Added as optional files to the NoLane MOD
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NO MORE COMPATIBLE WITH THE MODS THAT REBALANCE GUNS/MISSILES SINCE THIS HAS BEEN ADDED INSIDE THE MOD MAKING THEIR RANGE AND SPEED ALMOST DOUBLE. BUT AS FOR HOW REBIRTH IS MODDABLE IT SHOULD NOT GENERATE ANY CONFLICT ONLY IT IS IMPORTANT TO USE THE IMPROVED GUNS.
Concept:
Realistic physics have always been impossible in the X serie. In Rebirth a lot has changed, even FULL INERTIAL flight is possible. Unfortunally due to the way this is coded a full newtonian model is quite unplayable since to have it we must eliminate the STRAFE. Thus the ship does not have any real LATERAL/VERTICAL THRUSTERS and moving in full inertial space is quite challenging with only rear/front thrusters, it makes impossible to fly it near stations without crashing anywhere.
A very elegant solution would be a script that, with a mapped button to click, makes a switchs between two ship's engines, one with full newtonian (this here) one with (vanilla) assisted flight. With this script we could simulate the engine cut. So you can revert to assisted flight near stations AND use full inertial mode when in empty space or combat
For now, I added a second model that is ASSISTED but yet much more realistic than Vanilla.
TOP SPEED has not much sense in empty space, nevertherless I set a max speed of average 600 to all engines in order to make it playable. You would not see the difference anyway. The booster with full newtonian flight allows you to travel at very high speed (but be carefull, you can drift for minutes before changing the course if you exhaggerate, as in real physics). I've instead implemented other differences among the 3 engines. They are differences in the acceleration/deceleration, manouvrability, etc. not top speed (ships are not cars in space!)
YOU CAN CHOOSE BETWEEN 2 OPTIONAL FILES TO USE 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 GOOD COMPROMISE BETWEEN THE VANILLA PHYSICS AND THE FULL INERTIAL MODEL.
Both have also an IMPLEMENTED BOOSTER that you can use to travel (instead of the highways) and is also newtonian so be carefull not to accelerate too much or try to decelerate in time by turning the ship 180° and use booster to "brake"


VERY IMPORTANT: engines are quite different now (there are 3 classes in game) so by upgrading you'll see that mk5 is a much more manouvrable ship. If inertia is too much for you I advise you choose the class of manouvrable engines instead, that's good for people that don't engage a lot in fighting or prefer a more vanilla-like experience, if you like the speed and can accept a lot of inertia, choose the class of fast engines. Or you can chose the balanced one.

ENJOY!

And please any modder that can help with the script interested in this feature...

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COMPATIBILITY
Since version 1.5 I added a performance increase for NPC fighters, what makes the AI much more responsive. To balance the thing I add to change the weapons and the missiles accordingly, so this mod is no more compatible with other mods that change weapons and and missiles. And of course you don't need those mods anymore. You can Always take a look to the files and see, Rebirth's mods are quite easy to check
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Changelog:
0.1 Alpha release. Only one engine for test
1.0 First release. All engines. Balanced, Manouvrable and Speed, each with diffrent features among Mk2,3,etc. Top speed revised.
1.1 rebalace to make the 3 class of engines more different from eachother
1.2 correction of bad code preventing top speed replacement
1.3 correction of top speeds (ASSIST only)
1.4 changed the trottle increase steps (mouse wheel) to have more little steps. Given the speed and inertia you need something like 5%/10%/20% trottle to fly around the stations.
1.5 added the SHIP PACK, i.e. other fighters have increased performance. Also, weapons and missile have been changed accordingly.
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TODO LIST
* change the trottle increase steps (mouse wheel) to have more little steps. Given the speed and inertia you need something like 5%/10%/20% trottle to fly around the stations . DONE IN V.1.4
* Change the entry of the vendors so that they don't show the top speed (which is meaningless in space) but other things such as acceleration and possibly more values.
* a script that can make you switch between assisted and full inertial (well, I need help for that!

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LITTLE SURVIVING GUIDE WITH THE REALISTIC SPACE FLIGHT
I thought I could give some hints to the people that have not played other space games having more realistic space simulation such as Babylon 5 or IW2 etc. If you played those games you know how, so with this mod phyisics are very similar exept that the full inertial mode has no vertical/lateral thrusters and the assisted has a bit of air resistance left (so if you cut the engine at a certain point the ship will "brake"...it takes long thou)
So for newcomers to space sim.
1) Consider that the BOOSTER and ENGINE CUT are your bread and butter now, consider the option to map the engine cut buttn (or "brake" button) to the space bar or another easy accessible button.
2) Booster has 5x the acceleration ratio of the back thrusters and about 10x in comparison to front thrusters, so if you get at very high speed in one direction and want to stop the best solution is to turn your ship 180° and activate booster. Avoid to get at max speed with boster and try to stop when you are there, you must start to reverse the acceleration long before, accordingly to your current speed. If using booster watch the speed bar, it is different from the normal speed.
3) the speed bar in the cockpit is now to be always kept under control. IT SIGNS YOUR CURRENT SPEED IN THAT DIRECTION. Indeed in crowded place such as near station is advisable NOT to simply put at max trottle and then brake (I know you did it in vanilla game

4) One good techinique to approach statios is to just boost a bit the ship and then cut the engine, to avoid accelerating too much (keeping an eye to the speed bar). Or you can set the trottle at the lowest and then to back when almost there.
5) fighting is quite different, let's say better


OR you can use different strategies, that you have to think before. Indeed the different engines you buy can have an effect or be a decision on the strategy you prefer. The fast engines permit high accelerations so the best technique is to point a ship at a good speed, shoot it and pass by, then turning 180° (as a medieval knight's fight

6) It is a good idea to add some weapon rebalance mod that makes the range of weapons a bit longer. vanilla weapons are really short-range so it makes very difficoult to hit something. THIS HAS BEEN ADDED IN V. 1.5
7) NPC ships are quite stupid and for sure they are even more when you can approach at high speed and fly away since their reaction is always quite...senile...well, it does not depend on the mod, it is the game's AI. Whith this mod it simply is more evident. SINCE V 1.5 NPC SHIPS HAVE BEEN IMPROVED AND IT SEEMS THAT EVEN AI BENEFITS FROM THIS
Since version 1.5 I added a performance increase for NPC fighters, what makes the AI much more responsive. To balance the thing I add to change the weapons and the missiles accordingly, so this mod is no more compatible with other mods that change weapons and and missiles. And of course you don't need those mods anymore. You can Always take a look to the files and see, Rebirth's mods are quite easy to check