Introducing X TECH 5 and kicking off 6.00 Public Beta

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Realspace
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Realspace » Thu, 19. Jan 23, 20:37

Wow...I am both excited and worried by 6.0 :P joking...it is a great news.
Is there a list of files that are changed by the new version, or sort of, so that modders can know what patch is to be updated? :mrgreen:
Last edited by Realspace on Thu, 19. Jan 23, 20:37, edited 1 time in total.

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chew-ie
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by chew-ie » Thu, 19. Jan 23, 20:37

Okay, the F6 cam is just incredible.

X4 - The Movie :lol:

Great work guys! :)

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mr.WHO
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by mr.WHO » Thu, 19. Jan 23, 20:46

chew-ie wrote:
Thu, 19. Jan 23, 20:37
X4 - The Movie :lol:

Great work guys! :)
I expect much more X4 YT video after 6.0.

YT was running dry lately :(

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by ALien8ed » Thu, 19. Jan 23, 20:51

Loving what i am seeing so far but the "Live Stream camera mode" is far and away my favourite feature, it's glorious.

Just kick back and watch what the rest of the galaxy is doing, you can also pause to take nice screenshots... :D

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by CBJ » Thu, 19. Jan 23, 20:52

Realspace wrote:
Thu, 19. Jan 23, 20:37
Is there a list of files that are changed by the new version, or sort of, so that modders can know what patch is to be updated? :mrgreen:
It's always a good idea to read the first post in the thread before asking questions. ;)
Gregory wrote:
Thu, 19. Jan 23, 18:04
📢 Note to the modding community
As mentioned in our survey summary a few months ago, X4 modders are super important to us and we are very grateful for their work. While we can't go into too much detail on this topic today, we wanted to at least briefly mention that we are working on some new modding tools for X4 and will also be improving the information available to modders in the future. For example, we plan to provide a modding equivalent to the X4 update changelog. As soon as the tools can be tested, we will inform you separately about this, and provide you with further details.
That said, it won't be an exact list of changed files.

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Realspace » Thu, 19. Jan 23, 21:39

CBJ wrote:
Thu, 19. Jan 23, 20:52
ooops, how can I have missed that :roll:
Thank you, another great news :)

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by chew-ie » Thu, 19. Jan 23, 21:48

Position defense is awesome - ships defend freely pickable hotspots and reliably come back to the carrier / support ship for repairs while the rest of the group keeps on fighting. Time to use carriers! :thumb_up:

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by mr.WHO » Thu, 19. Jan 23, 21:51

chew-ie wrote:
Thu, 19. Jan 23, 21:48
Position defense is awesome - ships defend freely pickable hotspots and reliably come back to the carrier / support ship for repairs while the rest of the group keeps on fighting. Time to use carriers! :thumb_up:
ohh, my 12 carrier battlegroups are so ready :D

Repli
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Repli » Thu, 19. Jan 23, 22:02

Huh... railguns do not overheat anymore, intended? But much appreciated :D new physics work great so far :!:

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by mr.WHO » Thu, 19. Jan 23, 22:18

Repli wrote:
Thu, 19. Jan 23, 22:02
Huh... railguns do not overheat anymore, intended? But much appreciated :D new physics work great so far :!:
Looks like a bug - no mention of weapon change or railgun in specific in change log.

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by RaifalM3n » Thu, 19. Jan 23, 23:14

fantastic! hope for more FPS improvements till next official patch !!!
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Skeeter » Fri, 20. Jan 23, 00:31

any fsr 2? Any better aa methods like taa? Coming in 6?

Did they fix the poor performance on stations with alot of cap ships queued up to dock at it?
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Falcrack » Fri, 20. Jan 23, 01:06

I just did a test comparing performance between 5.1 and 6.0. It was done on a busy station of mine in Faulty Logic I. All vanilla, all DLC enabled. I have an 15-12600K with RTX3060Ti and 32 GB RAM (3600 MhZ)

5.1
FPS = 48
Save time = 10.3 seconds
Load time = 83 seconds

6.0 beta
FPS = 71 (47.9% improvement)
Save time = 7.7 seconds (33.8% improvement)
Load time = 40 seconds (107.5% improvement)

These results are MASSIVE! Big thanks Egosoft!

Also Boso looks kinda weird now. He commed me during my test. It will take some getting used to! Mostly his eyes look a bit too small. I feel like they should be bigger.

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Axeface » Fri, 20. Jan 23, 05:32

First impressions my end after playing a few hours.
Position defence is nice - definitely means I may actually use a carrier now, very convenient.
Performance improvements, I'm not seeing a huge improvement like others are expressing, it feels like there is some improvement but im still seeing the same fps dips and drops.
Lighting improvements are obvious but seem to not be fully exploited yet - shadow improvements are big.
New collision engine - seems like ships getting stuck in things (player ship included) is going to be much much less common now - great change.
Cinematic camera is cool, will give us all something to do while waiting for things to happen - this is restricted to areas we have satellite coverage right?
Load times vastly improved.

Also, I spoke to Boso. New Boron model is really nice, very alien and awesome but as a consequence less relatable (thats fine in itself, but a little bit of damage control would be nice) - the vastly more 'realistic' look makes boso's voice suddenly seem off when talking to him though, especially face to face. This is a problem that was going to arise with the (great) push towards further realism and the more mature design - it reminds me of the disney-star-wars aliens speaking english vs original star wars aliens speaking their own language. The other races like paranid or split 'get away with it' because they have vaguely human-like mouth parts - you can imagine that its somewhat possible that they can make those voices, but not so much with boso, he feels very 'disconnected' from his voice. This isnt a complaint but a raising of a concern and hope for the future. The move towards more realistic aliens is great but it might be time to finally add some lore and events in-game to explain why we hear the aliens as we do. We need a 'bablefish' moment and lore in x5? (perhaps would be cool in the future if each race could get their own language-like sounds like in no mans sky superimposed under the voicing too). I do question why the decision was made to totally move away from eyes-on-stalks for them though. The lore of them moving their eye-stalks to convey emotion was very endearing, I miss that one feature. It always reminded me of dogs and their lowering and raising of their ears.

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by jovaras154 » Fri, 20. Jan 23, 06:09

I am having a couple of issues with the physics engine. I did a fresh install and brand new save. Twice I have clipped through the elevators to the lower level when they go up. Also the Rapier that you're given at the start of the Segaris Pioneers can't dock with anything. The legs will deploy but the hit box must be messed up since you can't get close enough to the docking pad to dock. It's no problem if you have a captain as they can dock fine and you can dock fine if you have a docking computer.

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Azzotic » Fri, 20. Jan 23, 07:24

Amazing job Egosoft! I am loving the 6.00 Beta and it’s improvements.
A good start makes for an easy finish

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by linolafett » Fri, 20. Jan 23, 10:57

jovaras154 wrote:
Fri, 20. Jan 23, 06:09
I am having a couple of issues with the physics engine. I did a fresh install and brand new save. Twice I have clipped through the elevators to the lower level when they go up. Also the Rapier that you're given at the start of the Segaris Pioneers can't dock with anything. The legs will deploy but the hit box must be messed up since you can't get close enough to the docking pad to dock. It's no problem if you have a captain as they can dock fine and you can dock fine if you have a docking computer.
The rapier issue was fixed today, will be in the next build of the beta.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Ketraar » Fri, 20. Jan 23, 11:00

Axeface wrote:
Fri, 20. Jan 23, 05:32
We need a 'bablefish' moment
This had happened in XBTF at the very start where the Teladi does a try&error adjustment to establish communication compatibility. If we start thinking more deeply about it then talking to someone immersed in water expecting them to emit sound waves is already a big problem and the rabbit hole just goes deeper. But you are correct cant hurt to have a deeper look at it. #Lorenerdsunite :)

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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by Alan Phipps » Fri, 20. Jan 23, 11:04

@ jovaras154 and all: As a general request though, please report new-to-beta problem issues in the public beta forum, and note the request there for useful information in support of your reports.
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Re: Introducing X TECH 5 and kicking off 6.00 Public Beta

Post by ZaphodBeeblebrox » Fri, 20. Jan 23, 11:38

I can't see a 6.00 beta in steam, do I just have to wait?
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