[Timelines] Xperimental guns handling seems to depend on FPS.
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[Timelines] Xperimental guns handling seems to depend on FPS.
7.0, no mods
During "Brennan's Trial" player is driving the Xperimental shuttle. Guns recoil of that ship most likely depend on current FPS. Here is the video showcasing the issue.
First half is recorded at the first mission sector with higher FPS. Second half - after M0 amplifiers are destroyed and a lot of Xenon ships engage the heat of battle and in the second Xenon sector.
Worse handling appears ONLY after amplifiers are destroyed and ONLY in the second sector. What makes me think the issue is FPS dependent. That is also means the better player's rig the higher advantage they get during mission. If sandbox variant of the ship inherits behavior then things are even more bad.
During "Brennan's Trial" player is driving the Xperimental shuttle. Guns recoil of that ship most likely depend on current FPS. Here is the video showcasing the issue.
First half is recorded at the first mission sector with higher FPS. Second half - after M0 amplifiers are destroyed and a lot of Xenon ships engage the heat of battle and in the second Xenon sector.
Worse handling appears ONLY after amplifiers are destroyed and ONLY in the second sector. What makes me think the issue is FPS dependent. That is also means the better player's rig the higher advantage they get during mission. If sandbox variant of the ship inherits behavior then things are even more bad.
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- EGOSOFT
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
It seems pretty consistent for me; sometimes you get fairly stable bursts, other times you get ones that move you around a bit. FPS didn't seem to matter for me, since I tested in both sectors, and the FPS counter remained the same.
But to be fair, I wouldn't be a good judge for this, as I have a pretty good machine. So if anyone else can provide some more proof, that'd be helpful.
But to be fair, I wouldn't be a good judge for this, as I have a pretty good machine. So if anyone else can provide some more proof, that'd be helpful.

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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
Flying the X-shuttle in the open universe, where FPS tends to be lower, definitely suggests recoil behavior is at least partially affected by framerate; happened to be firing when the game paused (to load something, I'd assume) for a half-second and the ship spun almost a full 180 degrees.
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
That is the issue.

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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
I'm experiencing the same issue. The recoil was already annoying when fighting the ships guarding the gate, but while fighting the M0 the recoil turned my ship up to 90 degrees!
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
Experiencing the same, I am doing 180 noscopes when my DPS dip to 10 when I defend a bigger station.
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
I would second that, though I have no testing done. And since I only took the mission once I thought it was a sort of RNG. But I had nearly no "shaking" in the first sector, a bit later on and some really bad ones in the last quarter of the fight.

All X4 files: https://www.dropbox.com/sh/83j3cjfhkdlf ... w6HLa?dl=0
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
Do you have the sandbox one or did you play the mission already? It really just depends on your FPS.
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
Only mission, still not got it in sandbox.Genoscythe wrote: ↑Mon, 1. Jul 24, 11:50Do you have the sandbox one or did you play the mission already? It really just depends on your FPS.

All X4 files: https://www.dropbox.com/sh/83j3cjfhkdlf ... w6HLa?dl=0
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
I recorded the issue. Note the sudden jump at 7 seconds.
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
yeah this is exactly what I am experiencing as well, have you tried the beta to see if it got fixed? Currently making backups, see who gets to check it first

EDIT: Tried, did not get fixed, still whirls like crazy on low FPS
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
Quote cut from general section discussion:
PV_ wrote:Here is a video showcasing the HEPT shooting while X4 process is getting throttled by BES:
https://youtu.be/3-4_vUzEww0
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Re: [Timelines] Xperimental guns handling seems to depend on FPS.
The recoil does not play well with flight assist being on while in travel mode. If you hold down the fire button on a Xshuttle that has exceptional drag reduction and exceptional forward thrust that can travel at over 20 km/sec the result is you start spinning wildly out of control.
The pitch/yaw you can turn the ship is reduced by the flight assist software while at high travel speed, but the recoil of the guns is not reduced. This results in there being as good as no recoil correction capability from aiming/correcting course while flight assist is enabled at high speeds.
Technically I think this is currently correct behaviour. The airplane mode of flight assist is correctly reducing the maximum deliberate turning rate, while the recoil that is operating with regular physics is not reduced. It does show a weakness of flight assist though, in that external forces that are not regulated as part of flight assist are not corrected for by flight assist allowing ships to spin out of control for extended periods while at high speed with flight assist enabled.
Possibly a better behaviour would be that flight assist use up to unhindered turn rate to reduce pitch/yaw when the current pitch/yaw rate exceeds the airplane mode maximum pitch/yaw rate for the speed the ship is currently flying at. In the above described Xshuttle recoil situation this would act as a dampener that quickly counteracts the rotation imparted by the recoil as is tries to slow turning back down to the intended airplane mode turn speed and getting you going straight again rather than leaving you spinning at a high speed. This change could have wide reaching effects as it might make changes to regular, slow speed, flight with flight assist enabled.
The pitch/yaw you can turn the ship is reduced by the flight assist software while at high travel speed, but the recoil of the guns is not reduced. This results in there being as good as no recoil correction capability from aiming/correcting course while flight assist is enabled at high speeds.
Technically I think this is currently correct behaviour. The airplane mode of flight assist is correctly reducing the maximum deliberate turning rate, while the recoil that is operating with regular physics is not reduced. It does show a weakness of flight assist though, in that external forces that are not regulated as part of flight assist are not corrected for by flight assist allowing ships to spin out of control for extended periods while at high speed with flight assist enabled.
Possibly a better behaviour would be that flight assist use up to unhindered turn rate to reduce pitch/yaw when the current pitch/yaw rate exceeds the airplane mode maximum pitch/yaw rate for the speed the ship is currently flying at. In the above described Xshuttle recoil situation this would act as a dampener that quickly counteracts the rotation imparted by the recoil as is tries to slow turning back down to the intended airplane mode turn speed and getting you going straight again rather than leaving you spinning at a high speed. This change could have wide reaching effects as it might make changes to regular, slow speed, flight with flight assist enabled.