X4: Hyperion Pack & Flight Model Update - A New Era Begins!

This forum is the ideal place for all discussion relating to X4. You will also find additional information from developers here.

Moderator: Moderators for English X Forum

User avatar
mr.WHO
Posts: 9129
Joined: Thu, 12. Oct 06, 17:19
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by mr.WHO »

Looking at Captain Collins gameplay, it looks like Hyperion is as alergic to Gravitron turrets as Medium ships, but with much larger hitbox.
GCU Grey Area
Posts: 8348
Joined: Sat, 14. Feb 04, 23:07
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by GCU Grey Area »

Raptor34 wrote: Thu, 20. Feb 25, 20:19 I was just setting up a new custom creative start and I noticed. I guess I've always thought that destroyers hold more than I thought. For reference I was looking at the Syn and it's 160 missiles.
Also I don't think dumbfire is wise, unless you're just using them as ammo stores. It's main guns are already way more capable than that. I think it's close to Pulse Laser speeds. Imo it's missile turrets should be set for anti-fighter instead.
Prefer to boost it's anti-capital firepower myself, simply so I can kill capitals faster. Dumbfire turrets specifically because they provide more ammo, tend to have a faster rate of fire & longer range than tracking. Find Hyperion is agile enough & has sufficiently accurate main guns to be able to eliminate S/M targets with those main guns, reducing the need for anti-fighter turrets. Still got 6 turrets for that purpose, doesn't need my missile turrets too to fend off fighters.
Funnily enough I took the Group 1 hardpoints as missiles too. With the reasoning that the bottom is unsymmetrical if only 1 set is missiles so that's a no go since I'm not running no gun turrets bottom. Rear turrets can cover the engines so seems more important. So by process of elimination...
For me it was because the group 1 turrets are a little bit closer to the front of the ship so missiles launch slightly sooner. I also like to be able to see my missiles in flight, putting them on the underside would obscure this.
What M turrets are you running for the rest? I'm just taking all Argon. M tracking for group 1 as mentioned earlier. M beam for the rest of the turrets since afaik beams are still the most reliable. Or maybe I should just take flak instead and use main guns for sniping fighters? I haven't actually flew it yet so I don't know how agile it is.
M beams here too, partly because I'm playing the new Uncocooned start & that's what it comes with, but they're also some of my favourite M turrets.
Are M flak still good if I run past an enemy capital? I vaguely remember that they deal great damage against enemy capitals by virtue of their AOE. So since I'm running missile turrets anyway, and since the main guns could potentially hit enemy fighters, maybe I don't need my M turrets to be purely anti-fighter.
Not a fan of M flak myself. Too damn noisy & a friendly fire hazard. Also one of my usual self-imposed rules is faction appropriate gear, so since I'm playing as a Paranid I'll only be using the stuff I can equip at Paranid shipyards (etc) so no flak turrets for any of my ships in this particular game.
User avatar
mr.WHO
Posts: 9129
Joined: Thu, 12. Oct 06, 17:19
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by mr.WHO »

I really like the new flight mechanics - booster separation from shields is a dream come true.

New radar display and radar modes is neat as well.


oh and travel drive engine effect is so nice looking!
sabbede
Posts: 98
Joined: Sun, 13. Aug 06, 19:34
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by sabbede »

LameFox wrote: Thu, 20. Feb 25, 18:02 Can't actually buy the DLC/soundtrack right now as steam is giving me "an unexpected error occurred". Filed a ticket with them and I guess I'll try tomorrow, it's late here anyway.
DId you get it to go through? I ran into that problem with my phone, failing with that error twice, but ordering through steam worked right away.

Now if only the work day would end so I can play...
Asus TUF x570 PRO Wi-Fi
AMD Ryzen 9 5900x
32gig Patriot Viper PC4-35200
RTX 3070Ti
EVGA 850 GS PSU
Windows 10 x64
and a joystick.
Raptor34
Posts: 3446
Joined: Sat, 12. Jun 10, 04:43
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Raptor34 »

GCU Grey Area wrote: Thu, 20. Feb 25, 21:15
Raptor34 wrote: Thu, 20. Feb 25, 20:19 I was just setting up a new custom creative start and I noticed. I guess I've always thought that destroyers hold more than I thought. For reference I was looking at the Syn and it's 160 missiles.
Also I don't think dumbfire is wise, unless you're just using them as ammo stores. It's main guns are already way more capable than that. I think it's close to Pulse Laser speeds. Imo it's missile turrets should be set for anti-fighter instead.
Prefer to boost it's anti-capital firepower myself, simply so I can kill capitals faster. Dumbfire turrets specifically because they provide more ammo, tend to have a faster rate of fire & longer range than tracking. Find Hyperion is agile enough & has sufficiently accurate main guns to be able to eliminate S/M targets with those main guns, reducing the need for anti-fighter turrets. Still got 6 turrets for that purpose, doesn't need my missile turrets too to fend off fighters.
Are M flak still good if I run past an enemy capital? I vaguely remember that they deal great damage against enemy capitals by virtue of their AOE. So since I'm running missile turrets anyway, and since the main guns could potentially hit enemy fighters, maybe I don't need my M turrets to be purely anti-fighter.
Not a fan of M flak myself. Too damn noisy & a friendly fire hazard. Also one of my usual self-imposed rules is faction appropriate gear, so since I'm playing as a Paranid I'll only be using the stuff I can equip at Paranid shipyards (etc) so no flak turrets for any of my ships in this particular game.
I'll need to think about it then.
But I assume you haven't modded it's guns yet? Was wondering what kind of range expediters can give it.
Actually, in your experience, is there any rough ballpark for how much expediters increase the range of main guns? Or do different guns give different percentage increases?
Or can I roughly assume that 10% faster projectiles + 10% projectile lifetime would roughly equal 20% more range?
GCU Grey Area
Posts: 8348
Joined: Sat, 14. Feb 04, 23:07
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by GCU Grey Area »

Raptor34 wrote: Thu, 20. Feb 25, 22:30 I'll need to think about it then.
But I assume you haven't modded it's guns yet? Was wondering what kind of range expediters can give it.
Actually, in your experience, is there any rough ballpark for how much expediters increase the range of main guns? Or do different guns give different percentage increases?
Or can I roughly assume that 10% faster projectiles + 10% projectile lifetime would roughly equal 20% more range?
Expediters work the same on all guns. As I understand it the modifiers are multipliers, so for Hyperion's guns with e.g. +10% speed & +20% lifetime, the calculation would be 7.3 x 1.10 x 1.20 = about 9.6. Theoretical max would be around 10.9, however I don't have anywhere near enough patience for that. Reckon 9km or so will be absolutely fine for me when I can afford to use the modding workbench. That's going to be a while though, game's only 2 hours old & don't have anywhere near enough cash or resources for that yet.
Raptor34
Posts: 3446
Joined: Sat, 12. Jun 10, 04:43
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Raptor34 »

GCU Grey Area wrote: Thu, 20. Feb 25, 23:16
Raptor34 wrote: Thu, 20. Feb 25, 22:30 I'll need to think about it then.
But I assume you haven't modded it's guns yet? Was wondering what kind of range expediters can give it.
Actually, in your experience, is there any rough ballpark for how much expediters increase the range of main guns? Or do different guns give different percentage increases?
Or can I roughly assume that 10% faster projectiles + 10% projectile lifetime would roughly equal 20% more range?
Expediters work the same on all guns. As I understand it the modifiers are multipliers, so for Hyperion's guns with e.g. +10% speed & +20% lifetime, the calculation would be 7.3 x 1.10 x 1.20 = about 9.6. Theoretical max would be around 10.9, however I don't have anywhere near enough patience for that. Reckon 9km or so will be absolutely fine for me when I can afford to use the modding workbench. That's going to be a while though, game's only 2 hours old & don't have anywhere near enough cash or resources for that yet.
Got it. Thanks.
That's good range.
christina jade
Posts: 18
Joined: Tue, 6. Jun 23, 03:44
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by christina jade »

Looks great BUT ... HOPING THIS WILL BE AVAILABLE ON GOG Why are you not making it available on GOG.. I purchased this on GOG for a reason....
If you are going to release this on GOG then write it on your forum and egosoft page.. Please.
CBJ
EGOSOFT
EGOSOFT
Posts: 54155
Joined: Tue, 29. Apr 03, 00:56
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

Yes, it will be on GOG, but as I've explained a couple of times already in this thread, there are sometimes delays because of the manual publishing process there. It will be there soon™.
LameFox
Posts: 3611
Joined: Tue, 22. Oct 13, 15:26
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by LameFox »

sabbede wrote: Thu, 20. Feb 25, 22:22
LameFox wrote: Thu, 20. Feb 25, 18:02 Can't actually buy the DLC/soundtrack right now as steam is giving me "an unexpected error occurred". Filed a ticket with them and I guess I'll try tomorrow, it's late here anyway.
DId you get it to go through? I ran into that problem with my phone, failing with that error twice, but ordering through steam worked right away.

Now if only the work day would end so I can play...
This morning it threw a new error about "initialising or updating" a purchase, and trying again, it failed to even load the screen for payment details. The third time it *finally* got through. The store page for X4 still doesn't recognize that I have the Hyperion/soundtrack but the extension is in the game and they sent me the usual confirmation email so I guess *enough* of it worked.
***modified***
lesliev
Posts: 16
Joined: Sun, 5. Jan 25, 07:32
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by lesliev »

Buck wrote: Thu, 20. Feb 25, 19:08 If your refusing tell me where its at ok then.
I'll just ask Steam for a refund.
If you wanna play it that way its fine by me
The only reason I bought it was to support the company
The same with Time Lines I only played it once & I never use any of the ships, but I paid for it to support Egosoft
Go to the main menu
Choose "Play Open Universe"
Choose "Uncocooned" under "Hyperion Pack"
lesliev
Posts: 16
Joined: Sun, 5. Jan 25, 07:32
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by lesliev »

I really like the Hyperion - it's beautiful, fast and deadly! The little dock is cool too, I have my own little container collector :)

Just one question: why do all the big ships make clip-clop noises all the time? Is this intentional or is it some kind of bug? It reminds me of the Monty Python Coconut Horses.
LameFox
Posts: 3611
Joined: Tue, 22. Oct 13, 15:26
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by LameFox »

lesliev wrote: Fri, 21. Feb 25, 12:17 Just one question: why do all the big ships make clip-clop noises all the time? Is this intentional or is it some kind of bug? It reminds me of the Monty Python Coconut Horses.
I don't think any of them are making a sound all the time for me. You mean it plays even if you aren't moving?

A few ships do have some sounds that play inside the bridge but usually they're only barely audible if you're at the helm and I can't think of any that sound like "clip clop".
***modified***
lesliev
Posts: 16
Joined: Sun, 5. Jan 25, 07:32
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by lesliev »

LameFox wrote: Fri, 21. Feb 25, 12:23
lesliev wrote: Fri, 21. Feb 25, 12:17 Just one question: why do all the big ships make clip-clop noises all the time? Is this intentional or is it some kind of bug? It reminds me of the Monty Python Coconut Horses.
I don't think any of them are making a sound all the time for me. You mean it plays even if you aren't moving?

A few ships do have some sounds that play inside the bridge but usually they're only barely audible if you're at the helm and I can't think of any that sound like "clip clop".
Here, listen to this clip-clopping at 32s, and at 0:49-1:09. I constantly hear this while flying the Hyperion.
https://youtu.be/sKbYOkT2mJo?t=32
LameFox
Posts: 3611
Joined: Tue, 22. Oct 13, 15:26
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by LameFox »

lesliev wrote: Fri, 21. Feb 25, 12:59
LameFox wrote: Fri, 21. Feb 25, 12:23
lesliev wrote: Fri, 21. Feb 25, 12:17 Just one question: why do all the big ships make clip-clop noises all the time? Is this intentional or is it some kind of bug? It reminds me of the Monty Python Coconut Horses.
I don't think any of them are making a sound all the time for me. You mean it plays even if you aren't moving?

A few ships do have some sounds that play inside the bridge but usually they're only barely audible if you're at the helm and I can't think of any that sound like "clip clop".
Here, listen to this clip-clopping at 32s, and at 0:49-1:09. I constantly hear this while flying the Hyperion.
https://youtu.be/sKbYOkT2mJo?t=32
I've heard that before but no it's not meant to be constant. I think it's the noise L/XL engines make when you touch the throttle and they fire up from a cold start (normally). Or maybe when they brake? One of those. Sometimes it plays erroneously for whatever reason but I've never had it be reliable enough to make a report personally.
***modified***
User avatar
alt3rn1ty
Posts: 3395
Joined: Thu, 26. Jan 06, 19:45
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by alt3rn1ty »

GOG has released their copy of it now.

@Egosoft - Congratulations on the 7.50 release which is another excellent free update, I'm just about to start the game after downloading the Hyperion DLC pack .. So I may not be around for a while :D
Spec's@2025-05-17 - Laptop - Acer Predator Helios Neo 16 AI - Win 11 x64
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
Discrete GPU - NVidia Geforce RTX 5070 Ti, VRAM 12gb GDDR7,
SSD - M.2 PCIe NVME 1Tb
, OLED WQXGA 2560x1600.
:goner: Seeker of Sohnen. Long live Queen Polypheides. :boron:
User avatar
mr.WHO
Posts: 9129
Joined: Thu, 12. Oct 06, 17:19
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by mr.WHO »

Question - do all the gates to all new sectors open at the same time or do they open gradually?

I have Boron questline finished, but the gate in Atreaus Cloud to Adventures Promise remain inactive both ways.
Aradayn
Posts: 45
Joined: Fri, 2. Jan 04, 03:10
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Aradayn »

Thanks for the update! So excited to try this out, and I'll be buying the Hyperion Pack ASAP when it's available on GoG.

I noticed that the Windows version is showing 7.50 on GoG in the offline downloads, hopefully the Linux version is also being updated to 7.50? I take it this is just GoG being slow?
CBJ
EGOSOFT
EGOSOFT
Posts: 54155
Joined: Tue, 29. Apr 03, 00:56
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by CBJ »

Aradayn wrote: Fri, 21. Feb 25, 21:27 I'll be buying the Hyperion Pack ASAP when it's available on GoG.
According to various people a few posts up, it is already available.
Aradayn wrote: Fri, 21. Feb 25, 21:27 ...hopefully the Linux version is also being updated to 7.50? I take it this is just GoG being slow?
Yes, of course it's being updated. The offline installer should be along soon™.
Aradayn
Posts: 45
Joined: Fri, 2. Jan 04, 03:10
x4

Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!

Post by Aradayn »

Thank CBJ, you rock. Indeed, it's available. Purchased! (Also, please pass on my thanks to Mr. Pritchett for his technical deep dive into the physics update!)

Return to “X4: Foundations”