[MOD-TC]Ship Rebalance Mod:Continued v1.10b (27/6/11): Now Discontinued...
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Many scripts call orbital weapon platforms, and GOD rebuilds those from the vanilla universe that get destroyed. Simply removing them from the universe would not be enough. It would be alot of work to accomplish it completely.
You could write a script yourself which scans the universe and destroys any it finds. You'd have to run it regularly to keep ontop of them. Also, you could edit tships and set the OWPs to race 0 and change the ID. That should stop most scripts from spawning them. Don't delete them from tships as this will impact on all other ships in the game.
You could write a script yourself which scans the universe and destroys any it finds. You'd have to run it regularly to keep ontop of them. Also, you could edit tships and set the OWPs to race 0 and change the ID. That should stop most scripts from spawning them. Don't delete them from tships as this will impact on all other ships in the game.
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Just installed SRM, trails, weapons dealer, CP and shipyards. So far I am very happy! Great job sir.
I used to play NS as a rebalance mod but was unhappy with some of the non ship related changes it made. Also, the problem I had with NS is it sped up the caps and m7s (which is nice) but didn't affect m3/4/5; in the end it just reduced the gap of speed between caps and fighters. I enjoyed flying the m7 Panther, but most fighters were useless as they were fractionally faster (or sometimes slower) than the carrier.
I love how this mod does the opposite. Fighters now feel more like fighters, not hot air balloons with guns.
I find it funny that today's multirole fighters can do mach 3 (1021 m/s @ sea-level) in our atmosphere, but futuristic space-fighters are lucky to get above 200 m/s.
I used to play NS as a rebalance mod but was unhappy with some of the non ship related changes it made. Also, the problem I had with NS is it sped up the caps and m7s (which is nice) but didn't affect m3/4/5; in the end it just reduced the gap of speed between caps and fighters. I enjoyed flying the m7 Panther, but most fighters were useless as they were fractionally faster (or sometimes slower) than the carrier.
I love how this mod does the opposite. Fighters now feel more like fighters, not hot air balloons with guns.
I find it funny that today's multirole fighters can do mach 3 (1021 m/s @ sea-level) in our atmosphere, but futuristic space-fighters are lucky to get above 200 m/s.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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Glad you're enjoying the SRM.
I agree about the speed issue, but (and anyone who's played a more realistic game like Frontier can testify to this) the more realistic space games get, the less fun combat becomes.
At high speeds dogfighting becomes more like jousting. Not to mention that the autopillock is simply not programmed to handle high speeds. You just about get away with high speeds with M5s because of their tiny size, high acceleration and turning rates. Push an M3 to M5 speeds at it wouldn't stand a chance without giving the M3 the same turning and acceleration abilities of an M5, but then you eliminate the point of M5s.
Trying to make X3 realistic is impossible.
I like to think of it like this:
In order to keep down the number of accidents in sector, all races impose speed limiters. The limit depends on the size of the ship and its ability to get out of the way - hence capital ships have a very low speed limit.
Or
In their wisdom, the ancients designed the gate system to emit a field to stop all ships from travelling at high speeds. Smaller craft are less susceptible to this field so can travel faster.

I agree about the speed issue, but (and anyone who's played a more realistic game like Frontier can testify to this) the more realistic space games get, the less fun combat becomes.
At high speeds dogfighting becomes more like jousting. Not to mention that the autopillock is simply not programmed to handle high speeds. You just about get away with high speeds with M5s because of their tiny size, high acceleration and turning rates. Push an M3 to M5 speeds at it wouldn't stand a chance without giving the M3 the same turning and acceleration abilities of an M5, but then you eliminate the point of M5s.
Trying to make X3 realistic is impossible.
I like to think of it like this:
In order to keep down the number of accidents in sector, all races impose speed limiters. The limit depends on the size of the ship and its ability to get out of the way - hence capital ships have a very low speed limit.
Or
In their wisdom, the ancients designed the gate system to emit a field to stop all ships from travelling at high speeds. Smaller craft are less susceptible to this field so can travel faster.
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Split say, I can't drive 55.paulwheeler wrote:Glad you're enjoying the SRM.![]()
I agree about the speed issue, but (and anyone who's played a more realistic game like Frontier can testify to this) the more realistic space games get, the less fun combat becomes.
At high speeds dogfighting becomes more like jousting. Not to mention that the autopillock is simply not programmed to handle high speeds. You just about get away with high speeds with M5s because of their tiny size, high acceleration and turning rates. Push an M3 to M5 speeds at it wouldn't stand a chance without giving the M3 the same turning and acceleration abilities of an M5, but then you eliminate the point of M5s.
Trying to make X3 realistic is impossible.
I like to think of it like this:
In order to keep down the number of accidents in sector, all races impose speed limiters. The limit depends on the size of the ship and its ability to get out of the way - hence capital ships have a very low speed limit.
Or
In their wisdom, the ancients designed the gate system to emit a field to stop all ships from travelling at high speeds. Smaller craft are less susceptible to this field so can travel faster.

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Oh I totally agree with you!, paulwheeler... If the game were fully realistic it would not be enjoyable at all. Heck there would also be no explosion sounds or engine sounds of other ships. Mind you, when I think of the FBLs that's not a bad thing...
It is, however, nice to see a mod that makes the fighters just a bit more fun to fly. I think this mod found a good balance.
It is, however, nice to see a mod that makes the fighters just a bit more fun to fly. I think this mod found a good balance.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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malanthor wrote:I pretend its not km/hour but some other X/hour. Its the only logical way to see it, to be honest i dont understand why the devs didnt just make up some fictional speed/distance rating. As it stands the distances themselves are a joke. 100 km here, 100 km there,. <shakes head>
It's actually meters/second

I know what you mean about making up numbers. But the truth is, everything still has a size in-game (programming in direct3D is done in meters) so there has to be some sort of reference. I agree, I don't care about what the numbers say... the point is in vanilla, flying most fighters just FEELS slow.
The worst part about deep-space exploration is listening to crappy radio stations from 930 years ago.
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The speeds are a result of the sectors being tiny, actually ...
Ill make a wild guess as to how we ended up with battleships that can be outrun by racing bycicles goign downhill:
- Ram is very limited in the early games, must keep the local space around the player small ...
- Make the sectors small, but we don't want it to feel small ...
- make the ships slow ...
- We need autopilot, which is expensive, so we only make it look so far ahead every so often ...
And, as paul explained, that locks us into ludicrous^-1 speed.
I'm frankly only interested in X-R if they change that around.
... not that I won't buy it, you can pretty much make a game about turds and so long as you're in space you get my cash, but ...
Btw, hi Paul, looks like I'm back
Ill make a wild guess as to how we ended up with battleships that can be outrun by racing bycicles goign downhill:
- Ram is very limited in the early games, must keep the local space around the player small ...
- Make the sectors small, but we don't want it to feel small ...
- make the ships slow ...
- We need autopilot, which is expensive, so we only make it look so far ahead every so often ...
And, as paul explained, that locks us into ludicrous^-1 speed.
I'm frankly only interested in X-R if they change that around.
... not that I won't buy it, you can pretty much make a game about turds and so long as you're in space you get my cash, but ...
Btw, hi Paul, looks like I'm back

I am not as think as you drunk I am.
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Hi Paul,
Just another 2 small idea's for you to think about for XRM.......
The Tobosaku A (and B) really nice looking ship but there is one tiny area that just looks out of place, its the glass section at the front of the ship, its separates the two ''white fangs''......the glass windows are about 3 times bigger than they should be and ruins the scale of the ship and their is too much glass on what should be a warship, the ships would look better and give them a better sense of scale if that small section was just given a a re-skin with smaller windows, say the same skin you get on the bridge of the Nagoya - mostly black with small windows or something
The Falchion, its supposed to be a USC/ATF ship but you only get the white USC version, would be nice if their was also a ATF version in ATF colours....it looks cr&p when you mix the white version in with ATF fighters!
Again very minor things but i thought i would mention them.....
Just another 2 small idea's for you to think about for XRM.......
The Tobosaku A (and B) really nice looking ship but there is one tiny area that just looks out of place, its the glass section at the front of the ship, its separates the two ''white fangs''......the glass windows are about 3 times bigger than they should be and ruins the scale of the ship and their is too much glass on what should be a warship, the ships would look better and give them a better sense of scale if that small section was just given a a re-skin with smaller windows, say the same skin you get on the bridge of the Nagoya - mostly black with small windows or something
The Falchion, its supposed to be a USC/ATF ship but you only get the white USC version, would be nice if their was also a ATF version in ATF colours....it looks cr&p when you mix the white version in with ATF fighters!
Again very minor things but i thought i would mention them.....
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http://forum.egosoft.com/viewtopic.php? ... sc&start=0
new ships on the horizon , there might be something for SRM
new ships on the horizon , there might be something for SRM

Elite Dangerous| I survived the Dragon Incident ... then I took an arrow to the knee
We want the Boron back!
We want the Boron back!
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Agreed.....was thinking of mentioning it myself.Sorkvild wrote:http://forum.egosoft.com/viewtopic.php? ... sc&start=0
new ships on the horizon , there might be something for SRM
They seem to be of a an excellent quality and are very x-universe.
That Pirate Manadaly M3+ just looks so cool............and Cadius seems to have resurfaced with a nice Khaak carrier

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