[MOD] SHIP REBALANCE Realistic physics and full/assisted inertia (V1.5)

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theqmann
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Post by theqmann »

I still don't understand why the strafing doesn't work. Isn't the strafing just lateral and vertical acceleration?

What happens if you leave it on?
Realspace
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Post by Realspace »

Please read the previous posts, I explained the reason of this counter-intuitive physics in X universe. There is some kind of "air friction" coded, to remove it you have to remove the strafe that is not a thuster's input BUT a kind of augmented resistance/friction you can apply, but if you removed it you can't apply it anymore.

WE NEED A GOOD SCRIPTER THAT CAN MAKE IT POSSIBLE TO SWITCH BETWEEN 2 ENGINES. SOMEBODY?
Privata
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Post by Privata »

Realspace wrote:OF COURSE. Please share all you want, we have the same vision of the game, I do this modding only to make the game more suitable to my (our would say) game style, the more we are to adress things the faster we have 1/more mods (with xml it is easy to make it modular) to make the space....REAL! i.e. challenging and fun!

It would be a good spare of time if you can do the tricks for the small ships, so I can focus on other things. Just give me an example of the values you are using. I guess you're not eliminating strafe at all right? i.e. similar to the ASSIST not the REAL inertia, right?

I see a lot of new featrures we can open with this thing, combat of course but also if we can make it possible enter/exit the super-highways anywhere then some secret bases and threasures can be put, but the player has to risk by exiting in the empty space and missing the way back. He can use satellites (as in x3) or release beacons.

When we finally can make the full newtonian engine available as secondaqry engine then you can experience the long travel, I did it with the broken planet just to see it close, it is possible you can even leave the super-hghways and go at full booster. Just download the RS_Physics_FULL and try yourself! :D

http://static1.nexusmods.com/154/mods/1 ... 322707.jpg
http://static1.nexusmods.com/154/mods/1 ... 322954.jpg

Yisha watches the broken planet before crashing down.. :D
http://static2.nexusmods.com/154/mods/1 ... 322805.jpg
alright then , I guess were a team know .
I will work more on giving the NPCs engines and when I feel it is a good balance I will upload them
the first pack will be S class ships
then I will do the rest class by class , when everything is done I might give them a revisit if needed and get the hole thingy out
veronique
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Post by veronique »

I so want to play this mod, will have to wait for campaign finish and start a new game :)
Realspace
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Post by Realspace »

veronique wrote:I so want to play this mod, will have to wait for campaign finish and start a new game :)
If you just want to change the physics u can install it now, it is the NoLanes that requires a new start not the Phyisics :wink:
Realspace
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Post by Realspace »

VERSION 1.4 RELEASED

Updated both ASSIST and FULL. I introduced smaller increments in the trottle you settle with the mouse wheel, this way even if top speed is huge (as in FULL) you can finelly set the speed you need for the fight tactics or simply to approach a station at 5% speed.

The future of this mod is for me this: making possible to switch between ASSIST and FULL. FULL can then be used also for travelling the long distances since when you cut the engine your ship continues to drift indefinetly. This means the player can choose not to use the superhighways.. Of course we need to implement some benefit for this such as hidden bases or loot in deep space.
Central
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Post by Central »

is it possible to add strafing in FULL inertia mode?

also increasing reverse thrusters would be nice to have.

and how about adding inertia not only to engines but also to rudder?
Privata
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Post by Privata »

Here you go http://xrebirth.nexusmods.com/mods/259/?

know the S ships will fly like real spaceships !
Bumpy
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Joined: Sat, 16. Nov 13, 08:33

Post by Bumpy »

Central wrote:is it possible to add strafing in FULL inertia mode?

also increasing reverse thrusters would be nice to have.

and how about adding inertia not only to engines but also to rudder?
i use the assisted version and agree, reverse thrusters would be very important.

would it be possible implementing that using maybe the normal reverse trust`s highest`s stage (full reverse) having not 100% reverse but maybe 1000% ?

or moding the "BACKSPACE" function giving an reverse boost as long you press the button ?
Bumpy
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Post by Bumpy »

tested that new version having the boosters also on the smaller traders enabled, thanks !

...while following an intermediate trader group, i noticed that they use its boosters not only inside sectors from zone to zone, but also for travels from sector to sector ? ...just asking because i followed them and after some time we was far far out of the common zone distances which is about 600km`s but we reached 5000km`s allready.

...so if iam right, would it possible that they make use of the super highways, because it seams they need endless time reaching another sector using its boosters, which are not so powerfull as the players booster.
Realspace
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Post by Realspace »

Privata wrote:Here you go http://xrebirth.nexusmods.com/mods/259/?

know the S ships will fly like real spaceships !
great!! this spares some time, thanks! going to use it.

About other topics, people please read the home and again I did not eliminate strafing in FULL it is a side effect of having full inertia, due to how the physics of X are coded. I'd be glad to have full working vertical/lateral thrusters.

I'm considering to add a bit more of frontal thrusters (i.e. backwards) to the FULL but consider that as they are is for full realism, since it can't be that frontal thrusters are more powerfull than back thruster, but a bit they can tuned up I agree. Remember yet that in full inertia it is a good techinque to turn 180° and activate the booster if you want to more quickly "brake" (what a "real" spaceship would do), and it is also very fun.

Thanks for the feedback about the freighter not using the superhighway, that can be an issue, we must wait for Killerog to read the post, he wrote the AI script.

EDIT @Privata
I took a look at the file, I see you only augmented the speed but strafe is similar in acceleration. That should not add any inertia to the ship, strafing it is indeed a consequence of the increased sped but inertia is not augmented. Inertia (or in reality, friction, that we reduce to 0 to have a full inertia) is linked to the acceleration paramater (strafe). You shoud try to use values more similar to the engines I used for the player, by reducing strafe and being a bit more conservative with top speed, well this is my tip then you can do as u wish of course. This one is also good, limiting top speed of NPC ships was indeed bad after using the RS_Physics, just experimet a bit with values such as max 500 top speed and 20/25 of strafing (in acceleration).

I would rather use values as these

Code: Select all

<diff>
 <replace sel="/macros/macro[@name='engine_ship_s_01_macro']/properties/acceleration">
  <acceleration forward="64" reverse="34" strafe="34" pitch="74" yaw="24" roll="180" />
 <angular />
</replace>
<replace sel="/macros/macro[@name='engine_ship_s_01_macro']/properties/speed">
 <speed forward="508" reverse="-508" strafe="508" pitch="180" yaw="180" roll="240" />
 </replace>
</diff> 
this is a rather powerfull engine, such as the balanced mk4 of the player, it can be a good compromise, then we must see how the ships behave in combat

One thing you can help me is that u have checked all engines, are these the engines used by fighters right?

EDIT2 @Privata
Looking all files I'd say that the modifications have little to do with inertia but more with agility. Somehow this mod makes ships more agile and probably responsive, a side effect :D You used crazy ROLL values, which is insane but mybe make AI be faster. I'm tuning to values more in coeherence with player's ship. ;-)

EDIT3
I created a quite different ship pack, also increased as necessary bullet range and missile's top speed. As Privata noticed, the AI is much smarter now! And very lethal! Escort missions are very different, becouse the freighets use booster (if you use the NoLanes Mod) but the attackers are very fast, you have to be very good to intercept them before. In a Killing mission I was killed by the enemy ships very quickly, what never happened before. This is the right direction, changing phsysics to other ships seems to help the AI.
Privata
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Post by Privata »

@Realspace I hope it saved you some time.

yeah I sepose my mod is more of an better AI mod , il rename it to that to avoid confusion.

anyway you are free to change it in annyway shape or form and even use it in your own mod , we need to make X rebirth the best it can be and so far im enjoying it so much !

if there is anything else you want , or somthing like that just ask away and il see what I can do.

ps : I wish all those who abandoned the game could see it know :)
Realspace
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Post by Realspace »

sharing ideas and findings is already a great help and increases the chance to go into the right direction. I had not imagined that by changing the speed to other ships would have helped the AI thus I left this as "to be done", now we know it works so I did immediatly get to this aspect that is saving the game, missions are much more challenging now!! :D

So please experiment with all you can and share it ;-)
Realspace
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Post by Realspace »

UPDATE 1.5
*added the SHIP PACK, i.e. other fighters have increased performance.
*weapons and missiles have been changed accordingly.


http://xrebirth.nexusmods.com/mods/49/
Privata
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Post by Privata »

Realspace wrote:sharing ideas and findings is already a great help and increases the chance to go into the right direction. I had not imagined that by changing the speed to other ships would have helped the AI thus I left this as "to be done", now we know it works so I did immediatly get to this aspect that is saving the game, missions are much more challenging now!! :D

So please experiment with all you can and share it ;-)
well the thing is , I am very crazy in terms of what I do to AIs in games.
like in X3 , I would give the AI better performances that would be imposible for the player , it worked very well.

for me , the AI needs to cheat to make up for the fact that , as of right know AIs do not think , we have VIs not AIs in games. they dont adapt so for me we need to give them an edge and with this mod ,well not only do they have better control of flight and fight , but also it looks better
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pirke123
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Post by pirke123 »

This sounds like Kerbal Space Program in the X Rebirth universe :)
Realspace
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Post by Realspace »

pirke123 wrote:This sounds like Kerbal Space Program in the X Rebirth universe :)
:lol:

this engine can finally make both kinds of players happy.

We are the old style space sim newtonian bla bla finally back to feel the space more scary, big, engaging :D
mikeck
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Post by mikeck »

Do I understand correctly that even though the physics mod is listed as an optional mod to the main "no lanes" mod, I do not have to install the "no lanes" mod to use the physics mod?

I don't want to start a new game and kind of like the lanes but I so want the assisted physics
Deleted User

Post by Deleted User »

anything new planned for this?
losthart2611
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Post by losthart2611 »

Realspace wrote:VERSION 1.4 RELEASED

The future of this mod is for me this: making possible to switch between ASSIST and FULL. FULL can then be used also for travelling the long distances since when you cut the engine your ship continues to drift indefinetly. This means the player can choose not to use the superhighways.. Of course we need to implement some benefit for this such as hidden bases or loot in deep space.
I tried flying from one zone to another took A LOT of time but turns out its a huge skybox per zone.

After I got about halfway between 2 zones the ship was suddenly dropped in no space.

So i think the super highways are gloryfied loading screens. Sortof explains why you can't leave them.

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