![]() ![]() They make for great player ships (the ship that you fly around in).įighters are the backbone of any fleet. They are heavily shielded, well armed and in some models, faster than the M3 fighter. They can also be used for small trade runs as they have a somewhat largish cargo bay. They are also the only type of ship that can launch boarding pods which are used for boarding and capturing ships.Ĭorvettes are a special class as they are not large enough to be a capital ship but are definitely not fighters. They don’t have any guns (not counting one or two turrets) but instead, have missile launchers. They are good for when you can’t afford a M1 or M2 and when the situation doesn’t call for a M1 or M2 but is a little too dangerous for the smaller ships. M7’s bridge the gap between the small and the big, think of them as a mini M1 or M2. Being able to mount insane amounts of firepower they are arguably deadliest ships in the game. The M2s are the jumbo jets of the X universe. They have massive hangers (The Argon M1 has a hanger space of 60) but even without the fighters, they can hold their own against other capital ships. M1s are the center piece of any large fleet. Also, because of their size, they can only dock at Equipment Docks, Shipyards, Military Outposts and Company HQs. They can be used as escorts but it should be noted that due to their comparatively smaller cargo hold, these ships are not as efficient at trading as ships that are made for trading.Ĭapital ships are the slow, expensive and heavily shielded behemoths of the X universe that are used generally for blowing stuff up. Well, that's the end of the introduction to this guide the useful stuff starts in the next section, good luck!Ĭombat ShipsThese ships are made for fighting. Please note that this guide is based on the default keyboard and mouse configuration. So go ahead, try using a gamepad and see how you like it. You however, might not like using a gamepad. ![]() ![]() I personally prefer playing with a gamepad as I find it makes controlling ships a lot easier. One thing to note is that this guide is written with a more of a combat orientated money maker approach to things, so if you are more into the trading aspect of the game and want to keep out of combat as much as possible, then this guide may not be as useful for you. Please note that this guide is mainly for those of you who are completely new to the X series and space simulations in general, so if you have past experience in either or both of those things, some of what is in this guide might not be new to you. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.So you've found the wonders of the X-universe in Terran Conflict, but don't know where to start? This guide should make things easier and start you on your way to making an intergalactic empire. ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with. Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D or OpenGL: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and. ![]()
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