X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
Looking at Captain Collins gameplay, it looks like Hyperion is as alergic to Gravitron turrets as Medium ships, but with much larger hitbox.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.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.
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.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...
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.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.
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.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.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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!
New radar display and radar modes is neat as well.
oh and travel drive engine effect is so nice looking!
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.
AMD Ryzen 9 5900x
32gig Patriot Viper PC4-35200
RTX 3070Ti
EVGA 850 GS PSU
Windows 10 x64
and a joystick.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
I'll need to think about it then.GCU Grey Area wrote: ↑Thu, 20. Feb 25, 21:15Prefer 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.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.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.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.
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?
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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 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?
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
Got it. Thanks.GCU Grey Area wrote: ↑Thu, 20. Feb 25, 23:16Expediters 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 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?
That's good range.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.
If you are going to release this on GOG then write it on your forum and egosoft page.. Please.
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- EGOSOFT
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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™.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
Go to the main menuBuck 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
Choose "Play Open Universe"
Choose "Uncocooned" under "Hyperion Pack"
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.

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.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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".
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
Here, listen to this clip-clopping at 32s, and at 0:49-1:09. I constantly hear this while flying the Hyperion.LameFox wrote: ↑Fri, 21. Feb 25, 12:23I 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".
https://youtu.be/sKbYOkT2mJo?t=32
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.lesliev wrote: ↑Fri, 21. Feb 25, 12:59Here, listen to this clip-clopping at 32s, and at 0:49-1:09. I constantly hear this while flying the Hyperion.LameFox wrote: ↑Fri, 21. Feb 25, 12:23I 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".
https://youtu.be/sKbYOkT2mJo?t=32
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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
@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

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Seeker of Sohnen. Long live Queen Polypheides. 
CPU - Intel Core Ultra 9 275HX 2.7-5.4ghz, RAM - 32gb DDR5 6400(OC),
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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.
I have Boron questline finished, but the gate in Atreaus Cloud to Adventures Promise remain inactive both ways.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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?
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?
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- EGOSOFT
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
According to various people a few posts up, it is already available.
Yes, of course it's being updated. The offline installer should be along soon™.
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Re: X4: Hyperion Pack & Flight Model Update - A New Era Begins!
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!)