[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Yes that was weird..after you get to third redemption and talk to the guy, he asks what to do, I sent him to holy order. Then he sent me claiming another new hyperion in one shipyard (it was holy vision sector for me). So I thought that's it...but not. Then you have to bring him various inventory stuff and...he also gives you the original Hyperion on top of the other, plus again a Theseus. The nice thing is that in xrsge if you send the guy to holy order then you have to cross xenon hub :twisted:
But the plot was bugged from before, it asked for scanning a gate again when I had arrived in third redemption, unstucked after going to the hyperion I could find easily. Then kinda reset itself once, before arriving at the shipyard, asking to talk to the guy again, which I did and triggered nothing, so I had to reload. Finally it worked as told, which was so disappointing that I immediately sold one Hyperion (the new) and sent the original (that can not be sold) to die in Getsu Fune occupied by Xenon.
I wanted to earn the ship, not having it trown at me so early. So bought a Jian in order to complete the first part of Yaki story because Getsu Fune is pested by Xenon in my game and my Kukri died too often....only to realize that I've added two errors to the last patch I made so the beacon trail is not created and the whole plot is ruined. I love all this ahahah

....btw, do not play terran cadet for now :D
ziplock815
Posts: 496
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Sounds like fun :D
Btw I have Getsu Fune occupied by the xenon too. i didn't want to liberate the sector though bc I use bounty hunter mod and this sector is a good field for hunting heheh. The other side of the coin is that xenons plague into the Void, Antigone and other sectors
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

So I did it...it HAD TO BE DONE!! :D

REMOVES HYPERION STORY:
:arrow: https://www.nexusmods.com/x4foundations/mods/2055

_______________________________________________

Updated REM Overhaul:

:arrow: https://www.nexusmods.com/x4foundations/mods/848

REM Overhaul 8.0.8
- added some commonwealth slots to Terran S/M to allow mounting missile launchers
- added modified Hyperion for my mod "Remove Hyperion Story"

______________________________________________
XRSGE - The Expanse Reborn - Version 9.5.0 BETA
(BETA5) - beta testing

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

- fixed beacon trail in Terran Cadet story
- increased light in most of the sectors
- changed sector Antigone Memorial
- changed sectors of Hewa cluster
- changed sector Mars
- more fixes to autopilot Supercruise
- small fixes
nicksavinoff
Posts: 1
Joined: Sat, 4. Apr 26, 13:44

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by nicksavinoff »

Instant start doesn't work for me. Tried with a fresh install REM - OVERHAUL and this mod only and REM - OVERHAUL only. I can see the visual effects and the increased speed, the instant stop also works.
But when i start up the Travel Drive it has the usual warmup of multiple seconds, assuming it's the vanilla values.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Instant start is not removal of warm up. I even increased it a bit to let the travel drive not be abused. What travel does is instant acceleration and instant stop. Like an hyperdrive that sets you in a bubble of space. But warm up is there and also makes sense. Instant acceleration is very noticeble in REM Overhaul where normal accelerations are reduced to less than the insane G of vanilla.
If you use REM Overhaul you only need REM Hyperdrive if you want higher travel speeds, otherwise effects and instant acc./dec. are included in the first.
If you use XRSGE then Hyperdrive is a bit overkill beause in xrsge there is the supercruise that accelerates ships at several magnitudes above top travel speeds.

@Ziplock, I've played the cypher story no issue in xrsge. I noticed that after the first message of the diplomate guy there is no guidance on the map but then looked around and found the ship. Started conversation and all went fine. Btw I realized that in REM I missed some changes for the Cypher, i.e. better shields (on paar with other ships) and longer bullet's range. Fixed.
About the Astrid, it has maybe a too weak hull even in REM..well vanilla is very weak. I set it on the level of the Cerberus, it was the half before. Shield should be around 80.000 if patch works.
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Speaking of supercruise - how can I move fluently instead of short bursts of speed? 20000 kms are too big distance to fly fast for a couple of seconds and then with normal speed waiting for supercruise to charge? Maybe I'm doing something wrong as usual? :gruebel:

Btw why did you move the jumpgate in Dark Horizon from eclipse clouds to some other place? I deliberately put my first station near the jumpgate so that all teladi would bring creditssss to my station first :mrgreen:

Edit: it seems like the starfield in dark horizon looks like a cube. Maybe it's after the new STARS update? Didn't notice it before
Editt 2: I have lags sometimes right after docking to a station or exiting jumpgates\accelerators
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

For long distances +6000km you can use the manual SectorCruise. Press F4 (and F1 again if so wish) and the supercruise commands will show. There you can choose the manual supercruises. Top one for long distances, bottom for very short -500km, the autopilot will manage fine the medium distances having an adaptative regulation of the push, depending how far the target is. I do play without the added superhighways, crossing the various final parts of 20.000km requires 3-4 pushes, quite doable.
Remember that you can let a pilot do it, automatically, but can also command to the pilot to use both the manual supercruises. You can command it to the pilot of your ship but also to the pilot of another ship of yours.
Gate is moved closer yes.
Did you install latest STARS. I made a custom backdrop of stars unique for that sector.
That lag is...as I wrote, depending on the ai ships using the supercruise too. To avoid lags during the game I set condition for them to supercruise when the player is on stations or gates. Yes it is quite noticeable in my game too...may decide to remove it or change the conditions. It helps ai ships to cross the distances.
ziplock815
Posts: 496
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Well, sometimes I see big pack of ships suddenly move in one direction as they were waiting for me to watch them...looks rather weird :D . I thought maybe that was the cause of the lag

I usually use sectorcruise manually, but in any way my ship flies a little then return to normal cruise speed so I made 30000 kms in .... 20 pushes or something like that :D

Yes, I did install latest STARS...I think.

Wait for the guy to contact me saying some nonsense as usual and look for his ship on the map. Got it. What kind of ship it is? Is it cypher or some other unique ship or some casual kestrel like in hyperion dlc?
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Hi, I found a broken or unused (I guess) accelerator in Getsu Fune; it's on the Moon. It's circled in red

Here are the screenshots:

https://drive.google.com/drive/folders/ ... sp=sharing

P.S.: When I go into the menus, my ship automatically activates boost and moves toward the guidance. Is XRSGE doing that? If so, how do I turn it off?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I can't do anything if you break the mod by using the cheat mod..ahahah. Those accelerators are used to keep the sector stretched on the map. They are not revealed by the scanner and the player never goes there...but if you spawn satellites through cheat they are found oc.
Nope no guidance activation of anything, it was used in previous version for the supercruise to activate (open map/set guidance/close map) but it triggered a menu not instant boost. And it is removed anyway since v950.
Do you use the jump drive mod?
Ziplock that is strange, SectorCruise covers a distance of 7000km avg in one push. You can activate it without target to avoid the automatic switch to normal cruise, which happens only if your target is close. If your target is +5600 or no target and you start sectorcruise, the push is quite long.
The lag as told is the ai ships using the supercruise only when player crosses gates/shw or is on station or is landing...I can't think of a different way to speed up things..maybe will look for activating it only in limited numbers per time. Or even remove it alltogether. Other ai ships use it if the player has some relation (after the player uses it also followers/subordinats/attackers do) or can see them, but this causes no lag. These last are quite necessary both for immersion and for not making the player more overpowered than he already is.
ziplock815
Posts: 496
Joined: Wed, 8. Oct 14, 20:30

Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Yes I do use the jumpdrive mod, won't traid it for anything :D
Without target - you mean not to use guidance? That's quite uncomfortable, but I can live with that. After some testing of the supercruise flight and found it very immersive in some ways (with the exception of ai shops acting weird). Yesterday I stopped in 50 0000 kms from the target station and just took pleasure of silence of the space :)
Anyway, I would prefer the all-highways version and travel with sectorcruise only for exploration reasons. Thus ai ships would act more predictable and subordinate ships would cover distances faster (at the moment my subordinates are moving at turtle speed to my HQ in Grand Exchange located 30000 kms away from the jumpgate)
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Supercruise activated by the autopilot uses the guidance/target, so does supercruise used by ai pilots. They use the target to choose how strong the push has to be. But player can activates the supercruise manually. While in the past you needed a target, now no more. It is manual, means you are free to activate it whenever you want. The only thing that guidance or target add is calculating if switching to slower cruise when target is close and you decided to use the sectorcruise instead. Just to help new users of the supercruise but then you'll learn that Sectorcruise is for +6000km or, if you rember to stop it (the menu pops up) you can also activate it for a 3000-5000km push. Pressing 1 or stopping travel mode will interrupt it before the avg 6-7000km push of the Sectorcruise. Close means less than 5600km so no, no need to remove target, you can freely use the target for long distances, I always let it on and start Sectorcruise to cover the 20-30.000km of the final distances in 3-4 pushes. But, I repeat, also let the pilot do it and also command him to use the supercruise, it works smoothly.

I could remove the ai supercruise usage during gate/station for the users of added shw yes, they do not need that. Superhighways bring you up to the toilet in that version 😂

I consider jump drive in this version of the mod quite useless and a burden on performance but that also cares about in-sector jump so there I can also remove the ai supercruise. Of course I love Jump drive per se, for all the efforts I put on it, how preciselly the ai uses the portals...it all took a lot of work...but can not ignore that in current version with supercruise and gates very close, removing the need to cross several sectors through jump means reducing big part of the gameplay. What was distance between sectors before is now in-sector distance.
Folker
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

Realspace wrote: Mon, 6. Apr 26, 09:54 I can't do anything if you break the mod by using the cheat mod..ahahah. Those accelerators are used to keep the sector stretched on the map. They are not revealed by the scanner and the player never goes there...but if you spawn satellites through cheat they are found oc.
Yeah, that's right, I used a cheat code to find out all the sectors and teleport anywhere to look the new version of your mod
Realspace wrote: Mon, 6. Apr 26, 09:54 Nope no guidance activation of anything, it was used in previous version for the supercruise to activate (open map/set guidance/close map) but it triggered a menu not instant boost. And it is removed anyway since v950.
Do you use the jump drive mod?
Okay. No, I'm not using the jump drive module because I just want to see the sectors in your mod (I'm using cheat codes, as you've seen); I don't play long gameplay, I prefer to work on the modified version of REM. But once I've finished the modified version of REM, I'll use the jump drive mod.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

XRSGE - Version 9.5.0 BETA
(BETA6) - beta testing

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

- finely reworked Supercruise by autopilot: autopilot can now manage also very big distances and uses different pushes to reach destination without overdoing.
- NEW: Hacking has consequences (do not use my mod with this name, it is included in XRSGE). When the player hacks a panel on a station, there is a chance (depending on the panel type) to be discovered and loosing reputation.

I've added a new mod called Hacking has consequences: https://www.nexusmods.com/x4foundations/mods/2062
This mod for all who do NOT use XRSGE, where this function is already included

I've also added another mod to remove the story, this time for Envoy: https://www.nexusmods.com/x4foundations/mods/2060

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