[MOD] SHIP REBALANCE Realistic physics and full/assisted inertia (V1.5)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 1002
- Joined: Fri, 13. Jan 12, 19:09
Superhighways are a special zone with fancy graphics, actually. You can leave them, but then you'll be nowhere - as game register your zone/sector switches only when you are entering or leaving a highway, if you left it in some unintentional way then it will break and your ship will remain in whatever zone/sector you were before, just very far away from a center of the zone. So no surroundings will be loaded except those planet-alike huge decorations you may sometimes notice while traveling super-highways..
Same thing happens if you are dragged with a jumping ship in it's "gravity well" - you will successfully be placed at a right place in a right target zone (near a jump beacon), but the game won't recognize this and you'll end up in a seemingly empty space.
Same thing happens if you are dragged with a jumping ship in it's "gravity well" - you will successfully be placed at a right place in a right target zone (near a jump beacon), but the game won't recognize this and you'll end up in a seemingly empty space.
-
- Posts: 377
- Joined: Mon, 15. Mar 04, 08:07
I have a better way to deal with the Inertia issue for Assisted I took into account the engine redesign and I figured you know nobody would be flying around in this space age with out some engine module or assist, So I come up with a compromise between having to use the reverse throttle which would act as a inertia dampener it is not a toggle and not permanent. If interested check out http://forum.egosoft.com/viewtopic.php? ... 36#4375936
*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.

*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.

-
- Posts: 5
- Joined: Sat, 31. May 14, 15:05
-
- Posts: 398
- Joined: Tue, 17. Dec 13, 01:34
-
- Posts: 12
- Joined: Wed, 7. Apr 10, 22:15
Newtonian physics indeed work for the Skunk. I can't be sure about the NPC's. However, I've experienced seemingly irregular crashes with the mod enabled, so I've had to turn it off.
One thing this mod would really benefit from is some way to know where other places are in the freeplay gamemode. It can be pretty hard to just float around space hoping to find other sectors.
But that's for a later stage, if the modder is even interested in continuing this mod anymore.
One thing this mod would really benefit from is some way to know where other places are in the freeplay gamemode. It can be pretty hard to just float around space hoping to find other sectors.
But that's for a later stage, if the modder is even interested in continuing this mod anymore.
-
- Posts: 61
- Joined: Sun, 1. Dec 13, 03:33
-
- XWiki Moderator
- Posts: 948
- Joined: Fri, 14. Dec 07, 11:33
Id the original author of this is down... I hope that someone will continue its work cause introducing inertia is very immersive for my thougt...
To solve the problem of finding other sectors, maybe a solution would be to be able to be autopiloted to them... it s just an idea...
Please keep up this work!!
To solve the problem of finding other sectors, maybe a solution would be to be able to be autopiloted to them... it s just an idea...
Please keep up this work!!
Miniding
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
X3 Reunion - X3 Terran Conflict - X3 Albion Prelude - X Rebirth - X4 CE...
-
- Posts: 15
- Joined: Wed, 1. Jan 14, 01:04
-
- Posts: 1638
- Joined: Wed, 15. Nov 06, 10:21
Hi Guys!
Sorry I don't play XR (don't play any game unfortunaly) at moment.
Just want to assure that the inertia is added ONLY to player's ship. Other ships have a bit more drift and much increased speed (what makes them smarter btw). It is necessary to make them catch with the player.
Furthermore this will be vital for using NO LANES mod since only faster ships can travel in zones without the (ugly and boring) zone lanes.
Both ASSIST or FULL have the same valuers for NPC, only player's ship is affected
I'm implementing this in all the engines currently used by ships, will release a working version, anyway I don't think player's engines have changed with latest patches, do they?
Just want to assure that the inertia is added ONLY to player's ship. Other ships have a bit more drift and much increased speed (what makes them smarter btw). It is necessary to make them catch with the player.
Furthermore this will be vital for using NO LANES mod since only faster ships can travel in zones without the (ugly and boring) zone lanes.
Both ASSIST or FULL have the same valuers for NPC, only player's ship is affected
I'm implementing this in all the engines currently used by ships, will release a working version, anyway I don't think player's engines have changed with latest patches, do they?
-
- Posts: 1638
- Joined: Wed, 15. Nov 06, 10:21
Mod Unnecessary
With the release of Patch 3.60 RC" (beta) the option to cut off the assisted engine has been introduced.
So my 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
So my 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
-
- Posts: 1638
- Joined: Wed, 15. Nov 06, 10:21
update
After xperimenting with patch 3.60 beta2 I got to the limitation that even if you cut off the engine, your ship's max speed is fixed (and low). This makes my mods still needed for a different game's logic.
As you know I implemented 2 mods that change the engine into full newtonian or assisted.
The "assisted" mod was a balace between full newtonian (where I put a speed cap at 2000 but very slow -realistic - acceleration, and zero brake) and the vanilla, i.e. increased max speed (I think 500) but at cost of acceleration, steering and much increased drift. The game seemed quite balanced since your ship wasn't super fast only, just more "realistic".
That's just to say that there's quite a range of xperimentation after this patch's addition. Indeed the only thing missing with the "assisted" mod was the engine cut, even if inertia was bigger the ship would stop at least. Now it makes much more sense, engine cut is a big addition.
If using such a feature then it would be necessary to change the booster too. I did it. You can make it become just a sort of cruise engine by changing the value of acceleration multiplier. Now it multiplies the acceleration 10x (I think), but you can set it to 1x and have no boosting, just and increased max speed for travelling. You can also reduce manouvrability so it is of no use in battles.
After from I don't know which patch, shield's drain of the booster can not be cheated anymore (you could make it virtually zero shield draining), but it is a minor limitation.
Finally the engine on/off option is a really great addition but is expecially game-revolutionary if player's engine is modified too.
So "assisted" mod + engine's cut after patch 3.60beta2 is a very good combination
Since the mods change other ships too (but is not updated to 3.60) you can still use it by deleting some the files contained in the folder:
..\X Rebirth\extensions\RS_Physics_ASSIST\assets\props\EngineSystems\macros
Delete all files that DO NOT contain the word 'player' in the string. That's it
As you know I implemented 2 mods that change the engine into full newtonian or assisted.
The "assisted" mod was a balace between full newtonian (where I put a speed cap at 2000 but very slow -realistic - acceleration, and zero brake) and the vanilla, i.e. increased max speed (I think 500) but at cost of acceleration, steering and much increased drift. The game seemed quite balanced since your ship wasn't super fast only, just more "realistic".
That's just to say that there's quite a range of xperimentation after this patch's addition. Indeed the only thing missing with the "assisted" mod was the engine cut, even if inertia was bigger the ship would stop at least. Now it makes much more sense, engine cut is a big addition.
If using such a feature then it would be necessary to change the booster too. I did it. You can make it become just a sort of cruise engine by changing the value of acceleration multiplier. Now it multiplies the acceleration 10x (I think), but you can set it to 1x and have no boosting, just and increased max speed for travelling. You can also reduce manouvrability so it is of no use in battles.
After from I don't know which patch, shield's drain of the booster can not be cheated anymore (you could make it virtually zero shield draining), but it is a minor limitation.
Finally the engine on/off option is a really great addition but is expecially game-revolutionary if player's engine is modified too.
So "assisted" mod + engine's cut after patch 3.60beta2 is a very good combination
Since the mods change other ships too (but is not updated to 3.60) you can still use it by deleting some the files contained in the folder:
..\X Rebirth\extensions\RS_Physics_ASSIST\assets\props\EngineSystems\macros
Delete all files that DO NOT contain the word 'player' in the string. That's it