How to change the flying speed, and Boost speed for Cap ships.

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ghostcommander
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How to change the flying speed, and Boost speed for Cap ships.

Post by ghostcommander »

Hi.
I was wondering if there were anyone who could tell me how to change the flying speed and/or Booster speed of a Capital ship. :?:
For example the Titurel.
I guess that it is in the save (XML) file somewhere, and i have been making some changes to my game, in the XML file, but i dont know how to change this. :gruebel:
I know that there are some mods out there, that changes the speed of the cap ships, but i would like to decide for myself, which ships, and the speed change.
If anyone could point me in the right direction, or even better give me an example how it is done, i would make a holy shrine in your name, on my ship, and pray to you every time i fly out in the great unknown. :D
UniTrader
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Post by UniTrader »

it is possible to do for a specific Ship only, but a bit more complicated than just changing some Values.
Basically you need to create a new Engine with improved Stats first and then assign this Engine to the Ship in the Savegame - and there may be complications with that method because it basically works, but since these possibilities with dynamic upgrades were never intended to be used at this point they are practically not tested. (i currently have problems with dynamic Shieldgenns for example)

It is far easier just to change a set of Ships by altering their Engines and the attached Booster (which is shared by all Engines for a size Class)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Post by w.evans »

Hey ghostcommander,

If you want to change the speed of a specific ship class, you'd have to first look up the ship macro to see what engine/s that ship uses. For example, the macro of the Titurel you wanted to alter is:
ship macro wrote:units_size_xl_cargo_hauler_2_macro.xml
in
ship macro path wrote:\assets\units\size_xl\Macros\
You'd see that the Titurel ship class uses the following engines:
engine macros wrote:engine_size_xl_cargo_hauler_02_macro
engine_size_l_03_macro
engine_size_m_03_macro
engine_size_m_03_macro
engine_size_m_03_macro
engine_size_m_03_macro
You could now alter those files in:
engine macro path wrote:\assets\props\EngineSystems\macros
Be aware though that doing this will alter all of the ships that use those engines. For altering specific ship/s, do as UniTrader outlined above.
Pimpace
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Post by Pimpace »

There is a mod recently in Steam Workshop. I've tried it, and looked good, but I found the common maneuverability a little too speedy, crazy. Booster speed was OK.

I've wrote to auther, but didn't respond yet. IMO if somebody could tweak the normal space maneuverability, a little bit lower, because now, sometimes ships looks like crazy-bouncing-bugs, looks very weird, and not looks "real", so if someone could fix this, it would be so cool!

IMO no-modded vanilla settings is too slow, both booster, and normal engine speed. However, is there a chance that we could speed up only the rotate capability of a ship? Or a booster a bit? IMO normal space engine speed is OK. Need to speed up the booster, and rotate capability a bit.

Help! Any expert could take a look at this mod?

ps.: I don't want to interfere to Upgrade Engines for Big Ships mod's author, I only would like to modify this mod by myself to achieve what I describe. But I need help.
UniTrader
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Post by UniTrader »

just get EGOs mod Tools (you find them in the Stickies) and extract the Cat/Dat from the Mod - and if you want to tweak the Values there copy the Mod Folder, change the extension id in the content.xml (to something diffrent from "ws******") and remove the cat/Dat files (after you extracted them) - you now have your plain file Version of the Extension you can play around with without the workshop interfering ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Joined: Tue, 18. Nov 14, 16:23
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Post by w.evans »

About that, UniTrader, have you found any performance difference if files are packed into cat/dat rather than keeping them loose in folders?

Been digging into the old threads in this forum, and couldn't seem to find anything certain on this.
UniTrader
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Post by UniTrader »

never played with extracted gaame files, i keep them in a seperate folder for reference only. from my understanding it could only make a difference at startup or when loading stufff, but not shure which is faster - few big sequential reads are faster than many small, but i doubt the Game loads everything at startup so it boils down to many small reads in either case
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)
w.evans
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Post by w.evans »

Cool. Thanks!
Pimpace
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Post by Pimpace »

Okey, I got it, thanks to Van-Fim.

Here is an example for a macro which alter a engine_size_l_01_macro class engine. As you can see, we can alter everything. Turning rates around all axis, roll, yaw, pitch etc. So we can make possible to set a very good maneuverability ship with same normal engine speed, and a little faster booster, which IMO is better than vanilla, still, looks "real".

However, THIS, as I pasted here is very fast, and sometime looks crazy, and weird behaving.

Code: Select all

<diff><replace sel="/macros/macro[@name='engine_size_l_01_macro']">
  <macro name="engine_size_l_01_macro" class="engine">
    <component ref="props_enginesystems_engine_l" />
    <properties>
      <identification name="{20104,401}" description="{20104,402}" />
      <acceleration forward="13" reverse="13" strafe="6" pitch="9" yaw="1.2" roll="0.3" />
      <angular roll="22" pitch="67" />
      <speed forward="166" reverse="-36" strafe="36" pitch="12" yaw="12" roll="3" />
      <hull max="40000" threshold="0.75" integrated="0" />
      <effects>
        <explosion ref="explosion_engine_l" />
        <sefx_shield ref="sefx_shield_l_01" />
      </effects>
      <efficiency>
        <threshold threshold="0.75" value="1" />
        <threshold threshold="0.25" value="0.75" />
      </efficiency>
      <sounds>
        <ambient ref="engineambient_large" />
      </sounds>
    </properties>
    <connections>
      <connection ref="connection_booster01">
        <macro ref="enginebooster_size_l_01_macro" connection="engine" />
      </connection>
    </connections>
  </macro>
</replace></diff>
w.evans
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Post by w.evans »

Booster macros are in /assets/props/EngineSystems/macros/
You'll be wanting these files:

enginebooster_size_l_01_macro.xml
enginebooster_size_m_01_macro.xml
enginebooster_size_xl_01_macro.xml

Looks odd, though. The speed forward values are lower than in the engine macros. And don't know how good they'll brake if they boost too fast.

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