[Realspace MODS] "STARS" - "XRSGE" - "REM" - various
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Hello, Realspace! I apologize in advance for my English, I use a translator.
First of all, I want to thank you for your mod, the idea is cool. But there are some shortcomings that I saw in my game. I will try to outline my observations.
1. When starting as a split in a spacesuit. The rescue ship stops too far, 100 km, and you do not have time to fly to it.
2. You said that you had a problem with the appearance of the headquarters in the Edge of Heretics when you start as a scout, but I did not have such a problem. It always appeared when I flew to the gathering place or the area with debris.
3. You asked about the start for earthlings, the headquarters appears in the Big Exchange, everything is ok here.
4. After the patch, the problem with the inability to get up from the pilot's seat remained. 5. after the patch, NPCs use acceleration in areas where the hyperdrive does not work, but when they exit it, it does not turn on. Or rather, the jump charging begins, but due to acceleration spam, it turns off.
6. The destroyer, which is the most expensive in the Hatikva League (I apologize for not remembering the name, and I can not look it up) when accelerating, comes in for an attack sideways. The same thing happens with the Xenon K. I assume that all L ships have this problem.
7. Sector patrols are passive. They almost do not react to invasions
8. NPCs do not capture sectors (maybe not enough time has passed) The Xenons seem to be ok.
First of all, I want to thank you for your mod, the idea is cool. But there are some shortcomings that I saw in my game. I will try to outline my observations.
1. When starting as a split in a spacesuit. The rescue ship stops too far, 100 km, and you do not have time to fly to it.
2. You said that you had a problem with the appearance of the headquarters in the Edge of Heretics when you start as a scout, but I did not have such a problem. It always appeared when I flew to the gathering place or the area with debris.
3. You asked about the start for earthlings, the headquarters appears in the Big Exchange, everything is ok here.
4. After the patch, the problem with the inability to get up from the pilot's seat remained. 5. after the patch, NPCs use acceleration in areas where the hyperdrive does not work, but when they exit it, it does not turn on. Or rather, the jump charging begins, but due to acceleration spam, it turns off.
6. The destroyer, which is the most expensive in the Hatikva League (I apologize for not remembering the name, and I can not look it up) when accelerating, comes in for an attack sideways. The same thing happens with the Xenon K. I assume that all L ships have this problem.
7. Sector patrols are passive. They almost do not react to invasions
8. NPCs do not capture sectors (maybe not enough time has passed) The Xenons seem to be ok.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Maybe set patrol groups to patrol their own part of space somehow? It seems that distances are too big thus the AI can't calculate patrols properly 

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Ok, thank you. I assume you use ALL: XRSGE, REM, REM Hyperdrive?xxxRENxxx wrote: ↑Mon, 10. Mar 25, 12:01 Hello, Realspace! I apologize in advance for my English, I use a translator.
First of all, I want to thank you for your mod, the idea is cool. But there are some shortcomings that I saw in my game. I will try to outline my observations.
1. When starting as a split in a spacesuit. The rescue ship stops too far, 100 km, and you do not have time to fly to it.
2. You said that you had a problem with the appearance of the headquarters in the Edge of Heretics when you start as a scout, but I did not have such a problem. It always appeared when I flew to the gathering place or the area with debris.
3. You asked about the start for earthlings, the headquarters appears in the Big Exchange, everything is ok here.
4. After the patch, the problem with the inability to get up from the pilot's seat remained. 5. after the patch, NPCs use acceleration in areas where the hyperdrive does not work, but when they exit it, it does not turn on. Or rather, the jump charging begins, but due to acceleration spam, it turns off.
6. The destroyer, which is the most expensive in the Hatikva League (I apologize for not remembering the name, and I can not look it up) when accelerating, comes in for an attack sideways. The same thing happens with the Xenon K. I assume that all L ships have this problem.
7. Sector patrols are passive. They almost do not react to invasions
8. NPCs do not capture sectors (maybe not enough time has passed) The Xenons seem to be ok.
point 1. is addressed by REM but maybe the fix does not work anymore, I will check and duplicate the fix in xrsge too (increased oxigen and faster suit).
point 4. does it happens with Hyperdrive or Xrgse only?
point 6. I do not understand, do you mean that those ships drift too much? Using REM Overhaul?
Yes at least for those patrols added by XRSGE I will do that, locating them in single sectors or even zones.ziplock815 wrote: ↑Mon, 10. Mar 25, 12:26 Maybe set patrol groups to patrol their own part of space somehow? It seems that distances are too big thus the AI can't calculate patrols properly![]()
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I use the mods XRSGE, REM Overhaul, REM Hyperdrive and Folker's Music for XRSGE (no other). Yes, I mean that the ships drift a lot. Because of this, the ship flies sideways and backwards when attacking at speed. The ship is controlled by NPCs. I will also add that the problem with white sectors when zooming out remained, patches did not help. I had to use a patch to return the vanilla map.Realspace wrote: ↑Mon, 10. Mar 25, 13:30Ok, thank you. I assume you use ALL: XRSGE, REM, REM Hyperdrive?xxxRENxxx wrote: ↑Mon, 10. Mar 25, 12:01 Hello, Realspace! I apologize in advance for my English, I use a translator.
First of all, I want to thank you for your mod, the idea is cool. But there are some shortcomings that I saw in my game. I will try to outline my observations.
1. When starting as a split in a spacesuit. The rescue ship stops too far, 100 km, and you do not have time to fly to it.
2. You said that you had a problem with the appearance of the headquarters in the Edge of Heretics when you start as a scout, but I did not have such a problem. It always appeared when I flew to the gathering place or the area with debris.
3. You asked about the start for earthlings, the headquarters appears in the Big Exchange, everything is ok here.
4. After the patch, the problem with the inability to get up from the pilot's seat remained. 5. after the patch, NPCs use acceleration in areas where the hyperdrive does not work, but when they exit it, it does not turn on. Or rather, the jump charging begins, but due to acceleration spam, it turns off.
6. The destroyer, which is the most expensive in the Hatikva League (I apologize for not remembering the name, and I can not look it up) when accelerating, comes in for an attack sideways. The same thing happens with the Xenon K. I assume that all L ships have this problem.
7. Sector patrols are passive. They almost do not react to invasions
8. NPCs do not capture sectors (maybe not enough time has passed) The Xenons seem to be ok.
point 1. is addressed by REM but maybe the fix does not work anymore, I will check and duplicate the fix in xrsge too (increased oxigen and faster suit).
point 4. does it happens with Hyperdrive or Xrgse only?
point 6. I do not understand, do you mean that those ships drift too much? Using REM Overhaul?
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Did you try to DISABLE Protected Hud Mode? In Settings/Extensions set it to OFF. This should allow you to see the new texture I use for clusters instead of white (oc remove the ext_03.cat fix firstly).
BTW thanks for pointing to the large ships because I am still using only small ships in my game and did not notice it, small ships don't show much difference. I had forgot to remove the strafecurve from engines. It is the super-imposed drifting factor ego added in 7.50.
That is another no-sense by physic's laws, drifting does not increase with speed, only the force you have to use to counter-act the drift's vector increases with vector's speed, not the "driftness" itself...space is empty, no resistance is applied at any speed, drift factor is identical

I've updated both REM Overhaul and REM Hyperdrive, please download them.


Hyperdrive has a new script for autopilot. Should you still have the seat-glue bug

XRSGE is also undergoing many small fixes, will be updated in next days, with some additions: new huge asteroids in random sectors.
NEW GAME is NOT required for both mods and won't be for xrsge's update, you can continue with your old after 8.0.0 save
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I had this parameter disabled. But before I saw it, I deleted ext_03.cat, checked the map and the white sectors did not appear. I did not understand whether this is a vanilla fog texture or yours, because I do not know how it should look)Realspace wrote: ↑Mon, 10. Mar 25, 19:58Did you try to DISABLE Protected Hud Mode? In Settings/Extensions set it to OFF. This should allow you to see the new texture I use for clusters instead of white (oc remove the ext_03.cat fix firstly).
BTW thanks for pointing to the large ships because I am still using only small ships in my game and did not notice it, small ships don't show much difference. I had forgot to remove the strafecurve from engines. It is the super-imposed drifting factor ego added in 7.50.
That is another no-sense by physic's laws, drifting does not increase with speed, only the force you have to use to counter-act the drift's vector increases with vector's speed, not the "driftness" itself...space is empty, no resistance is applied at any speed, drift factor is identical
I've updated both REM Overhaul and REM Hyperdrive, please download them.
https://www.nexusmods.com/x4foundations/mods/1572
https://www.nexusmods.com/x4foundations/mods/848
Hyperdrive has a new script for autopilot. Should you still have the seat-glue bug(and if no other mods interfer such as VRO or Kuda AI), then use the NO AI version of the mod to solve.
XRSGE is also undergoing many small fixes, will be updated in next days, with some additions: new huge asteroids in random sectors.
NEW GAME is NOT required for both mods and won't be for xrsge's update, you can continue with your old after 8.0.0 save
Unfortunately, I was unable to test the stuck state, so I decided to put the game in your mod aside for now, although I really want to continue! But I checked how the NPCs behave after leaving the zone with the hyperdrive disabled. And here the problem remained. The pilot spams acceleration, but cannot go into hyperspace, because spamming acceleration interrupts the engine charge. If you did not understand me, then this can be reproduced like this. Take the L ship, lower the acceleration to zero and transfer control to the NPC. I will also add that when you fly on an auto pilot, it behaves the same way, but with a constantly repeated phrase that the jump is not possible))
I think in addition to your mod, another mod SETA Everywhere would be suitable. Flights are often very long, not to mention when you sit and wait for resources to build or repair a ship. Because there are no resources at the station. And this mod could shorten the wait a little where you want it (but it doesn't work and the author doesn't update it). The concept of your mod should not suffer, because life in the galaxy continues taking into account large distances. But these are most likely my desires))
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Well, seems like the Hyperion plot works fine...for now
, but it takes ages for Hyperion to fly to the paranid space and I don't have SETA now, so minding my own business for a while while waiting. Hope it's not going to be destroyed by the khaak platforms on the way
Anyway it was quite a pain to search for Hyperion because of gigantic distances and lots of cruise disrupts, however for the most part I liked this journey (nice work with these new gas giants btw, saw one in the Expanse system). And since you have to travel back and forth a lot during this mission (and other missions too) I have a question - is there any hope to have some jumpdrive mod to work properly? It could have saved lots of player's neural cells


Anyway it was quite a pain to search for Hyperion because of gigantic distances and lots of cruise disrupts, however for the most part I liked this journey (nice work with these new gas giants btw, saw one in the Expanse system). And since you have to travel back and forth a lot during this mission (and other missions too) I have a question - is there any hope to have some jumpdrive mod to work properly? It could have saved lots of player's neural cells

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I have a jump drive in my to-do list, for L-XL ships only and probably an IN-sector jumpdrive, using some beacons in each sector but no sector-to-sector jump.ziplock815 wrote: ↑Wed, 12. Mar 25, 15:28 Well, seems like the Hyperion plot works fine...for now, but it takes ages for Hyperion to fly to the paranid space and I don't have SETA now, so minding my own business for a while while waiting. Hope it's not going to be destroyed by the khaak platforms on the way
![]()
Anyway it was quite a pain to search for Hyperion because of gigantic distances and lots of cruise disrupts, however for the most part I liked this journey (nice work with these new gas giants btw, saw one in the Expanse system). And since you have to travel back and forth a lot during this mission (and other missions too) I have a question - is there any hope to have some jumpdrive mod to work properly? It could have saved lots of player's neural cells![]()
There is a new jump mode in the nexus, give it a try but please activate the debug log and see if it gives errors in move.generic.xml and move.gate after using this mod.
They all give this sort of errors, the only one that doe snot of course is the one making only player jump, which is useless to me.
Be aware that any jump mod you use will break the move scripts of both XRSGE and Hyperdrive, but as a test...
this one will probably harmonize well, also considering that XRSGE is full of anomalies, give it a try and report

https://www.nexusmods.com/x4foundations/mods/1533
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Oh no
Do you mean I can't activate for one time use then deactivate jumpdrive mod without issues in the game? I just flew 4000 kms in huge sun corona paranid sector True sight 1 (very beautiful btw) with 2000 m\s velocity (because travel drive doesn't work here) and now I have to go back another 4000 kms
, because Hyperion finally arrived to it's destination.
I'd try this mod, but I have no idea how to use it. First I need to do the research and then find some anomalies? I think it'd be much quicker to fly the usual way
Okay, now it's 5000 km/s through the gas cloud in True Sight 7
And I jus thought my suffering's over
Assuming all my last painful experience I'd recommend to make travel drive disruptions only near stations\acceleretors\superhighways\gates and other huge objects and in some small, but dangerous areas like small gas clouds and dense asteroid fields. Othervise it takes forever to travel between some sectors. That will boost economy as well. Or maybe you could just bring gates\accelerators\shws closer to each other in these areas.
Edit: I've managed to complete Hyperion mission - at least to the point where they give you the ship, but I had to do a loooot of flying

Do you mean I can't activate for one time use then deactivate jumpdrive mod without issues in the game? I just flew 4000 kms in huge sun corona paranid sector True sight 1 (very beautiful btw) with 2000 m\s velocity (because travel drive doesn't work here) and now I have to go back another 4000 kms


I'd try this mod, but I have no idea how to use it. First I need to do the research and then find some anomalies? I think it'd be much quicker to fly the usual way

Okay, now it's 5000 km/s through the gas cloud in True Sight 7
And I jus thought my suffering's over

Assuming all my last painful experience I'd recommend to make travel drive disruptions only near stations\acceleretors\superhighways\gates and other huge objects and in some small, but dangerous areas like small gas clouds and dense asteroid fields. Othervise it takes forever to travel between some sectors. That will boost economy as well. Or maybe you could just bring gates\accelerators\shws closer to each other in these areas.
Edit: I've managed to complete Hyperion mission - at least to the point where they give you the ship, but I had to do a loooot of flying

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Well...suncoronas will not be a piece of cake, never!
You are not meant to cross them, only go mining gas with big ships that can resist the electromagnetic field's damage. Why did you cross it? If I remember correctly that is a dangerous shortcut, you can go through a conventional longer route and other gates. Limitations make the game have a meaning, you have to make choices and suffer the consequences
I still have not messed with hyperion dlc, don't even own it, but I won't change the very important core of xrsge bc of it, at most I will change the location of it.
Do you have an overlapping sector? The dlc comes with new sector, right?
I am studying the mod I posted, it is the only one I found not being a code mess (not that I am that good either at coding
) and makes me think about another solution to shorten the travel: hypergates or reworked anomalies. Sort of jump gates that are not mono-directional but go to different sectors.
To me, the same jump gate should work like that, not box to box connection but connection to hyperspace, from which you can re-enter space in different sectors. As it is for instance Babylon 5.
If the map would allow vertical placement of sectors, as in x3, I'd simply add the solar gates crossing the galaxy, as I did in RGE for X3 Farnham's Legend. But X4 does not allow it..so the easier way is anomalies, I still don't know whether npc use them or not, I think not. Also is not so clear if this mod lets npcs use anomalies, I don't see limitations to player only in the code sofar..
I think the author already has made the core work, the hq model with anomaly at center is a perfect hypergate. I'd place one in each faction's core sector of system. Of course it'd be heavily guarded an defended. This would revolutionize the game, as it should be, making core sectors the center of economy linked together again in a totally immersive and spacey way (no ugly highway ring).
If you test the mod above, please open the content.xml and add this:


I still have not messed with hyperion dlc, don't even own it, but I won't change the very important core of xrsge bc of it, at most I will change the location of it.
Do you have an overlapping sector? The dlc comes with new sector, right?
I am studying the mod I posted, it is the only one I found not being a code mess (not that I am that good either at coding

To me, the same jump gate should work like that, not box to box connection but connection to hyperspace, from which you can re-enter space in different sectors. As it is for instance Babylon 5.
If the map would allow vertical placement of sectors, as in x3, I'd simply add the solar gates crossing the galaxy, as I did in RGE for X3 Farnham's Legend. But X4 does not allow it..so the easier way is anomalies, I still don't know whether npc use them or not, I think not. Also is not so clear if this mod lets npcs use anomalies, I don't see limitations to player only in the code sofar..
I think the author already has made the core work, the hq model with anomaly at center is a perfect hypergate. I'd place one in each faction's core sector of system. Of course it'd be heavily guarded an defended. This would revolutionize the game, as it should be, making core sectors the center of economy linked together again in a totally immersive and spacey way (no ugly highway ring).
If you test the mod above, please open the content.xml and add this:
Code: Select all
<dependency id="rem" optional="true" name="REM - Main Mod version 7.5.x"/>
<dependency id="rem_speed" optional="true" name="REM - Slipstream. Higher travel speed and instant stop"/>
<dependency id="xrsge" optional="true" name="XRSGE - Realspace Galaxy Expansion version 7.5.x"/>
<dependency id="xrsge_tweaks" optional="true" name="xrsge_tweaks"/>
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I don't know, but autopilot plots a course only through True Sight 1, and lots of ships traverse to the north gate so it seems that's the common economic route and the only way to main Paranoid sectors. But I haven't opened the whole map yet, will open with the cheat mod and see for any alternative ways.
Oh yes, I definitely did suffer, but it reminded me my first experience in X3 Reunion where I was flying in some gas flooded boron sector without jumperive and even SETA not knowing where to go. Wery cool
Hyperion works perfect, with the exception they you need to fly a lot (because this mission requires scanning gates and accelerators in different sectors to locate the ship), but I experienced a lot of pleasure and... other emotions during this mission and long flights just boosted the immersion for me. So no need to rework (or I' m afraid everything will break) anything here, dlc works well. There's no sector overlapping, you can just rename XRSGE's third redemption into fourth redemption or red dead redemption or something
Whoa, the idea with these hyper jump gates sounds wery promising. They could be made like some hypercube structures in some of the core sectors and lead to different places at once, each mini gate to it's own sector...
Oh yes, I definitely did suffer, but it reminded me my first experience in X3 Reunion where I was flying in some gas flooded boron sector without jumperive and even SETA not knowing where to go. Wery cool

Hyperion works perfect, with the exception they you need to fly a lot (because this mission requires scanning gates and accelerators in different sectors to locate the ship), but I experienced a lot of pleasure and... other emotions during this mission and long flights just boosted the immersion for me. So no need to rework (or I' m afraid everything will break) anything here, dlc works well. There's no sector overlapping, you can just rename XRSGE's third redemption into fourth redemption or red dead redemption or something

Whoa, the idea with these hyper jump gates sounds wery promising. They could be made like some hypercube structures in some of the core sectors and lead to different places at once, each mini gate to it's own sector...

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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I am addingziplock815 wrote: ↑Thu, 13. Mar 25, 10:08 I don't know, but autopilot plots a course only through True Sight 1, and lots of ships traverse to the north gate so it seems that's the common economic route and the only way to main Paranoid sectors. But I haven't opened the whole map yet, will open with the cheat mod and see for any alternative ways.
Oh yes, I definitely did suffer, but it reminded me my first experience in X3 Reunion where I was flying in some gas flooded boron sector without jumperive and even SETA not knowing where to go. Wery cool
Hyperion works perfect, with the exception they you need to fly a lot (because this mission requires scanning gates and accelerators in different sectors to locate the ship), but I experienced a lot of pleasure and... other emotions during this mission and long flights just boosted the immersion for me. So no need to rework (or I' m afraid everything will break) anything here, dlc works well. There's no sector overlapping, you can just rename XRSGE's third redemption into fourth redemption or red dead redemption or something
Whoa, the idea with these hyper jump gates sounds wery promising. They could be made like some hypercube structures in some of the core sectors and lead to different places at once, each mini gate to it's own sector...![]()

Yes it is quite easy to add those hypergate. I prefer the model the mod's author made but can do one myself using the vanilla hq model. So I will surely add (anomaly-hq)hypergates at the center of main sectors. These can be used by the player by default, if that mod's scripts do not conflict then these will be used by npc too. Or I will make a script by my own, but that one does exactly what we need, I only have to add the (anomaly)gates.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Hi Realspace,
just to chime in for some words of praise - downloaded and installed the XRSGE "The Expanse", including the Hyperdrive mod, and I can honestly say that this mod is the single greatest thing in X4 since sliced bread. Having quite blast, especially enjoying the charging of the travel drive.
It may be a bug or not - there are zones in every system. I cannot select anything within those zones except I zoom out quite a lot, or zoom in quite a lot. I can however set the zone as target and fly to it. Long range scanning works fine.
Absolutely amazing work.
just to chime in for some words of praise - downloaded and installed the XRSGE "The Expanse", including the Hyperdrive mod, and I can honestly say that this mod is the single greatest thing in X4 since sliced bread. Having quite blast, especially enjoying the charging of the travel drive.
It may be a bug or not - there are zones in every system. I cannot select anything within those zones except I zoom out quite a lot, or zoom in quite a lot. I can however set the zone as target and fly to it. Long range scanning works fine.
Absolutely amazing work.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Thank you man, I appreciateMarStrMind wrote: ↑Thu, 13. Mar 25, 12:47 Hi Realspace,
just to chime in for some words of praise - downloaded and installed the XRSGE "The Expanse", including the Hyperdrive mod, and I can honestly say that this mod is the single greatest thing in X4 since sliced bread. Having quite blast, especially enjoying the charging of the travel drive.
It may be a bug or not - there are zones in every system. I cannot select anything within those zones except I zoom out quite a lot, or zoom in quite a lot. I can however set the zone as target and fly to it. Long range scanning works fine.
Absolutely amazing work.

Those zone icons have been reduced in next update, they are made smaller so do not obstruct other icons.
BTW I've implemented the above idea, the Hyper Gate obtained by each race from anomalies, by surrounding them with a force field and a protection structure, that contains the gravitational push (you are not pushed away) and can focus its direction (this latter, I am working on...).
Sofar I've done Argon and Terran Hypergates, I had several problems making these work and also wanted them to be spawn through map, so it is. It works fine through map, I can put these hypergates strategically.
They are working, but still can not make the scritpt work to direct them precisely to other Hypergate only. Now they teleport you to random anomalies.
Also these have sense if all ships, npc included, use them.



EDIT:
I've managed to write an error-free jump drive script. It works for player only, for now. Works through autopilot.
The thing is quite well functional. There are these huge portals in main sectors (as in the image above). If you set autopilot normally, it will calculate a route without jump. If you go close to one of these portals (within 5km) you can set the course to another sector where another portal is. You can point to any place in THAT sector. If the sector has a portal to arrive, autopilot will initiate a jump sequence and you'll jump to that portal, and the course will continue to the place you pointed with autopilot on.
This works for all ships, you go to the portal then you jump. Bigger ships, if mounting a special software (jumpdrive), can initiate jumping from anywhere, arriving at the destination portal if available, otherwise will not jump either.
Next step will be doing the same for npc ships.
All works quite coherent, if you enter the anomaly you end randomly to another one but if you enter the area and plot the course as told above, the ship will use the gravitational directioning allowed by the structure to point to any other structure in the galaxy. With 8 of these structures in the 8 corners of the galaxy, the game will change drastically without loss of immersion.
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XRGSE 8 - The Expanse update 8.0.5 available

NEW FEATURE: Anomaly Portals, in proximity of a portal point to another sector with a portal and use autopilot to jump (player only for now, big ships software still to be implemented).
For now only Argon/Antigone and Teladi have portals, one also in Terran Mars.
A lot of other small changes and fixes (smaller zone icons).
A new game is not required, I thou had to export my game and restart with a custom game. I don't know why but performance had dropped after some saves. I think that even if the game updates with the new changes without mispositions, something in the save happens. So in general it is better to restart when I add many changes. Hopefully they will be not much left, after portals are all done only scripts will be updated.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Downloaded and installed version 8.0.5 of the mod and loaded my mod test save - I can now select all objects like gates, stations etc. as normal - a much appreciated fix! Will try the new Anomaly Gates as well.
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
The Expanse - NEW FEATURE: JUMPDRIVE and HYPERGATE
Version (PATCH) 8.0.6
https://www.nexusmods.com/x4foundations ... ?tab=files
What's new?
Every race has at least a couple of structures surrounding an anomaly in one of the main sectors.
- added all loadout to the structures (shields and turrets)
- added Split/FreeSplit, Terran/Pioneer (HQ), Paranid/Holyorder, in addition to Argon and Teladi of 8.0.5
- added random abandoned hypergates across the galaxy in solar sectors of far regions
- added the JUMPDRIVE yes, as in X3...but better done
There are 3 tiers for the jumpdrive:
1) small jumpdrive mounted by S and M ships,
2) Large jumpdrive, mounted by L and XL ships,
3) Very Large Jumpdrive mounted by XL only as upgrade to version 2).
They cost about, respectively: 4.000,00 cr, 10.000.00 cr 20.000,00 cr.
XL Ships have as default the L Jumpdrive, it is mounted at ship's selection, you can choose to mount the more expensive tier 3 but can not remove the jumpdrive.
Small and Large jumpdrive are optional for S-M-L ships, they allow jumping from anywhere the ship is to an Hypergate portal that is MAX 5 sectors far away.
The Very Large jumpdrive allows XL ships only to jump up to MAX 9 sectors far away, always pointing to an hypergate's sector that is within that distance.
You don't need to select the portal, anywhere in the sector of destination containing the portal is ok, the ship will continue going to your set destination after jump.
- NEW FEATURE: NPC ships use the jump!
I still have not extensively watched the galaxy in action but already saw many ships using the portals (hypergates), especially XL ships.
The scripts I did are very clean, no error in the log. If you have lags, that is probably NOT due to xrsge but due to some AI MOD you use, which will 99% CONFLICT with this mod.
OF COURSE, REMOVE ANY OTHER JUMP mod you used, included the one I suggested before, they will heavily conflict with XRSGE.
I've no idea if npc ships are so stupid to jump into hostile sectors through the portal (I've included the blacklisting in the scripts), that is armed as a tank, but I think that sitting close to a portal and watch what happens there can be...interesting
BTW always remember to use the blacklist for your ships if you are enemy to some race having a portal in their territory...
Jump drive only jumps to hypergates or anomaly portals, not to normal gates nor to free anomalies.
To see what hypergate/portal is available in your map you can type 'Hypergate" in the search bar of the map and they'll all show.
If you enter the anomaly inside the Hypergate, and not jump, you'll end in another random anomaly (not a portal).
I've also added the option, if you don't mount ANY jumpdrive, to go close to an hypergate, set course to another hypergate that is max 5 sectors away, then enter the anomaly and be sent to the pointed hypergate...kind of manual jump using the starting portal instead of the jump drive...but it does not activates always as it should. This is oc only for player-piloted ship. NPC ships will use jumpdrive instead, also they all come equipped with a jump drive so do not need to "manually" jump.
To allow ships to mount the jumpdrive I had to add the equipment slot to the ships, so any mod-ship will have NO jump drive slot, this includes new ships added by REM.
So I've updated REM Overhaul too, custom ships will mount the jumpdrive there:
https://www.nexusmods.com/x4foundations ... ?tab=files
Be aware that if you enter the anomaly you can be teleported anywhere in the universe, included anomalies inside star clusters in the center of the galaxy where radiations will melt down your ship
Be aware that if you jump to an Hypergate that is in an hostile sector, the structure surrounding the destination anomaly is heavily armed and will kill you as soon as you exit from the hypergate
A NEW GAME IS NOT REQUIRED BUT...BETTER
Version (PATCH) 8.0.6

What's new?
Every race has at least a couple of structures surrounding an anomaly in one of the main sectors.
- added all loadout to the structures (shields and turrets)
- added Split/FreeSplit, Terran/Pioneer (HQ), Paranid/Holyorder, in addition to Argon and Teladi of 8.0.5
- added random abandoned hypergates across the galaxy in solar sectors of far regions
- added the JUMPDRIVE yes, as in X3...but better done

There are 3 tiers for the jumpdrive:
1) small jumpdrive mounted by S and M ships,
2) Large jumpdrive, mounted by L and XL ships,
3) Very Large Jumpdrive mounted by XL only as upgrade to version 2).
They cost about, respectively: 4.000,00 cr, 10.000.00 cr 20.000,00 cr.
XL Ships have as default the L Jumpdrive, it is mounted at ship's selection, you can choose to mount the more expensive tier 3 but can not remove the jumpdrive.
Small and Large jumpdrive are optional for S-M-L ships, they allow jumping from anywhere the ship is to an Hypergate portal that is MAX 5 sectors far away.
The Very Large jumpdrive allows XL ships only to jump up to MAX 9 sectors far away, always pointing to an hypergate's sector that is within that distance.
You don't need to select the portal, anywhere in the sector of destination containing the portal is ok, the ship will continue going to your set destination after jump.
- NEW FEATURE: NPC ships use the jump!

I still have not extensively watched the galaxy in action but already saw many ships using the portals (hypergates), especially XL ships.
The scripts I did are very clean, no error in the log. If you have lags, that is probably NOT due to xrsge but due to some AI MOD you use, which will 99% CONFLICT with this mod.
OF COURSE, REMOVE ANY OTHER JUMP mod you used, included the one I suggested before, they will heavily conflict with XRSGE.
I've no idea if npc ships are so stupid to jump into hostile sectors through the portal (I've included the blacklisting in the scripts), that is armed as a tank, but I think that sitting close to a portal and watch what happens there can be...interesting

BTW always remember to use the blacklist for your ships if you are enemy to some race having a portal in their territory...
Jump drive only jumps to hypergates or anomaly portals, not to normal gates nor to free anomalies.
To see what hypergate/portal is available in your map you can type 'Hypergate" in the search bar of the map and they'll all show.
If you enter the anomaly inside the Hypergate, and not jump, you'll end in another random anomaly (not a portal).
I've also added the option, if you don't mount ANY jumpdrive, to go close to an hypergate, set course to another hypergate that is max 5 sectors away, then enter the anomaly and be sent to the pointed hypergate...kind of manual jump using the starting portal instead of the jump drive...but it does not activates always as it should. This is oc only for player-piloted ship. NPC ships will use jumpdrive instead, also they all come equipped with a jump drive so do not need to "manually" jump.
To allow ships to mount the jumpdrive I had to add the equipment slot to the ships, so any mod-ship will have NO jump drive slot, this includes new ships added by REM.
So I've updated REM Overhaul too, custom ships will mount the jumpdrive there:

Be aware that if you enter the anomaly you can be teleported anywhere in the universe, included anomalies inside star clusters in the center of the galaxy where radiations will melt down your ship

Be aware that if you jump to an Hypergate that is in an hostile sector, the structure surrounding the destination anomaly is heavily armed and will kill you as soon as you exit from the hypergate

A NEW GAME IS NOT REQUIRED BUT...BETTER
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Did you add the description to the hypergate? (I've not updated yet because I want to complete Timelines plot first.) I mean the idea is absolutely great, but there should be a reason why main races have decided to build such structures- for example after the jumpgate shutdown they don't want to depend on the gate network so strong so they created this new hypergate technology to use wormholes instead.
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- Joined: Wed, 15. Nov 06, 10:21
Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
I've added a description yes, also consider that each race has a different structure and that, with all those anomalies around, it was stupid not to try to use them by better focusing the space distortion...ziplock815 wrote: ↑Tue, 18. Mar 25, 00:37 Did you add the description to the hypergate? (I've not updated yet because I want to complete Timelines plot first.) I mean the idea is absolutely great, but there should be a reason why main races have decided to build such structures- for example after the jumpgate shutdown they don't want to depend on the gate network so strong so they created this new hypergate technology to use wormholes instead.


Anyway if you want to give some food to our fantasy and write down some story about their creation, please do it, I will add to description

Edit:
My next update to the script is adding a kind of dialog with portal station. You go close, you start comm, ask for jump. Then a list of sectors within 5 jumps will show (maybe also normal gates not only portals, belonging to the race), select it and the portal will initiate your jump to that sector.
It'd be nice to have npc doing it too, listening to the request chat, having ships waiting to jump, traffic around the portals. I'd prefer this solution over the jump drive too, but it is not easy to do. If some more experienced script coder would join..
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- Joined: Wed, 12. Mar 25, 12:48
Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Started a new save with XRSGE 8.0.5 last night, but ran into an issue with the Scion start. After loading I found myself within some kind of large hall with graphical glitches, it appears to be a shallow model of something below the docking area of the starting station. At the borders of this "hall" you can look up and see elements of a standard docking area. Unable to teleport or progress anywhere else, I quit that particular start.
I created a custom start instead with player HQ as it is required, only known sector is also the start sector: Grand Exchange (where the HQ used to be). I am one who likes a good challenge - so just a low loadout scout and 10,000 CR as starting point.
Did some initial exploring, and by my fast growing beard, this universe is huge. It is what it says on the tin: real scale. Using Superhighways makes this clear: longer distances can achieve 0.09c (nearly 30,000 km per second), and you can see planets buzz by as you would expect them to at those speeds. Eventually the Kingdom End plot kicked in with the communication to assemble in Heretic's End.
I set a course and started flying... at this scale trust me on this one: it will take time (depending on your starting sector). For me, I was flying for about 2 and a half hours, barely making it through maybe 4 or 5 sectors (to be fair: the starting ship I bestowed onto myself has a very bad travel drive). In addition, the mass-lock preventing travel drive from triggering is a welcomed addition - technical lore as to why that is can easily be implemented: objects that have mass prevent the travel drive from forming the quantum interlock field needed to propel the vehicle into these speeds. Or something like that.
It is great fun, I do not think I will go back to regular X4. Of course, you can traverse the universe much faster in vanilla, and the scales are much more condensed. But I think a space simulation of this magnitude should attempt to equal Elite: Dangerous with 1:1 scale, or at least, getting close to it. This is as close as it gets, and feels more like what life in such a universe would look like.
I created a custom start instead with player HQ as it is required, only known sector is also the start sector: Grand Exchange (where the HQ used to be). I am one who likes a good challenge - so just a low loadout scout and 10,000 CR as starting point.
Did some initial exploring, and by my fast growing beard, this universe is huge. It is what it says on the tin: real scale. Using Superhighways makes this clear: longer distances can achieve 0.09c (nearly 30,000 km per second), and you can see planets buzz by as you would expect them to at those speeds. Eventually the Kingdom End plot kicked in with the communication to assemble in Heretic's End.
I set a course and started flying... at this scale trust me on this one: it will take time (depending on your starting sector). For me, I was flying for about 2 and a half hours, barely making it through maybe 4 or 5 sectors (to be fair: the starting ship I bestowed onto myself has a very bad travel drive). In addition, the mass-lock preventing travel drive from triggering is a welcomed addition - technical lore as to why that is can easily be implemented: objects that have mass prevent the travel drive from forming the quantum interlock field needed to propel the vehicle into these speeds. Or something like that.
It is great fun, I do not think I will go back to regular X4. Of course, you can traverse the universe much faster in vanilla, and the scales are much more condensed. But I think a space simulation of this magnitude should attempt to equal Elite: Dangerous with 1:1 scale, or at least, getting close to it. This is as close as it gets, and feels more like what life in such a universe would look like.
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- Joined: Wed, 8. Oct 14, 20:30
Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various
Hyperion ship doesn't have a jumpdrive slot. Is it a bug or you just haven't added jumpdrive to this ship yet?