4.00 Public Beta now available

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dtpsprt
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Re: 4.00 Public Beta now available

Post by dtpsprt » Wed, 18. Nov 20, 11:33

grapedog wrote:
Wed, 18. Nov 20, 09:42

I can't turn my marinea into temporary service crew anymore??? I been deployed overseas since july and won't get back till march.... so if this changed before i might have missed it. ****** internet on a navy ship sadly.

I'd hate to not be able to co-op my marines as service crew until i can get the capped ship back to a friendly shipyard.
You can always transfer Service crew from other ships to the "newly acquired" one right?

hxsgame
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Re: 4.00 Public Beta now available

Post by hxsgame » Wed, 18. Nov 20, 11:49

Solomon Short wrote: what is "Weapon Mode"?
I just read it wrong......

ftom CBJ next floor :
"These are the settings for turret behaviour."
Last edited by hxsgame on Wed, 18. Nov 20, 12:58, edited 1 time in total.

CBJ
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Re: 4.00 Public Beta now available

Post by CBJ » Wed, 18. Nov 20, 11:51

No, Solomon Short asked about weapon mode, not weapon mods. :)

These are the settings for turret behaviour.

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grapedog
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Re: 4.00 Public Beta now available

Post by grapedog » Wed, 18. Nov 20, 12:06

dtpsprt wrote:
Wed, 18. Nov 20, 11:33
grapedog wrote:
Wed, 18. Nov 20, 09:42

I can't turn my marinea into temporary service crew anymore??? I been deployed overseas since july and won't get back till march.... so if this changed before i might have missed it. ****** internet on a navy ship sadly.

I'd hate to not be able to co-op my marines as service crew until i can get the capped ship back to a friendly shipyard.
You can always transfer Service crew from other ships to the "newly acquired" one right?
I think that was already the case... i just liked not having to do an extra crew xfer. I would cap the ship, then swap marinea to service crew, xfer repair drones over, and then escort it back to a shipyard. Just before it docked, i would transfer my marines back to their launch ship, and have the cap'd ship pull in, get repairs, and hire a new crew. Now ill have to ferry around a service crew too?

I'd be much happier if they just capped marines(of say 1 boarding star or better) at 1 or 2 stars for engineering. That way you can still use em for basic maintenance crews, without having to ferry around multiple groups of people. That's gonna make the capping process much more annoying i feel.

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Re: 4.00 Public Beta now available

Post by dtpsprt » Wed, 18. Nov 20, 15:10

grapedog wrote:
Wed, 18. Nov 20, 12:06
I think that was already the case... i just liked not having to do an extra crew xfer. I would cap the ship, then swap marinea to service crew, xfer repair drones over, and then escort it back to a shipyard. Just before it docked, i would transfer my marines back to their launch ship, and have the cap'd ship pull in, get repairs, and hire a new crew. Now ill have to ferry around a service crew too?

I'd be much happier if they just capped marines(of say 1 boarding star or better) at 1 or 2 stars for engineering. That way you can still use em for basic maintenance crews, without having to ferry around multiple groups of people. That's gonna make the capping process much more annoying i feel.
Any way you look at it, it's about the same number of clicks... the only "difference" is that it would be a nice idea (for those that love and embrace caping) to have a "special" crew ship to transfer from so they won't be searching...

Skeeter
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Re: 4.00 Public Beta now available

Post by Skeeter » Wed, 18. Nov 20, 15:50

Tried the beta, the vol fog, i cant tell if its working as i look at stuff then turn it on then off but looks the same. Am i missing something? Looked when in multiple sectors.
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dtpsprt
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Re: 4.00 Public Beta now available

Post by dtpsprt » Wed, 18. Nov 20, 16:21

Skeeter wrote:
Wed, 18. Nov 20, 15:50
Tried the beta, the vol fog, i cant tell if its working as i look at stuff then turn it on then off but looks the same. Am i missing something? Looked when in multiple sectors.
It makes sense that when turning it off and on you have to exit and reload for these changes (the way the graphic adapter behaves)...

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Re: 4.00 Public Beta now available

Post by palm911 » Wed, 18. Nov 20, 16:23

pgllrdp wrote:
Tue, 17. Nov 20, 22:31
But you do get to move the Hq finally :)
is that in the patch notes? i think i missed it.
X gamer , one at a time.

dtpsprt
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Re: 4.00 Public Beta now available

Post by dtpsprt » Wed, 18. Nov 20, 16:25

palm911 wrote:
Wed, 18. Nov 20, 16:23

is that in the patch notes? i think i missed it.
The fact is that it does happen and a lot of "trigger happy" people are preparing to "clear" whole sectors with this feature (it is repeatable and clears any installation there is on where it lands)

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Re: 4.00 Public Beta now available

Post by Polofix » Wed, 18. Nov 20, 16:57

Hello,

and please make sure that no more texts are cut off or at least that there are always tooltips when texts are cut off.

I have so many texts, where I ....
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I have so many texts, where I do not know what is written there.
That is really annoying.

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Re: 4.00 Public Beta now available

Post by CBJ » Wed, 18. Nov 20, 17:14

The release notes wrote: • Fixed cut-off encyclopedia descriptions.
We can fix these things if we know where they happen, but we can't wave a magic wand and have them all suddenly vanish. If you have specific examples where it's still a problem with the 4.00 beta, then we need to know which texts there are and on which menu, as well as your language, screen resolution and UI scale.

Alan Phipps
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Re: 4.00 Public Beta now available

Post by Alan Phipps » Wed, 18. Nov 20, 17:17

... but please post those in reports supported with information for the devs in the public beta forum and not in this thread.
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alt3rn1ty
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Re: 4.00 Public Beta now available

Post by alt3rn1ty » Wed, 18. Nov 20, 18:37

alt3rn1ty wrote:
Wed, 18. Nov 20, 05:03
dtpsprt wrote:
Wed, 18. Nov 20, 04:47
alt3rn1ty wrote:
Wed, 18. Nov 20, 04:29

The new Fleet Management and sub-ordinate ship orders from the Fleet Admiral, as opposed to the player having to micro-manage a coordinated attack sounds superb.

Will the AI also have similar coordinated attack behaviour against the player?
And does this happen OOS aswell as IS?

I will be amazed if those questions are both answered with an affirmative .. but kind of hoping they are :)
Well... I can assure you that in 3 instances so far (5 hours play time in the Beta) Both the Xenon and the Khaak did coordinated attacks on me... I don't think it's just RNG...
Ace :D. First thing I had after downloading the update a couple of hours ago was a swarm of Xenon P and M came through a gate trying to bust up my rattlesnake fleet plugging up the gate .. I was in a Nemesis with two Nemesis escorts next to the gate when they came through, best battle I have been hands on with, ever!. But I treated it like a pre-4.0 game and personally protected the Fleet of Rattlesnakes IS against the swarm of small fast ships, so I still need to rebuild my Fleets to have smaller supporting role ships

But first it would be good to know if OOS is going to be the same, or would smaller ships in a fleet OOS be practically useless because Coordinated attacks OOS dont quite work the same (ie the usual biggest guns win OOS)
Seems one of my questions has been answered elsewhere ..
viewtopic.php?f=146&t=431260
CBJ responded

So Egosoft have made improvements over the disparity between IS and OOS, I guess we just need to find out by trial and error again as to how.
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Re: 4.00 Public Beta now available

Post by dtpsprt » Wed, 18. Nov 20, 18:50

alt3rn1ty wrote:
Wed, 18. Nov 20, 18:37
So Egosoft have made improvements over the disparity between IS and OOS, I guess we just need to find out by trial and error again as to how.
Well... if they could (or even had time to) write big "explanatory" posts, without giving out too much so that it will come as a great surprise, they would be devs in a Publishing House, not a Sofrware one. Personally I'm glad (most of the time) for a simple "yes" or "no" or "we'll see about that".
As far as their "notes" on "improvements" in Betas, new versions and DLC's are correct (what said to be fixed/altered is fixed/altered and what is fixed/altered is mentioned) that's all we need to know. It is one of the reasons I always start a new, fresh, vanilla game in any Beta and some smaller ones in every Hotfix to test and find out by myself...
Once the new version is out one can decide to bring in his old paythrough or not right? Afterall a Beta is (supposed to be) a final test before the official release as far as I remember...

Raevyan
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Re: 4.00 Public Beta now available

Post by Raevyan » Wed, 18. Nov 20, 18:56

I really hope that all the new fleet behavior is not tied to the pilot skill of the captain, otherwise we alle know how bad this feature will end...

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alt3rn1ty
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Re: 4.00 Public Beta now available

Post by alt3rn1ty » Wed, 18. Nov 20, 19:03

dtpsprt wrote:
Wed, 18. Nov 20, 18:50
alt3rn1ty wrote:
Wed, 18. Nov 20, 18:37
So Egosoft have made improvements over the disparity between IS and OOS, I guess we just need to find out by trial and error again as to how.
Well... if they could (or even had time to) write big "explanatory" posts, without giving out too much so that it will come as a great surprise, they would be devs in a Publishing House, not a Sofrware one. Personally I'm glad (most of the time) for a simple "yes" or "no" or "we'll see about that".
As far as their "notes" on "improvements" in Betas, new versions and DLC's are correct (what said to be fixed/altered is fixed/altered and what is fixed/altered is mentioned) that's all we need to know. It is one of the reasons I always start a new, fresh, vanilla game in any Beta and some smaller ones in every Hotfix to test and find out by myself...
Once the new version is out one can decide to bring in his old paythrough or not right? Afterall a Beta is (supposed to be) a final test before the official release as far as I remember...
Oh yes I agree, I wasn't complaining, looking forward to the finding out myself what works well or not.
Also going to be updating a few of my bug reports with fix confirmations .. once I get my eyes off the forum, too keen to see if I missed anything to drag myself away :).

This beta update and its developments are kickass
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zakaluka
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Re: 4.00 Public Beta now available

Post by zakaluka » Wed, 18. Nov 20, 21:46

dtpsprt wrote:
Wed, 18. Nov 20, 18:50
Personally I'm glad (most of the time) for a simple "yes" or "no" or "we'll see about that".
Personally not a fan of the community speculating on mechanics for years until someone finally spends the time to read & understand the AI scripts. Which are quite difficult for even experienced modders to understand sometimes, I might add.
(cough... crew levels)

dtpsprt
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Re: 4.00 Public Beta now available

Post by dtpsprt » Wed, 18. Nov 20, 22:36

zakaluka wrote:
Wed, 18. Nov 20, 21:46
Personally not a fan of the community speculating on mechanics for years until someone finally spends the time to read & understand the AI scripts. Which are quite difficult for even experienced modders to understand sometimes, I might add.
(cough... crew levels)
Indeed... I'm personally of the opinion to RTMF than RTFM... then apply simple logic to what you read...

P.S. I'm also personally of the opinion that simple logic is an extremely valuable commodity in permanent scarcity i.e. the KISS principle that is hardly applied anywhere...

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Re: 4.00 Public Beta now available

Post by chew-ie » Wed, 18. Nov 20, 22:44

Yeah, pong is all we really needed.

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grapedog
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Re: 4.00 Public Beta now available

Post by grapedog » Wed, 18. Nov 20, 22:44

dtpsprt wrote:
Wed, 18. Nov 20, 15:10
grapedog wrote:
Wed, 18. Nov 20, 12:06
I think that was already the case... i just liked not having to do an extra crew xfer. I would cap the ship, then swap marinea to service crew, xfer repair drones over, and then escort it back to a shipyard. Just before it docked, i would transfer my marines back to their launch ship, and have the cap'd ship pull in, get repairs, and hire a new crew. Now ill have to ferry around a service crew too?

I'd be much happier if they just capped marines(of say 1 boarding star or better) at 1 or 2 stars for engineering. That way you can still use em for basic maintenance crews, without having to ferry around multiple groups of people. That's gonna make the capping process much more annoying i feel.
Any way you look at it, it's about the same number of clicks... the only "difference" is that it would be a nice idea (for those that love and embrace caping) to have a "special" crew ship to transfer from so they won't be searching...
And that is the annoying part, is ill have to have a couple ships full of service crew doing nothing but waiting around near my capping ships, or hsve additional ships thats only purpose is to provide additional repair drones via xfer to the newly capped ship.

It just adds having more stuff required to do the same thing.... but i am not sure i see the benefit to player enjoyment. In my mind changes towards more realism should be balanced by whether or not it makes a process more or less enjoyable.

Unless there is another reason to make the change that I am not aware of. And how does this affect single crewman? If i have a service crew member on board, and i want to make him a marine, or vice versa, is that not allowed any more?

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