonaught. » Thu, 5. Feb 04, 10:25

Storm_Front wrote:
kryptyk wrote:Count me as a person cheering on your progress!!!!!

BTW Have you thought about updating the existing excel file for us lazy people? Oh, and uploading it to xscripting.com? Also putting a nice red ribbon on top to make it look pretty?
I don't have Excel otherwise I'd made a new updated version.
Here's a link to a free office like program that includes excel editor:

http://www.openoffice.org/
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
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Post by Storm_Front » Thu, 5. Feb 04, 20:49

Argonaught. wrote:
Storm_Front wrote:
kryptyk wrote:Count me as a person cheering on your progress!!!!!

BTW Have you thought about updating the existing excel file for us lazy people? Oh, and uploading it to xscripting.com? Also putting a nice red ribbon on top to make it look pretty?
I don't have Excel otherwise I'd made a new updated version.
Here's a link to a free office like program that includes excel editor:

http://www.openoffice.org/
You're funny Argonaught :P First there's the 63.5mb download, then there's the 67 page install guide. It took me over a week to figure out how to use OlisJ's X2modder program, so don't hold your breath for this. :lol:

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Post by Troj » Thu, 5. Feb 04, 21:37

:lol:

On a serious note, If you know how to use Excel, then you can use the Openoffice version - no problems ....

As for the installation guide, if it takes 67 pages to tell you how to choose an installation directory then don't bother :))

J.K Openoffice is dead easy, its been made to work like M$Office
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Post by Storm_Front » Fri, 6. Feb 04, 00:09

"Tships.txt Exposed.xls" in progress

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Post by kryptyk » Fri, 6. Feb 04, 06:11

Storm_Front wrote:"Tships.txt Exposed.xls" in progress
:D woooohoooooo :D

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Post by Storm_Front » Fri, 6. Feb 04, 07:09

I have previously stated that mods to the Tships file only appeared to affect player ships. I was wrong. It would appear that certain mods do affect NPC ships. It may be because in my most recent game I modded the Tships file prior to beginning the game. More research is needed.

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Post by kryptyk » Fri, 6. Feb 04, 07:55

Storm_Front wrote:I have previously stated that mods to the Tships file only appeared to affect player ships. I was wrong. It would appear that certain mods do affect NPC ships. It may be because in my most recent game I modded the Tships file prior to beginning the game. More research is needed.
AFAIK if you change the Novas to use 125MW shields in a current game then all new Novas will have them not already existing ships. You will notice the changes if you start deleting current Novas and they eventually get replaced with the modified ones or you can start a new game...then all the Novas will have them.

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Post by Argonaught. » Fri, 6. Feb 04, 09:14

Storm_Front wrote:"Tships.txt Exposed.xls" in progress
So what did you use in the end?

PS:
Didn't check size of openoffice, was just showing where there was a free officey, with excel editor, program :wink:
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Post by Storm_Front » Fri, 6. Feb 04, 16:39

Argonaught. wrote:
Storm_Front wrote:"Tships.txt Exposed.xls" in progress
So what did you use in the end?

PS:
Didn't check size of openoffice, was just showing where there was a free officey, with excel editor, program :wink:
Open Office. When I saved it, it appeared to convert the excel file to an open office file. Open office can open, edit, and save excel, but can excel open an open office file? I never read the install guide, I just kept clicking the "next" button.

I'm hoping Shadowtech (or someone) can give me some more data on the turrets. I'm going to have to change the layout of the chart a little so I can have the same data for each ship in the same column. The right side of the existing chart is all fudged up. :)

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Post by Argonaught. » Fri, 6. Feb 04, 17:39

Storm_Front wrote:
Argonaught. wrote:
Storm_Front wrote:"Tships.txt Exposed.xls" in progress
So what did you use in the end?

PS:
Didn't check size of openoffice, was just showing where there was a free officey, with excel editor, program :wink:
Open Office. When I saved it, it appeared to convert the excel file to an open office file. Open office can open, edit, and save excel, but can excel open an open office file? I never read the install guide, I just kept clicking the "next" button.

I'm hoping Shadowtech (or someone) can give me some more data on the turrets. I'm going to have to change the layout of the chart a little so I can have the same data for each ship in the same column. The right side of the existing chart is all fudged up. :)
Post a link to one of the openoffice excel files and I'll see if MSexcel can open it.
[MOD]X3TC No Fog / [MOD]X3AP No Fog / [MD]X3TC Menagerie Shipyard / [MD]X3AP Menagerie Shipyard
<==<<Argonaught>>==>

XBTF>XT>X2TT>X3R>X3TC>X3AP>X4F

I lurk alot for the most part now
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Post by Storm_Front » Sat, 7. Feb 04, 02:56

Argonaught. wrote:
Storm_Front wrote:
Argonaught. wrote:
Storm_Front wrote:"Tships.txt Exposed.xls" in progress
So what did you use in the end?

PS:
Didn't check size of openoffice, was just showing where there was a free officey, with excel editor, program :wink:
Open Office. When I saved it, it appeared to convert the excel file to an open office file. Open office can open, edit, and save excel, but can excel open an open office file? I never read the install guide, I just kept clicking the "next" button.

I'm hoping Shadowtech (or someone) can give me some more data on the turrets. I'm going to have to change the layout of the chart a little so I can have the same data for each ship in the same column. The right side of the existing chart is all fudged up. :)
Post a link to one of the openoffice excel files and I'll see if MSexcel can open it.
I found a way to convert it back to excel format, however I get a warning that doing so may cause data to be lost. Oh well. Still working on the gun & turret data.

**EDIT** :lol: You sneaky dog you :lol:

I just came from the xscripting.com site. They have a new download in the mods section. If you had aligned the gun/turret data to the right side of the chart, things such as "ship prices" would all be in the same column, but it is a little better than the first one. :P

**EDIT 2** If it's not Shadowtech's and it's not mine, who's is it?
Last edited by Storm_Front on Sat, 7. Feb 04, 07:04, edited 1 time in total.

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Post by ShadowTek » Sat, 7. Feb 04, 03:41

Hi all, checked out that new TShips file at x-scripting, good job, but I noticed a few mistakes, where you have Gun Size it should say Gun number, gun size? is the first ??, also every third gun has a longer set of numbers then usual, these extra numbers I believe are either the gun catigoration (ie 1-3 front) or is turret info, anyway, these extra numbers may mess up your chart, I think after a certine point, the columns wont line up correctly as some turrets may have more info (and more numbers) then others. you may have to leave "Blanks" in the columns in order to line everything up right.

PS If anyone wants to make mods and upload them to x-scripting (of all the 18 gun carriers) go for it as Im too dame lazy
:oops:
Last edited by ShadowTek on Sat, 7. Feb 04, 04:19, edited 4 times in total.
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Post by ShadowTek » Sat, 7. Feb 04, 04:01

Also Turret number always seems to be right before the turret designater for example 1, 939...2, 939...3, 939 where on guns its two numbers before the Gun Designater, for example 1, 1, 994...2, 1, 994...3, 1, 994

Gun and turret designators are different for each ship, one way to figure them out is

1. use the pattern above, that is look for the pattern in the TShips file as long as you know how many guns and turrets a ship has it shouldn't be too hard to figure out.

2. look at the model number open that obj file in note pad or word pad, the numbers at the top below the intro of file are the turrets followed by the guns, granted it looks like scrabble but you can make out the turrets and guns, to confirm, simply look in TShips file for those numbers.

Hope this helps Storm_Front

PS...So far I believe its accurate to say ALL Turrets and Gun Designators (Hard points in .BOB files) are three digit numbers (This may help to locate in TShips file)

PPSS..Not that it really a big deal or anything but can you use the info from the third post down from here http://www.egosoft.com/x2/forum/viewtopic.php?t=22465 for the example of My super ship since this vertion (3rd post down) is the real super Monster bad ass vertion :D If its too much work dont worry about it though.
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Post by ShadowTek » Sat, 14. Feb 04, 17:53

Updated Info on first post see:
****UPDATE****2-14-04****

for new info.
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Post by ShadowTek » Fri, 27. Feb 04, 23:56

Several 2-27-04 Updates
More updates commeing, VERY FEW numbers remain unknown

PS I'll make a new thread when all is known, then Storm_Front can convert to a chart (cuz im stupid and dont know how and Im lazzzzy) and everyone can change everything, unless of course egosoft covers this all in there EGERLY AWAITED 1.3 UPDATE :D :D :D
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