Bridge Commander Central
BC Forums => BC General => Topic started by: Tally on January 07, 2011, 06:16:10 PM
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Hi all, long time BC gamer...but alas having a blonde moment as a 1st time post.
Been playing BC for about 7 yrs now and have always used KM and along with a couple of other mods added in its various releases with no problems... I'm not usually such a nub with regards to modding BC...tweaking ships, hardpoints etc.
Been using this clean BC install with latest KM2009.12 and its 2010.02 update since they were both released, I also have GC2.0 and latest ds9FX also installed.
Now for the life of me..and I know the answer is simple, none of my ships stay put after transporting to another. Such a trivial matter I know but the game never did it up until 3 weeks ago....... i have a pampering to taking screenshots with more than 2 ships/fleets....it did use to work fine.....i have screenshots for proof :funny . First thing I did was was make sure collisions were turned off so its not that I'm afraid.
After searching through multiple BC sites and finding no joy perhaps a fresh pair of eyes could help or someone in the know points me in the right direction :lostit:
I apologise if I'm asking in wrong forum due to mods I have installed and forever grateful for any help
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cut power to the engines of the ship before you beam off. Or you can send the ship an order to stop with the fleet orders menu
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Or you just use Edit()
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Or you just use Edit()
And where do you put this in? I have the same prob Tally had. I want to collect some screenies for a Calender for 2012 and probably I want to make some pictures with more than one ship ;)
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And where do you put this in? I have the same prob Tally had. I want to collect some screenies for a Calender for 2012 and probably I want to make some pictures with more than one ship ;)
You need to have BC in testmode (if you're using KM you already have your BC in testmode) while in quickbattle hit '~' key to bring console up and type Edit(), it's important to write it starting from capital E ;)
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appreciate the help guys, still bugging the hell out of me as to why its started doing it though :banghead:. powering down engines don't do nothing tho as the AI re-allocates resources once you beam from the ship and I know "Edit()" trick will do it....but do so like to fly into position and grab a screenie or two
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there is a mod i think that disables impulse engines.....
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Try disabling Gravity FX , that could be causing it as well. :)
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already tried that aswell, any idea which mod controls ships AI out of the 3....KM,GC2.0 and DS9 extended?
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-Transporter mod by Defiant sets the old player with an AI
-DS9FX also has a transporter mod which sets the old player with an AI
-Galaxy Charts War Simulator assimilates and overrides all AI's on a global scale and has quite a lot of hacks
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Thanks....think it is the GC war simulator :thumbsup:
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hail your fleet, and order them all to stop, using fleet orders.
But really, using the Edit() mode is much simpler, once you figure it out. There's instructions in the SDK documentation.
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thanks for help guys.....sovereign has set me on the right path, stopping them not the prob ...its the keeping them there that is.
Turned off war simulator and thats seems to have done the trick, now need to figure out which py script in the AI thats causing it so i can have war sim back on :hithead: