sadly no.. not without doing it like me (triangulating). i Mean the AI itself still uses only x,y,z but the map is a Hexagon (funny to see the Ai map out a sector with the mine command and only make a perfekt square in the hexagon).. but i think the hexagon is one of the main reasons they removed the feature of coodinates, afterall we dont know where the center is, its streches and moves how it wants to... while the old maps always had a "center" in the center of the map.Free Radical wrote: ↑Wed, 9. Jan 19, 14:44Since you had mentioned placing a station 250KM high, I was hoping there was a way tp determine that number.DeFragMe wrote: ↑Wed, 9. Jan 19, 10:12Oh, you mean just the numbers for the grid, no, i havent seen anything standing with just numbers. i usually use nav beacons and sateliet placement to triangulate my position. so if you really want your satteliets always X amount of height and with y as distance, i havent found a methode to do that yet.Free Radical wrote: ↑Wed, 9. Jan 19, 04:02
X3 had the ability to reorient the grid from horizontal to vertical and back, and there was a coordinate grid. I would purposefully place satellites 10 squares high, so they would not be normally discovered by hostile forces that entered the sector, that tended to stay near the base line.
In X4 I see the map screen in the cockpit, and it looks like if the disk is flat, you are looking straight ahead, but if you rotate it until you see the full circle, then you are either flying up or down. How would you know you flew your ship to a point 250km above the surface? Is there a grid for height, or a reading of height or depth?
Thanks!
they proably didnt do this, because their maps are not squares anymore but hexagons and dynamic in size view.![]()
so actually typing to want something at 0/0/0 for example, it could be the center of a sector, could be the right corner, etc...