[MOD] REM for Rebirth

The place to discuss scripting and game modifications for X Rebirth.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Deleted User

Post by Deleted User » Sun, 27. Apr 14, 15:15

how is newtonian flight going?

User avatar
Freeman_79
Posts: 298
Joined: Tue, 28. Aug 07, 03:31
xr

Post by Freeman_79 » Wed, 30. Apr 14, 03:13

Heya fellows

A little question, I'm using this mod with 1.30 and during recent gameplays I've always get a error message in the middle of the screen, which is quite annoying.

Error message say.

No Booster: units_size_s_ship_pirate_01_macro
The numbers switching rapidly between 01 and 03.

Any ideas whats causing this ?

//Freeman

killerog
Posts: 3464
Joined: Fri, 28. Oct 05, 16:31
x4

Post by killerog » Thu, 1. May 14, 20:27

Its a debug message I put in to the code to show what ships had no boosters. We used it to know which ships needed to have them added to (if I remember correctly). I thought they had all been fixed by realspace.

Annoyingly the only way to show a message when the game first came out was by using those popup messages. I would of much rather used a logbook approach as I have done in the X3 series of games.
Image

Misunderstood Wookie
Posts: 377
Joined: Mon, 15. Mar 04, 08:07
x4

Post by Misunderstood Wookie » Mon, 5. May 14, 15:16

Realspace wrote:Please READ ME
I have a suggestion. An addition which should be added to this mod.



---The Idea----
I suggest an added feature to the existing engine balance changes in the "Assisted Physics" and possibly FULL" Newtonian" an inertia dampener that ties in with the reverse thruster and possibly takes speed into account.

What I mean by this
I feel the inertia at times especially for doing missions is too much to deal with trying to dock at a station is extremely fiddly often after coming out of boost even at 80km away I end up going right past what I wanted to stop at and I have to spin around and burst boost to get back to a reasonable normal flight distance (mostly because reverse thrust is useless). Station icons don't pop up until in a certain range and the inertia does not help with finer control.



What I am suggesting to be done about it
That Inertia Dampeners get retro fitted to higher class engines say the MK2+ variants using the existing balance change scripts and tie the Inertia Dampeners into the reverse thrusters so that when you reverse thrust it takes into account your facing direction and speed then attempts to stabilize the ship faster by applying decent thrust to offset the inertia. Maybe have higher class engines such as MK3, MK4 be more responsive at this.

Optional: You could re purpose the reverse thruster altogether and make it drain shields as a compromise for the dampening effect so you would not hold down the reverse thrust too long in a fight you would just use burst use it to quickly alter your drift. I really like the idea of REAL space but the current implementation of the engines leaves some to be desired.







Final Comments
I feel that adding something like this would greatly improve the controllability when you fly somewhere clustered and would even add to the combat because you could kick it in reverse to enable the "Inertia Dampeners" periodicity combined with strafe manoeuvre and roll to quickly change directions of drift while not taking away from the experience of inertia driven physics.

If anybody has thoughts on something like this id love to hear them.

EDIT:
Ok I seem to have placed this in the wrong mod thread it should have gone into http://forum.egosoft.com/viewtopic.php? ... c&start=60
*modified*
*X3 LiteCube User*
MOD GemFX Real Space Shaders
MOD Variety and Rebalance Overhaul Icon Pack
I lost my Hans and should not be flying Solo.
Image

User avatar
F4QuArL
Posts: 779
Joined: Mon, 26. Dec 05, 23:48
x4

Post by F4QuArL » Fri, 30. May 14, 12:40

Is it possible to just install die "physics FULL"-MOD without the "NO Highways and Unlimited Booster"-MOD ?

I´ve tried and as far I think Newtonian flight looks like, it doesn´t work.
I´ve got unlimited Booster but no inertia, so if I boost my ship shortly I don´t fall in this direction.
Instead I slow down to normal speed and stop when I take away my speed

Realspace
Posts: 1376
Joined: Wed, 15. Nov 06, 10:21
x4

Post by Realspace » Tue, 7. Oct 14, 01:58

working on a new version, I will unify the No Lanes and Physics. What I do is basically to increase the speed to al NPC, only player has also more inertia. This makes them more challenging, can catch the player, it also helps other ships to travel inside zones since lanes are removed.

After that I'll make a "less drifting" or EVEN MORE ASSISTED version

Realspace
Posts: 1376
Joined: Wed, 15. Nov 06, 10:21
x4

Post by Realspace » Tue, 7. Oct 14, 02:00

F4QuArL wrote:Is it possible to just install die "physics FULL"-MOD without the "NO Highways and Unlimited Booster"-MOD ?

I´ve tried and as far I think Newtonian flight looks like, it doesn´t work.
I´ve got unlimited Booster but no inertia, so if I boost my ship shortly I don´t fall in this direction.
Instead I slow down to normal speed and stop when I take away my speed
something is wrong with activation of mod, Physics mods should work fine

Ungussa
Posts: 1
Joined: Sat, 18. Oct 14, 17:00

Re: [MOD] BIG SPACE (NO Highways + Improved Booster + Newtonian Physics) [V0.2 Alpha]

Post by Ungussa » Tue, 28. Oct 14, 16:53

[quote="Realspace"][b][color=orange]Version: 0.2 (alpha)
Authors: Realspace & Killerog

[url=http://xrebirth.nexusmods.com/mods/49/][img]http://i.imgur.com/0cT9Kwu.png[/img][/url]
[url=http://xrebirth.nexusmods.com/mods/49/] DOWNLOAD FROM NEXUS[/url]

PLEASE INSTALL ONE OF THE PHYSICS ADD-ON OTHERWISE THE MOD IS MUCH LIMITED IN PLAYABILITY. YOU CAN CHOOSE BETWEEN FULL OR ASSISTED NEWTONIAN PHYSICS FOR PLAYER'S SHIP. NPC ARE ALSO IMPROVED, SO THEIR GUNS, THEY ARE IMPROVED THE SAME IN BOTH PACKS, ONLY PLAYER'S SHIP CHANGES.

SOME PEOPLE ALSO NOTICED AS THE IMPROVED PERFORMANCE OF NPC SHIPS MAKES THEM MORE REACTIVE AND LETHAL, SUCH AS A BETTER AI PERFORMANCE.

Discussion is here: http://forum.egosoft.com/viewtopic.php?t=353399
[/color][/b]
[color=cyan]Consider this mod as an experiment, use at your risk: removing the lanes has side effects on AI for missions (as freighters do).

[b]EDIT (20/nov/2013): I added a BOOSTER ONLY optional file you can download, to improve booster but not eliminate highways. Follow the link above.
EDIT (22 nov) Added the Physics packs you can choose to have realistic inertial flight in the game
EDIT (24 nov) Solved the missing booster limit, now all trader ships use the booster for travelling[/b][/color]

Description of the mod:
Removes the Zone Highways (not the Superhighways) and increases booster's speed with virtual no shield drain, to be used for navigation among zones. You can also add the RS_Physics add-on which introduces 2 kind of inertial flight into the engines. It adds lot of realism and fun :D

[i]KNOWN ISSUES (none of these will break the game):

1) You have to restart the game, sorry. If somebody finds a solution either by editing the save file containing references to the highways or using a different approach that does not involve the editing of ../MAPS files, please INFORM ME!

2) [color=grey]Ships not having the boosters travel among the zones at very low speed, so taking forever: This slows down economy and make the escort missions boring. [/color]
THIS HAS BEEN FIXED IN 0.2 ALPHA. [/i]

3) Mission pathways, be it plot or others, are built on the layout of the highways. This just means that the mission beacon COULD point to the various exit/enter points of the now missing highways or that scripted attacking ships don't appear.
--------------------------------------------------------------

To install, just decompress the content inside the "../extensions" folder of the game. If you don't have the folder, create it.
It has to be in the main directory of the game, where Rebirth.exe is

[color=lime]Please if you are interested in this feature help us by testing the mod. THIS MOD CAN NOT BE REMOVED WITHOUT STARTING A NEW GAME. SO I RECOMEND TO USE IT FOR ANOTHER GAME, KEEP YOUR SAVES SAFE. Thanks![/color]
----------------------------------------

DEVELOPMENT

(update 22/nov):
1) At the moment I'm checking so to have ALL ships in the game use the boosters for long distances.
2) I'VE ADDED OTHER 2 OPTIONAL FILES YOU CAN USE IF YOU WANT TO EXPERIENCE REALISTIC FLIGHT PHYSICS IN REBIRTH. DUE TO THE LIMITATION OF THE ENGINE (UP TO NOW) THE FULL NEWTONIAN MODEL IS QUITE UNUSABLE SINCE IT IS NOT POSSIBLE TO USE THE STRAFING IN FULL NEWTONIAN. THE SECOND OPTION (ASSISTED) IS A COMPROMISE BETWEEN THE VANILLA PHYSICS AND THE FULL INERTIAL.

[color=orange](update 24 nov)
I have implemented the addition of boosters to all trade ships also the small ones. Now thanks to a script by Killerog that commands them to use booster I think we are near to a first full release. This means you can use the mod with the plot too.
Of course we need people to test, in particular during escort missions otherwise they are too slow and boring. For now it seems that only with a new game the thing works, I'm looking for a solution to make it work with a savegame. Mybe a script that reload all equipments of the ships saved in the savegame?
[/color]

FUTURE UPDATES

1) MAKE POSSIBLE ENTER/EXIT THE SUPER HIGHWAYS
This can make space even bigger, the player can find secret stations etc in the empty space but risks to get lost. Thanks to the new physics of the engine you can still travel the long distances to reach a planet even if you get lost. A system of beacons or satellites that can be deployed by the player is also to be implemented.[/quote]

maxrsp
Posts: 72
Joined: Sun, 5. Nov 06, 01:07

Post by maxrsp » Thu, 30. Oct 14, 19:26

Can't wait for the new version of this mod. I have only just returned to XR having not even started it up between versions 1 and 2.5

The one thing that bothers me more than any of the other standard complaints is the local highways; I simply can't reconcile them with the X Universe that exists in my head so for me this mod is key to making the game worth playing again.

Thanks Realspace!

Aranov
Posts: 134
Joined: Mon, 3. Jun 13, 23:08
x4

Post by Aranov » Tue, 2. Dec 14, 05:57

Hi there, long time lurker here.

Just popping in to say thanks for all your hard work making this mod, it massively improves the game.

However unfortunately it seems the 3.0 beta breaks something in the Booster mod, The game doesn't seem to acknowledge the changes made by the mod.
When reverting to 2.5 the mod works correctly, but I have several other mods that need 3.0 to work.

Any chance we could get a fix for this soon? I hate to be a bother, but I really find the game unplayable without the modded Booster and I don't know how to fix this. :(


EDIT:I found the problem! Egosoft added a "boost duration" setting to all shield macros, including the player shields. After changing these settings the boost mod is now working again.

EDIT2: So I got a request to uploaded my fix for someone who couldn't
mod, here is the link for any others that want it.
Realspace, if you wish for me to take this down you only need to ask.

http://www.nexusmods.com/xrebirth/mods/425/?

Isemados VI
Posts: 233
Joined: Tue, 2. Aug 05, 13:44
x4

Post by Isemados VI » Tue, 16. Dec 14, 02:16

hi guys,

i use the big space mod (no lanes and booster) and the mod fixes from Privata (RS NoLanes Booster for NPC) and Aranov (Booster fix for 3.0) but i have still the Problem with the error messages in the center of the Screen.

No Booster: units_size_s_xenon_swarm_attack_drone_01_macro

No Booster: units_size_s_xenon_swarm_attack_drone_02_macro

No Booster: units_size_m_te_container_01_macro

No Booster: units_size_m_te_hydrogen_collector_01_macro

No Booster: units_size_s_te_01_macro

No Booster: units_size_m_te_mineral_collector_01_macro

No Booster: units_size_s_ship_ar_military_07_macro

and many more... :(

The fix from Privata does not work since version 2.0. I still play version 3.0 (no beta) and its very unplayable with Lanes and error messages. i hope anyone can fix the booster Problems in 3.0 and higher :(

Thanks for the labour to all modders on this Game and the Mod ;)

Realspace
Posts: 1376
Joined: Wed, 15. Nov 06, 10:21
x4

Post by Realspace » Mon, 10. Aug 15, 11:29

Dark_Ansem wrote:how is newtonian flight going?
With the release of Patch 3.60 RC" (beta) the option to cut off the assisted engine has been introduced.

So my physic mods no longer need to exhist and I'm happy of it since of course the Egosoft's patch works much better.

Finally this game has more space immersion than ever

Hope they get rid of local highways too soon or later

Jeltz Prostetnic
Posts: 16
Joined: Thu, 2. Mar 17, 12:23

Is this still being developed?

Post by Jeltz Prostetnic » Thu, 2. Mar 17, 12:54

I was hoping to get something like in Evochron Legacy (in this game you can switch between assisted flight and inertial flight, so you can turn around and shoot while still flying in the original direction, which in combination with a perfect TrackIR support is absolutely magnificient).

But from reading this thread it seems not to be the case... I also don't want to change anything else in my game, which already has a dozend mods already, to make it somewhat playable. (usability was never a strength in the X series... I feel so sorry for the developers, having to code this without a straight forward usability concept and then getting all the blame!)
I was really hoping to have something like this in X rebirth 4.0. I am a developer, so maybe if someone could give me some hints about how to do it, I may try to write my own mod...

Alan Phipps
Moderator (English)
Moderator (English)
Posts: 30435
Joined: Fri, 16. Apr 04, 19:21
x4

Post by Alan Phipps » Thu, 2. Mar 17, 13:17

@ Jeltz Prostetnic: As stated in the post immediately above yours, that choice to have flight assist or a more Newtonian flight mode was already in Rebirth since version 3.60.

See the whole of this video for a demonstration.
A dog has a master; a cat has domestic staff.

Jeltz Prostetnic
Posts: 16
Joined: Thu, 2. Mar 17, 12:23

Post by Jeltz Prostetnic » Thu, 2. Mar 17, 13:27

Should have watched the whole video... Thanks so much for this!!!

Jeltz Prostetnic
Posts: 16
Joined: Thu, 2. Mar 17, 12:23

disappointed

Post by Jeltz Prostetnic » Fri, 3. Mar 17, 09:35

OK I have tried it out. It is quite a disappointment. If I turn the skunk with flight assist off, it just takes a little longer, until my flight path is changed again. So as you wrote it is "more Newtonian". Slightly. Almost exactly as described for the mod in this thread. One does have to wonder, if this was just copy-pasted into X-R...

But it is still an improvment. Thanks anyhow.

Realspace
Posts: 1376
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [MOD] REM for Rebirth

Post by Realspace » Thu, 16. Nov 23, 10:26

I've done a totally new mod:
REM (Realspace Engines Mod)

DOWNLOAD FROM NEXUS

This is a total overhaul of all engines, weapons and missiles for BOTH the player and the NPC ships.

This mod follows the same approach of my X4 REM mod but since in Rebirth engines for player and NPC are different I could make it work even better.

Player ship has the 'bonus' of using more hard-core Newtonian physics. The ship drifts much more and instant accelerations/decelerations are not possible.
But boosters last much longer, they can be used as travel engines. The duration increases with the level of the engine.

To help the AI, I left the NPC ships' physics unchanged, they are only faster. This works very well, indeed NPC ships are very lethal.

To compensate I added a bonus to player's guns. Other then the normal increase in range/speed that all ships received, player's engines received an additional bonus in speed and damage. Otherwise playing in hard mode is quite impossible.

This mod is an overhaul, it changes everything related to engines, weapons and missiles so it is incompatible with other mods doing a single of these things.

Post Reply

Return to “X Rebirth - Scripts and Modding”