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

Post by Realspace »

Guys test this mod if you can.
The author made a specific version for xrsge. It is important for advanced gameplay when you have a fleet patrolling because sectors, you know, are huge and vanilla logic is not enough.
https://www.nexusmods.com/x4foundations/mods/2058
Ormaz
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Ormaz »

Hi! How can I launch the supercruise when in a ship?
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Autopilot does it for you. Or press F4 (and F1 to switch back to normal view) to activate the manual commands. Then choose: Supercharged TM (short burst) or Sectorcruise (long). Manual short burst will re-activate as long as you are in travel mode. There is a full tutorial in the Nexus post tab.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Guys I am uploading the FINAL VERSIONS of my major mods for version 8.00 of the game.
After this, I will take a long pause to check version 9.00 of the game and see what's to be done.

I see the devs eventually changed the background stars to look better, I suppose (hope) they also changed the planets. So I need time testing each single sector for look and lightning.
While for STARS it is "only" a matter of choosing what materials still need to be patched, for XRSGE the thing is much bigger.

Indeed in XRSGE I enlarged every single background element to fit a bigger space (in vanilla, already at 80.000km from center the background box comes too close).
So after revisiting all the new elements they added, will see what to use (and enlarge) and what not. This will take time..

About REM, I don't want even to imagine if I have to revisit every added gun/shield plot, hopefully not because the changes are relevant only for S/M I think...will see.

See you soon.
Uploading...

____________________________________________________

XRSGE The Expanse Reborn - 8.00-final

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

(Renamed for coherence with game version)
THIS VERSION IS THE FINAL ONE FOR VERSION 8 OF THE GAME.
Please update to latest STARS! Also renamed to version 8.00-final

FOLLOWING MOD'S VERSIONS WILL BE MADE FOR VERSION 9 OF THE GAME
- reworked Supercruise: manually is full manual, no target restriction. Reduced all big pushes (manual, autopilot, AI pilots/NPC) to avoid lags.
- totally redone backgrounds for more contrast and better lightning: some sector can show too much light, please report in case, I could not check every single one.

____________________________________________________

STARS (BASE) - version 8.00-final

:arrow: https://www.nexusmods.com/x4foundations/mods/507

I've uploaded the final version of the mod for game version 8.00 HF4
For coherence I've renamed the mod's version to 8.00-final.
STARS (base) 8.00-final is also needed for latest XRSGE 8.00-final (also latest for game 8.00 hf4).

After this, new updates will require version 9.00 of the game.

BTW...funny to see that the devs used an idea I had in mind but never talked about, i.e. using the sun flares as small stars (so to keep luminosity and not look too flat on the background). Happy I've not to do it :P
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I am working on my mods for version 9 of the game.

This requires quite a time because many things have changed.
STARS should work out of the box, I made some changes (to the big stars the devs add that are not affected by the zooming googles) but most of the work has to be done on the background meshes. I am enlarging the box so that backgrounds are not bad when you zoom in. This will be in XRSGE and STARS Overhaul.

Working on REM now, all additional ships are broken by version 9. So will have to remove them... :(
Keeping the race/class specific equipment, I will probably remove all the rebalances of weapons and keep only their range/speed. This will also let space for what Folker is doing but mostly will make REM more focused on scope.

I've decided indeed to go back to the roots: REM brings back newtonian/hardcore physics but will do in a different way:
1) accelerations are set back to reasonable values. For the vanilla player this will make a small ship look moving as an L ship, probably, but at the end of the day the gameplay receives a large boost in realism, you feel the ship moving, every manouver matters. I increased all effects of shaking cockpit etc. to let the player feel the accelerations. This is what Elite does already at low speeds, X4 can do it too. Will look for other effects (possibly not intrusive).

I did not set insanely high speeds as in REM 1.0 :D . On contrary the ships will have similar assisted top speeds as vanilla (but almost 1/8 of accelerations). This makes dogfighting work as intended. But at the same time ships move in a more realistic manner.

What I am doing as totally new is working on the travel mode. While in the past I considered it as a sort of hyperdrive that pushes the ship inside a "tunnel", I am now using it as I did with my REM for Rebirth (where travel mode does not exist). So:
a) Travel drive has no top speed limit :!:
b) but, its acceleration is identical to normal acceleration, no "magic" push of the ship to insanely high speeds in a blink.

We often discussed in the past about how high speeds make the gameplay look "small", distances becoming a joke. But at the same time the need to cover big distances in XRSGE is there.
Fact is that acceleration (and all effects related) is what makes the speed feel "real" and not magic. Also you will never reach the top speed during a long transit except maybe if playing without superhighways (probably not even in that case), but feeling that there is no real top speed is really cool.

Manually managing the travel drive for the player needs setting course and using the flight/assist off when the desired speed is reached or letting the autopilot do it for you. AI NPC should already do it (they usually can match a desired speed in travel mode, not as the player). All this will require experimentation of course. Hope I'll find a way to let the player "throttle" the travel speed.
Another nice effect is that travel mode is no more a cheat to flee from battles but at the same time is not disrupted easily (new 9 function) once is set.

To resume in an image, this is what even small ship's stats should look like:

Image

c.a 3G for normal acceleration and up to 5-7G for boost acceleration is quite a lot... but in-game now, for what we are accustomed at, you'd feel it as slow.
Vanilla accelerations of 12G as base value and even 30G or more at boost is insanely high and too "magical". No matter the level of inertia or superimposed effects the ships have, you don't "feel" the space moving when accelerations happen in an instant. I've been "studying" other space games for this and their realism is all in the accelerations/related-effects.

I see why the devs can not follow this path: a lot of players want easy-go physics and are frustrated by realism. But a mod can and should indeed offer a different gameplay, not "rebalance this or that" :wink:
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

REM Overhaul 9.0.0 - for game's version 9.x+

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

What is REM Overhaul 9
With version 9.00 I had to cope with the changes introduced by Egosoft, so the mod went through many changes.
First of all, unfortunately, ALL added REBIRTH SHIPS are removed. They got broken by the game's update.
REM 9 goes back to its root. This mod is meant for player wanting a true hard-core, real physics game. I went back to the concept of my old Rebirth Physics Mod but with a problem: in Rebirth, player ships is unique, you can make it behave in a very realistic way while the (stupid) AI has easier physics. In X4 it is a pain to find a fine compromise for all the ships.

This is not a "rebalance this or that", this mod drastically changes the behavior of ships in the game turning it into an experience more similar to classic simulation games, such as the recent In The Black or Elite Dangerous (partially).
Ships receive a realistic engine's and thruster's push and every movement is "heavy", you feel it (some effects are also added).

Secondly, REM keeps its traditional RACE/CLASS-specific equipment. With 9.00 Egosoft went even more deep into the idea of universal equipment for all ships which, to me, makes no sense. The lego-like idea behind this is frustrating if you enjoyed older X games where every ship had its dedicated equipment and felt unique. For a better gameplay, every race also produces some special equipment that is sold to all other races and is fitting to any ship. Teladi, as per tradition, are particularly open to other races. Their equipment is also used by pirates. Pirate ships have this unique feature: they can mount everything...they need to.

REM 9 has a big change in how travel drive works. While assisted speed is similar to vanilla (but accelerations are realistic), when using travel drive every ship can remove the speed cap (there is no limit in space except the speed of light). But travel drive is not the "magic tunnel" where you instantly accelerate to insane speeds. Acceleration is not different from that of the booster. Ships will accelerate slowly and even if they have ideally no cap to the travel speed, they will never go so far (you can if you want).

Travel speed is a kind of flight assist off (for all ships) and has peculiar physics. At lower speeds (which are what the ships will always use, within about 8000 m/s, there is no added friction (there is no friction is space) and inertia is still relevant. At higher speeds the ship will become hard to maneuver and to turn but inertia is removed or too many weird things happen :).
REM 9 also keeps the general rebalancing that emulates the older X2/X3: capital ships are very strong (and costly), medium ships are stronger and specialized, so on.

Weapons in the version B of the mod are lethal (high speeds and range) but XL/L/M ships are much stronger than vanilla.
Mod indeed comes in 2 flavours:
Mod A - vanillesque experience, ships have an assisted speed cap similar to vanilla (but realisit accelerations)
Mod B - hardcore experience, ships have a very high cap but booster is not so powerful, is used as afterburner

For now only VERSION A is available

List of features:
- reworked physics for all ships according to "realism", acceleration is the differentiating factor (version A and B)
- unlimited speed (in travel mode)
- Moderate increase in inertia (mod A), high increase of inertia (mod B)
- booster speed remains (inertia kicks in) unless you settle throttle again (for AI ships too)
- boosters last longer and are a true factor to differentiate agile ship (S/some M) from bulky ships
- boosters work as afterburners: while ships have low basic acceleration, the booster (rear engines) pushes the ship a lot.
- class specific equipments (combat items for combat ships only, etc.)
- race specific equipments (with many special items sold to all races and some crossovers)
- pirate ships can mount equipment from all races
- reduced/changed number of engines to 3 classes: basic, travel, combat
- added some special shields mk3
- rebalance of all hull/shields/weapons according to X3/X2 tradition (capital ships are strong!)
- changed shields to reflect the class: combat shields are fast to recharge, defence shields are slow to recharge but capable
- added a lot of turrets and guns and shields to several ships
- increased STORAGE for all trading/mining ships 2/3x
- rebalance of all prices/wares to reflect the value of big/capital ships and others
- Xenon/Khaak ships use different physics (vanilla kind), they are very agile and can accelerate faster. Xenon are machine btw, so acceleration is not an issue. Khaak are insects :)
- Xenon ships that the player can claim have peculiar physics that make them unique
- IMPORTANT: REM removes turrets from production modules (otherwise what are defence modules for?)
- Defence modules mount race-specific turrets/shields
NEW ship's role change/addition:
- changed all XL E carriers into battleships (much stronger but carry many less ships)
- changed Paranid Atlas Vanguard and Sentinel into: Atlas XL Trader and Atlas XL Miner (available also at Alliance, Hatikvah and Pirates)
- added some custom ships for specific tasks (that use vanilla models to avoid issues):
Phoenix E (as the E destroyer variant of paranid and Argon)

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