Better you wait for next version I'll upload tomorrow, I spent a day rebalancing all. As told, you can adapt ships from other mod if creating a patch for their props/units as you see in my mod. You can take as example the patch I made for making SVO work together with REM. As told, those values refer to the drag factor, they regulate inertia. But wait for tomorrow's upload..
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REM 1.8 MAJOR UPDATE
https://www.nexusmods.com/x4foundations/mods/848
Now that XRSGE seems stable, I've finally had the time to deeply check REM mod.
So I rebalanced everything, looking for each single ship. The aim as always is to differentiate not according to top speed (a not significant value) but other factors such as: acceleration, booster's push (afterburners), speed of manouvering, travel speed, so on..
The big updates regard especially M engines that are much better now, to cope with other ships. M ships are back to be quick corvette and frigates. While these are indeed fast (and lethal), M transports etc. keep a lower profile, so have good top/travel speed but are slow for the rest and sluggish.
I've also rebalanced all MK1 for S and M engines. Mk1 is much closer to Mk2 in terms of raw performance, while Mk2 still has better afterburners and travel and also better frontal thrusters.
The frontal thrusters have all been increased to help autopilot and they follow the same range of quality: almost on par with rear thrusters in Mk3, less in Mk2 and Mk1
Of course to have the highest push you still have to use afterburners (so to "brake", always better turn 180* and use boosters or travel engines).
L and XL engines are rebalanced too. Their raw performance is identical, travel engine has a bit higher travel speed (and price).
They also have the race's pattern I'll talk later, aka teladi cheap, split and terrans better and costly
I've changed all the prices accordingly. In general Mk3's prices have been a bit nerfed, while Mk1's prices are higher, since the engines are better now.
I wanted to be sure that NPC AI ships have decent engines, because while player can and will upgrade as soon as possible, some AI ships have Mk1 as default.
With prices I've also introduced a new differentiation, not based on ranking but on manufacturer. As it was in X3, Teladi produce cheaper engines but they use other tricks to cope with less raw power, such as more travel speed. Teladi like trade, not fight..
Split, as for tradition, have faster engines (not too much) and slightly higher prices. Argon and Paranid are similar but change in small nuances, f.i. argons have a bit less raw power but higher booster.
Terrans have the best engines and they cost significantly more. This also follows the old philosophy and helps starting with good engines as terran. Indeed their ship mostly use only one or two engine so it has to be good.
This differentiation opens some nice game's mechanics such as trying to increase reputation with the faction selling those engines. I've tested the ships with engines of different races, they have some nice boost but not dramatic, so it works well. It is good having, say, an argon ship and trying to increase relationship with split or terrans to mount their engines. There will be a valuable performance boost. Also, this makes engine's research in HQ something worth if you want the best engines.
As last, travel speeds have all been nerfed to suit at best in XRSGE universe (they are still overkill for vanilla universe). Best top travel speeds are in the order of 20.000/30.000 (only with Mk3), which means a cruise speed in travel mode of about 12.000/15.000. This is perfect for the new sectors, not too fast not too slow and also makes the autopilot not going crazy. Always remember, if crossing long distances, that manual use of travel engines is much faster: you can accelerate to max, then cut engines, then when quite close to target (say about 100 km) make a 180* turn and use travel engine again to brake.
As general idea, the real choices are mk1 and mk2, that are decent. Mk3 while cheaper than vanilla are still a premium engine. Player ship and player's top ships will mount them, while others can use mk2 and have good performance. The ranking follows this step too: travel < all-around < fight (the first being cheaper and less powerful, the latter the best and more costly). This makes the range of engines to choose wider. Indeed a travel-engine mk3 is the cheaper next step after mk2 fight-engine.
In general, one will prefer to mount travel engines on trade ships, they are cheaper but have good travel speed. All-around or fight engines are for fighting ships.
There are other small additions, such as the long range scanner mk2 being really better than mk1. Long-range scanners are back to vanilla (except the differentiation) because if you use REM alone in vanilla universe they are overkill. But in XRSGE they have been made longer/faster, as in previous version of REM.
I've also increased AI intelligence but to have the best I strongly suggest using
Kuertee's Ai scripts for combat https://www.nexusmods.com/x4foundations/mods/839, they make NPC ships smarter and they need it with REM!
And, as usual, the better target monitor that calculates the ETA to target:
https://github.com/bvbohnen/x4-projects ... et_monitor
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XRSGE PATCH 2.5 AVAILABLE
https://www.nexusmods.com/x4foundations/mods/507
This update increases all wares and trades in the universe, to cope with the larger universe. This is needed to make the universe more alive given the doubled number of sectors. Report if it makes it too crowdy of ships. I did not double the nr. of ships, increased about +50-70%
I've also added a small patrol (one frigate) in the bordering sectors of each solar system.
You can use whatever other mod that changes trades/jobs, it does not break the mod. Some report that FCOW works well too. Here I set a minimum base for the enlarged universe, any other mod for jobs can work aswell