X4: Hyperion Pack & Flight Model Update - A New Era Begins!

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Thomas2052
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Thomas2052 »

Raptor34 wrote: Thu, 20. Feb 25, 18:21 I like how the cockpit directly connects to the docking bay so we have an uninterrupted journey towards it.
Though considering it's lore, it's a little disappointing that we don't have a lounge or something within the ship, preferably one with a view of the outside too. All things considered, it's actually a very cramped ship, but the lore mentions it was used for diplomacy so it's a little odd.....
Having played with it a bit in creative, I agree with your assessment, as well as the rest beyond that quote.

I can see myself skipping that long walk from docking bay to captains chair pretty much all of the time (the placement of the turbolifts seems to anticipate that) as there is nothing there.

It's a shame, as there's a few spaces that could be brought to life or stylised to theme - with a crew in excess of 100 (more than most destroyers) it would give them somewhere to go!

I'm struggling to figure out its role in a fleet or as a player ship - bigger target than I thought, with just not enough firepower to comfortably take down an L class or greater, but seems overkill for swatting M and S class ships.

I'll do a bit more theory crafting and testing, but may make a discussion on it later.

It is still a beautiful ship however, and that front crew chair is a great one to use for manning the map and watching the universe fly by.

Regards
Older. Not wiser.
Uraael
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Uraael »

CBJ wrote: Thu, 20. Feb 25, 18:54 Where what is? You still haven't said! If you mean the Hyperion then there is a short introductory story.
For clarity: what's being asked is now that we have the Hyperion DLC in the game, how do we access the story in current games (not a new Game Start)? What's the trigger to start it? Is a character, e.g. Boso Ta, supposed to reach out with a mission? Do we need to be in a specific sector? Are we hunting for that new sector mentioned?
Raptor34
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Raptor34 »

Thomas2052 wrote: Thu, 20. Feb 25, 18:58
I'm struggling to figure out its role in a fleet or as a player ship - bigger target than I thought, with just not enough firepower to comfortably take down an L class or greater, but seems overkill for swatting M and S class ships.
It does have 7.7km range with projectile speed of 3k. With some expediter mods it can hit far away enough fast enough.
Though I admit I haven't looked at the damage numbers compared to normal destroyer guns yet.

Actually on that note, is there a way to see updated gun stats like range and speed after adding mods? Because with that super high base speed, and since range is basically speed x lifetime, it feels like a modded Hyperion can hit really far away.

Also will need to see if it can strafe worth a damn or not. Because with those guns and if you keep range, assuming your strafe isn't trash, you should be able to dodge shots semi-reliably. Or at least enough to not suffer too much.
Buck
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Buck »

If your refusing tell me where its at ok then.
I'll just ask Steam for a refund.
If you wanna play it that way its fine by me
The only reason I bought it was to support the company
The same with Time Lines I only played it once & I never use any of the ships, but I paid for it to support Egosoft
Uraael
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Uraael »

Uraael wrote: Thu, 20. Feb 25, 19:01
CBJ wrote: Thu, 20. Feb 25, 18:54 Where what is? You still haven't said! If you mean the Hyperion then there is a short introductory story.
For clarity: what's being asked is now that we have the Hyperion DLC in the game, how do we access the story in current games (not a new Game Start)? What's the trigger to start it? Is a character, e.g. Boso Ta, supposed to reach out with a mission? Do we need to be in a specific sector? Are we hunting for that new sector mentioned?
lol, okay, question answered. A new character just broadcast and a wee cutscene started. Looks like it takes a few minutes of game time to kick in, is all. :D
CBJ
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

Buck wrote: Thu, 20. Feb 25, 19:08 If your refusing tell me where its at ok then.
If you had read my answers then you'd have realised that I have been trying to find out what "it" is that you want to know about. I even tried to answer without your clarification. Uraael has taken a guess too, and answered your question, assuming he guessed correctly.
Grouch Potato
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Grouch Potato »

Is this DLC meant to be separated from the Community of Planets Collectors Edition? There's no option to "complete my collection" on Steam with this DLC included.
CBJ
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

That's correct. The various packs only include expansions that were released at the point they were created.
Grouch Potato
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Grouch Potato »

Okie ta
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chew-ie
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by chew-ie »

Super annoying - still no GOG release :rant:

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BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
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Scoob
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Scoob »

IS the DLC available in the GoG Client for anyone yet? I restarted GoG Galaxy - in case it's weird like Steam can be - but still nothing. Was pleased to get home earlier than expected today too lol.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

As I said on the previous page...
CBJ wrote: Thu, 20. Feb 25, 18:56 With Steam we can do everything ourselves, and so can guarantee the timing. With GOG they still have to do some things manually themselves, which can result in a short delay.
GCU Grey Area
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by GCU Grey Area »

Raptor34 wrote: Thu, 20. Feb 25, 18:21 Missile capacity seems small though. Like okay, for the ship size it's fairly big, but I was expecting more. And honestly with it's turret placement, I don't know if it's actually a good idea to load missile turrets on it.
I wish we can still load missiles on it through the shipyard interface though, that way I can use that 240 capacity to reload my fighters. As is I wish we had some doubled up turrets or something. Like to give an example, currently we have 2 sets of turrets bottom, one set left and the other right. So for symmetry and also to ensure my bottom is covered, I wouldn't use missile turrets there. Now if it's instead a set front and a set back then I would use one of those as missile turrets. And for the top it's one set middle forward and another set back near the engines. It seems a little too far away from each other to make me comfortable putting missiles there. Basically if we had like 2 sets but next to each other, then I would give up one set for missiles.
It's 50% more than most destroyers can hold in their internal storage, which I rate as pretty good. Stick a couple of dumbfire turrets on it & it can hold 300, which lasts quite a long time. As for placement, I prefer to fit them to the group 1 hardpoints (upper front turrets, either side of the bridge). Both upper turret groups can shoot forwards, so there's no loss of coverage due to replacing 2 of them with missile turrets, just diminished non-missile firepower. Well worth the trade off, as far as I'm concerned.
Scoob
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Scoob »

CBJ wrote: Thu, 20. Feb 25, 19:30 As I said on the previous page...
Heh, we're not blaming you, just giving you some frustrated side-eye as we refresh lol.
palm911
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by palm911 »

Buck wrote: Thu, 20. Feb 25, 19:08 If your refusing tell me where its at ok then.
I'll just ask Steam for a refund.
If you wanna play it that way its fine by me
The only reason I bought it was to support the company
The same with Time Lines I only played it once & I never use any of the ships, but I paid for it to support Egosoft
fly wityh your map close for a bit in super highways moving to different sectors, and an NPC will contact you :)
X gamer , one at a time.
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chew-ie
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by chew-ie »

Scoob wrote: Thu, 20. Feb 25, 19:34
CBJ wrote: Thu, 20. Feb 25, 19:30 As I said on the previous page...
Heh, we're not blaming you, just giving you some frustrated side-eye as we refresh lol.
^ This. Just sharing bad customer experience here so Egosoft can relay it to the company they are paying for the distribution.

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BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]

:idea: Feature request: paint jobs on custom starts
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

It's not entirely their fault. For various reasons, they didn't get as much notice of the release timing as we normally like to give them, so you may need to be a little patient. :)
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chew-ie
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by chew-ie »

CBJ wrote: Thu, 20. Feb 25, 19:55 It's not entirely their fault. For various reasons, they didn't get as much notice of the release timing as we normally like to give them, so you may need to be a little patient. :)
Fair enough - then just take notes and aim for a perfect timing for the next release :) GOG shouldn't be treated like a second rate platform. (just an idea: as the Steam release is 100% in your control - maybe use that to make a synchronous release on all platforms)

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BurnIt: Boron and leaks don't go well together...
Königinnenreich von Boron: Sprich mit deinem Flossenführer
Nila Ti: Folgt mir, ihr Kavalkade von neugierigen Kreaturen!
Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
CBJ: Thanks for the savegame. We will add it to our "crazy saves" collection [..]

:idea: Feature request: paint jobs on custom starts
CBJ
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

We do aim for a synchronous release. It just doesn't always work out.
Raptor34
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Raptor34 »

GCU Grey Area wrote: Thu, 20. Feb 25, 19:31
Raptor34 wrote: Thu, 20. Feb 25, 18:21 Missile capacity seems small though. Like okay, for the ship size it's fairly big, but I was expecting more. And honestly with it's turret placement, I don't know if it's actually a good idea to load missile turrets on it.
I wish we can still load missiles on it through the shipyard interface though, that way I can use that 240 capacity to reload my fighters. As is I wish we had some doubled up turrets or something. Like to give an example, currently we have 2 sets of turrets bottom, one set left and the other right. So for symmetry and also to ensure my bottom is covered, I wouldn't use missile turrets there. Now if it's instead a set front and a set back then I would use one of those as missile turrets. And for the top it's one set middle forward and another set back near the engines. It seems a little too far away from each other to make me comfortable putting missiles there. Basically if we had like 2 sets but next to each other, then I would give up one set for missiles.
It's 50% more than most destroyers can hold in their internal storage, which I rate as pretty good. Stick a couple of dumbfire turrets on it & it can hold 300, which lasts quite a long time. As for placement, I prefer to fit them to the group 1 hardpoints (upper front turrets, either side of the bridge). Both upper turret groups can shoot forwards, so there's no loss of coverage due to replacing 2 of them with missile turrets, just diminished non-missile firepower. Well worth the trade off, as far as I'm concerned.
I was just setting up a new custom creative start and I noticed. I guess I've always thought that destroyers hold more than I thought. For reference I was looking at the Syn and it's 160 missiles.
Also I don't think dumbfire is wise, unless you're just using them as ammo stores. It's main guns are already way more capable than that. I think it's close to Pulse Laser speeds. Imo it's missile turrets should be set for anti-fighter instead.
Funnily enough I took the Group 1 hardpoints as missiles too. With the reasoning that the bottom is unsymmetrical if only 1 set is missiles so that's a no go since I'm not running no gun turrets bottom. Rear turrets can cover the engines so seems more important. So by process of elimination...

What M turrets are you running for the rest? I'm just taking all Argon. M tracking for group 1 as mentioned earlier. M beam for the rest of the turrets since afaik beams are still the most reliable. Or maybe I should just take flak instead and use main guns for sniping fighters? I haven't actually flew it yet so I don't know how agile it is.
Are M flak still good if I run past an enemy capital? I vaguely remember that they deal great damage against enemy capitals by virtue of their AOE. So since I'm running missile turrets anyway, and since the main guns could potentially hit enemy fighters, maybe I don't need my M turrets to be purely anti-fighter.

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