Hello,
I've created a mod that reduces travel mode thrust for small and medium ships to be roughly on par with their boost speeds. In addition L and XL engines have a 10% more thrust in travel mode relative to baseline.
This makes it so that Carriers are now necessary for the strategic relocation of fighters, and relegates S & M combat drives to carrier based craft (giving them a clear advantage over non-carrier based craft). Also makes it harder (but certainly not impossible) to ninja your way into hostile sectors.
Basically take whatever boost speed you would have achieved with a split mkIV combat engine and that's now the absolute fastest you can go in travel mode for an S/M ship (though that travel speed is associated with an otherwise very slow travel engine). Generally speaking S/M ships now go ~1.5-2 km/s in travel mode unless they are explicitly built for it (where they might achieve ~5km/s in travel mode but be very slow in combat/boost). L/XL generally go ~5-7 km/s but are much, much less agile since they still have ~10+ sec travel charging times and slow acceleration times.
Current release requires VRO and is for the Split Vendetta version. I will be updating to CoH shortly after it is released.
available on the nexus: https://www.nexusmods.com/x4foundations/mods/624
and also steam workshop: https://steamcommunity.com/sharedfiles/ ... earchtext=
[Mod] Travel Mod
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 603
- Joined: Tue, 15. May 07, 20:43
[Mod] Travel Mod
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
-
- Posts: 603
- Joined: Tue, 15. May 07, 20:43
Re: [Mod] Travel Mod
Updated for CoH.
There are some oddities in VRO's engine values which are carried over here. I've decided, for the time being, to leave those in until they are addressed in base VRO since I only want to touch the travel multipliers and charge time here so users know what they're getting.
There are some oddities in VRO's engine values which are carried over here. I've decided, for the time being, to leave those in until they are addressed in base VRO since I only want to touch the travel multipliers and charge time here so users know what they're getting.
- Terran Mk2 and Mk3 balance seems to be reversed
- Terran engines have had their defining feature of boost/travel accelerations stripped out without much in the way of compensation.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
-
- Posts: 603
- Joined: Tue, 15. May 07, 20:43
Re: [Mod] Travel Mod
Updated for VRO v3.03 which changed terran engine balance.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
-
- Posts: 603
- Joined: Tue, 15. May 07, 20:43
Re: [Mod] Travel Mod
Updated to fix a bug which produced unintentionally high acceleration rates.
My Contributions to the Community:
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods
X4: Wing Hotkeys
X4: Urgent Orders
X4: Subsystem Targeting Orders
X4: Starbright: Variable Sector Sunlight Values
Landing page with all my mods