[Realspace MODS] "STARS" - "XRSGE" - "REM" - various

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LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Realspace wrote: Thu, 11. May 23, 17:37 i make a +10 and +9 version you can try....
I'm yours! No office time until monday! cheers. :)
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

LostCompany wrote: Thu, 11. May 23, 17:43
ok :wink:

REM Xperimental version ALL SHIPS available
https://www.nexusmods.com/x4foundations/mods/848
Xperimental version is for TEST
All ships (when engine is on) have physics similar to X3
They drift quite a bit but are easy to turn and revert course, less momentum. Inertia is less but still is 10x that in vanilla.
Less realism but much more fun for dogfighting. :D

Test and report
(REM can be disabled/enabled during any game, no issue. You can revert to normal REM in every moment)

If you notice some ship having insane speeds (beyond 2200) or insane strafe speed, please report.
I edited all ships and engines in an afternoon, including all XR Ships. it's a miracle if I did no errors :roll:
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

I think I found one more story bug - "The High Road" quest doesn't activate and there's no waypoint.

Is there any way I could avoid it and continue playthrough and return to it later if you fix it? It starts right after the mission "Speak to her Majesty" . It triggers when you return from Nishala to sector with the jumpgate to Sanctuary of Darkness.
Last edited by ziplock815 on Thu, 11. May 23, 23:05, edited 1 time in total.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

ziplock815 wrote: Thu, 11. May 23, 22:36 I think I found one more story bug - "The High Road" quest doesn't activate and there's no waypoint.
What mission is that? :doh:
LostCompany wrote: Thu, 11. May 23, 17:43
I've re-uploaded XRSGE with ALL SOL SYSTEM having smaller skyboxes, e10 size i.e. 10.000.000 km
XRSGE 4.3.7
https://www.nexusmods.com/x4foundations/mods/507
Please try it and see if the triangles and stuttering have gone.
If that is the reason, all sectors in Sol should be ok. I will not go under that limit, there are sectors that are some millions kms apart.
Here, as always, the thing does not show and fps is good
Last edited by Realspace on Thu, 11. May 23, 23:33, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

It's the mission where you need to help build highway in Sanctuary of Darkness. Mission says: "Fly to the construction site" and gives no waypoint. After I get to Sanctuary of Darkness nothing happens and I see no construction site.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

ziplock815 wrote: Thu, 11. May 23, 23:07 It's the mission where you need to help build highway in Sanctuary of Darkness. Mission says: "Fly to the construction site" and gives no waypoint. After I get to Sanctuary of Darkness nothing happens and I see no construction site.
aaah...I see. Of course it does not work, there are no highways at all :mrgreen:
Is it important, part of another plot? Elsewhere I can disable it
I could rebuild the zones of the highways but that would be totally out of xrsge's approach, it'd be the single only highway in all the universe :D

(feeew... :doh: :mrgreen: I was fearing another bug in the mission director, but it is not..)
Last edited by Realspace on Thu, 11. May 23, 23:37, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

When I got this mission there was a message "A new story mission is available" so I believe it's some important part of the plot.
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Realspace wrote: Thu, 11. May 23, 23:34
ziplock815 wrote: Thu, 11. May 23, 23:07 It's the mission where you need to help build highway in Sanctuary of Darkness. Mission says: "Fly to the construction site" and gives no waypoint. After I get to Sanctuary of Darkness nothing happens and I see no construction site.
aaah...I see. Of course it does not work, there are no highways at all :mrgreen:
Is it important, part of another plot? Elsewhere I can disable it
I could rebuild the zones of the highways but that would be totally out of xrsge's approach, it'd be the single only highway in all the universe :D

(feeew... :doh: :mrgreen: I was fearing another bug in the mission director, but it is not..)
Well, the highway in Sanctuary of Darkness will help to provide a safe flight through hazardous region and make connection between Kingdom End and the other part of Commonwealth easier. That's how it could be explained by Realspace lore I believe :mrgreen:

Or you could bring back highways in some of the sectors, that'll be nice too. Generally, I don't hate the concept of highways until there's no highway that can move you through all known universe in couple of seconds as in vanilla :roll:

P.S. I heard something about terraforming the planet in Ocean of Fantasy, maybe that mission is part of that plot :gruebel:
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Realspace wrote: Thu, 11. May 23, 22:53 Please try it and see if the triangles and stuttering have gone.
Did some quick testing of some TER:Sol Sectors - Testing Mars, Venus, Saturn, Asteroid Belt.

The good: All visuals in this sectors seems to be ok now!
The bad: The (Micro-)stuttering is always present. :( I have no idea whats the cause of this. I remember X4 vanilla had a same problem in some earlier version with Split DLC.
I asked google but did not find any helpful topics on this yet.

I'm new to X4RSGE mod so i can't compare it to earlier releases.

My system should be good enough to handle the (modded) game:

MSI X570 Unify Mainboard w/ newest BIOS
AMD X3900 12-Core CPU
32GB Corsair XMP 3200 profiled DDR4 RAM
PowerColor RX6800XT Red Dragon GFX Board w/ latest drivers
Win 11 on 512 GB SSD
X4 installed exclusively on an extra Samsung SSD for max. I/O Performance

Resmon shows that X4 does lots of I/O. It loads constantly data from it's .dat files, so it's always a good thing your disk drive is a faster one and you have some GB of free RAM to cache disk-data.
CPU, Memory usage is relaxed. CPU usage always < 50% and memory consumed by the game ~6 GB
Grafics Board usage depends on Resolution/Detail settings. But the RX6800 is not the bottleneck at all! FPS are constantly > 100

If I can do more testing let me know!
Newinger
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Newinger »

Realspace wrote: Thu, 11. May 23, 23:34 Is it important, part of another plot? Elsewhere I can disable it
I could rebuild the zones of the highways but that would be totally out of xrsge's approach, it'd be the single only highway in all the universe :D
Well, it's part of the story and useful to get by the hazardous regions, so it would be great to have it. At least in this sector.
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Ok, I will put back the highway in that sector only. That one only. I had tested some very long highway for the big sectors I had done but 1) seems you can not make them too long and 2) as we faced in version 2 of the mod, regions are hardcoded at 3000km, so making huge sectors is pointless...and sectors bigger than 50.000km start to have floating point errors. So with ships travelling at 8000/10.000 ms the highways are redundant, other than...ugly. I wish it was different, making huge sectors and less sectors in general, but can't be done.

About the glitch, seems that the 6800 card has specific problems then. And win11 too is the constant among those having the triangle glitch. In the nexus there are some discussions in the bug's tab. Consider that if you start new games some stuttering happens at start, it is the game building all the jobs and stations. It is some seconds or a couple of minutes. Then it can happen again close to stations. Because far from stations my fps is 50-60 with an old rx580 I can't think of something else. The very limit we can try is e9 sizes which is 1+ million kms. Vanilla has e8, specifically 400.000km beyond which you are out of the skybox. The e9 can be done but I have to check each cluster bc there are some where the superhighways go beyond that. Not many but there are
ziplock815
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by ziplock815 »

Will the Highway mission work in my current save after the update, or I will need to start a new game?
Also would like to ask if you could educe or remove some more fog in north split sectors?
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

OK, i know the vulcan driver and win 11 are not gamers best friends with x4. But vanilla and all other mods (STARS included) are not affected.Sure, it took a few seconds until all of a new sectors assets are loaded if freshly entered. But then all of the gameplay is very smooth! I can play on 4k resolution with high details and 150-200 fps! All other games I play are not affected of any visual bugs or choppy gameplay. The very huge sectors and how x4 handles them seems to be an exeption... Maybe you can build an experimental version with connected sectors and expand them from jump2jump? Don't know if this ist possible...
Mars = 2x size, Astroid Belt = 3x, Saturn = 4x ... and so on.

Or may I ask for an expansion just covering all your added sectors with games standard sector sizes? They are really looking cool and adds lots of immersion.

However. Thank you for work! Just enjoying STARS gfx in my actual game. If you need me for more testing, I'm reading this forum on a daily base.

Cheers!
~Exo~ Lost Company
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

Rebuilding all sectors would require a lot of work. Problem is that planets are in a very real 1x size ratio, except gas giants that should be larger. In Boron dlc instead they used smaller spheres. That means that you can build multi-sectors in a smaller box, e8-e9. The player won't see the difference, except if you calculate the distances that are 40.000 instead of 400.000km planet to moon. You can see that in Boron sectors I made multi sectors leaving the vanilla skybox. Do you have glitches there?
We can still make the e9 test before giving up. Redoing the million kms multi-sectors is doable, they are not many. Usually the longest is around 800.000 so e9 would suffice.
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Testing the boron sectors and reporting back. Didnt know how much work you have with recalculating and recoding sectors, scaling graphics and merging all the things together. But I'm a good testing wh*re! :)

Also trying the Re:Scale Mod later. Perhaps this one have more love for AMD RX6000 series gfx cards :)
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MarcusInVR
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by MarcusInVR »

LostCompany wrote: Sat, 13. May 23, 12:21 Testing the boron sectors and reporting back. Didnt know how much work you have with recalculating and recoding sectors, scaling graphics and merging all the things together. But I'm a good testing wh*re! :)

Also trying the Re:Scale Mod later. Perhaps this one have more love for AMD RX6000 series gfx cards :)
Just to make that clear: X4RSGE and ReScale are NOT compatible. You cannot use them together.
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

MarcusInVR wrote: Sat, 13. May 23, 15:57 Just to make that clear: X4RSGE and ReScale are NOT compatible. You cannot use them together.
Testing Re:Scale on some parallel universe! I was aware of the cmplications the mod-mix will cause... ;)

X4RSGE:
Tested some Boron Sectors. All are looking pretty good! No visual flaws. But the stuttering / hangs are also present here.The more complex the scene, the greater the problems. Urvasi looks very good if jumped in from Nidishani, because there is nothing on the screen but a planet and empty space. :)

Re:Scale:
Also tried Re:Scale Mod just for experimenting. I know this mod only expands the sectors by some value, adding nothing new. Well, i tested it together with STARS graphics and it worked :)
Lots of room to roam and smooth gameplay without stuttering. But only vanilla sectors available atm?

More testings later.
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MarcusInVR
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by MarcusInVR »

LostCompany wrote: Sat, 13. May 23, 16:19
MarcusInVR wrote: Sat, 13. May 23, 15:57 Just to make that clear: X4RSGE and ReScale are NOT compatible. You cannot use them together.
Re:Scale:
Also tried Re:Scale Mod just for experimenting. I know this mod only expands the sectors by some value, adding nothing new. Well, i tested it together with STARS graphics and it worked :)
Lots of room to roam and smooth gameplay without stuttering. But only vanilla sectors available atm?
The only intention is to make the sectors bigger. I do not intend to add any other sectors. ReScale is, as the name suggests, about scaling.

// EDIT:
Any further discussion about my mod should be held in its own post: viewtopic.php?f=181&t=454961
Realspace
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by Realspace »

STARS works with everything. It remakes graphics, materials, not models. I keep them separated for this. If Boron sectors add stuttering then something else must be the cause. There are no new meshes there, only materials. And new planets yes, they are new meshes but only in new sectors as kingdom end II and III. And except the two sectors made for your test , watchful gaze and barren shores. Probably Kingdom's end iv/v too has big meshes. The others should be vanilla
LostCompany
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Re: [REALSPACE MODS] Galaxy Remake: "STARS" - "Engines Mod" - "X4RSGE"

Post by LostCompany »

Maybe the mod calculates too many unnecessary objects, which are currently not visible (out of view) at all? The problem seems to be related to the number of objects in the sector.
Testing other boron sectors tomorrow.

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