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

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Alltreck
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Alltreck »

Any mods to give us back the unique engine, shield and turret module visualisation for S/M ships? The removal really bugs me....
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

So you're asking if I have intention to do it? Answer is not I won't. I actually prefer as it is now...but even if I wanted, the procedure would be terribly long and prone to a lot of problems with ship's models (not only content/slots). I don't think anybody will do this soon, if it really disturbs you so much, only solution is to revert your game to 8.00
StrangeAeons
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by StrangeAeons »

Hey there, this mod is awesome, whole new level of X4! But I have an issue using supercruise. I constantly keep crashing into asteroids, dropping out of supercruise and sending my ship spinning through space. Is this a bug or am I doing something wrong? Also the sublight push just accelerates a bit for around 1000 km and that's it. The ship does not carry the momentum and so the effect is rather minimal. Is this how it is supposed to work?
hershchuk
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by hershchuk »

does "REPUTATION MOD" work with version 9.0? if not, is it planned in the future?
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace wrote: Fri, 19. Jun 26, 09:32
ziplock815 wrote: Fri, 19. Jun 26, 00:29 Edit: I also tested shw flight with and without autopilot - ship just teleports momentarily to the end of shw. Is it intended to be so? No more immersive flight between planets? :(
Nope that's not to happen, can you explain what happens? I still did not play once. I did not change shw's scripts/effects. I added a new script for when player enter gates or leave but excluded shw from conditions, maybe that condition is not working..
When starting the flight through the shw ship immediately appears on the other side of the shw, tested only one shw for now - the one in the Empire Edge 4, maybe it's the only one bugged (or maybe it's vanilla 9.0 feature, will check other superhighways)
I also found some glitch in Pontifex Claim - background fog appears and disappears depending on point of view.
btw if you remember the hazardous area slowly killing all ships in Brennan's triumph 2 - you said you didn't found one - check the south-east part of the sector near the Shipyard and the Wharf
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Pontifex's Claim has no background fog, it has minimal regions added, so any disappearing fog is vanilla. Unless you mean the background nebula (which I tested and does not disappear when moving).
Shield draining region is indeed in Brennan's triumph 2, it is a small hydrogen region, no issue, it is meant to be that way. But shipyards were not supposed to stay there so I moved their zone.
Shw instant teleport I am testing now by disabling all my scripts...let's see..
OK, seems that something has changed in latest v9 update. Ship is teleported also without my scripts..I will investigate.

I disabled half my mod, only the map active, shw still teleports you instantly, don't know what happened in v9 :sceptic:
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace wrote: Mon, 29. Jun 26, 17:07 Pontifex's Claim has no background fog, it has minimal regions added, so any disappearing fog is vanilla. Unless you mean the background nebula (which I tested and does not disappear when moving).
Shield draining region is indeed in Brennan's triumph 2, it is a small hydrogen region, no issue, it is meant to be that way. But shipyards were not supposed to stay there so I moved their zone.
Shw instant teleport I am testing now by disabling all my scripts...let's see..
OK, seems that something has changed in latest v9 update. Ship is teleported also without my scripts..I will investigate.

I disabled half my mod, only the map active, shw still teleports you instantly, don't know what happened in v9 :sceptic:
Sad thing is that the gaseous region eats not only shields, but ship hulls too. I lost half of my miners and didn't have a chance even to save the crew :cry:
Yeah, I too thought that ego has changed something about superhighways.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Well actually the region's effects I added in XRSGE only drain shields, there is no hull damaging added by me in any region except in sun corona or gas giant / big planet's very low orbit (you really want to go there). In Brennan II the effect is only on shields indeed, unless you fly to the planet (no station there).
Do you mean some gas giant's low orbit? If so tell me in which sectors, I can check them.
I will figure out what happened to shw. If ai is piloting no issue happens so probably something related to the controlscheme for player only..
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

hershchuk wrote: Mon, 22. Jun 26, 17:44 does "REPUTATION MOD" work with version 9.0? if not, is it planned in the future?
It can give some problems on a current game so I put it on stand-by. Seems that rewriting the various levels assigned in the library do not trigger the various events as it should.
I added the variable prices for subscriptions (lesser factions ask less money) in XRSGE thou, they work fine.
It'd need some testing to see if the new level required actually trigger the promotion etc. Maybe it works..

___________________________________________________________

About superhighways, it was caused by a script I had added to stop the supercruise when entering gates. It is also in REM (to avoid crazy speeds when going sector to sector) so it bypassed my check when I removed XRSGE. Fixing it..
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

REM Overhaul 9.0.4 - for game's version 9.x+

:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files

- removed booster effects from spacesuit and the stop boost effect from big ships (m,l,xl)
- added enhanced thrusters to Boron Mako (solves potential missing thruster in Boron plot)
- added enhanced thrusters to Boron scout ships
- REMOVED all superimposed physics from v7.6 of the game causing the ships to have lags

_______________________________________________________________________________

XRSGE 900 - Repack v. 9.0.3

:arrow: https://www.nexusmods.com/x4foundations/mods/1140

- fixed light in many Boron sectors
- fixed fog in Sanctuary of Darkness (removed ugly volumetric fog)
- fixed light in sectors: Earth/Moon
- moved equipment dock for Young Gun start closer to gates
- moved shipyards in Brennan Triumph II closer to the planet (and out of the gas region that drains the shields)
- removed the increased range for resource probes, range back to vanilla
- fixed the player's ship being teleported to superhighway's exit when player is piloting the ship or is in autopilot
- NEW: added option to trigger the supercruise using the mod Native Hotkey API (https://www.nexusmods.com/x4foundations/mods/2181)

______________________________________________________________________________

XRSGE Patch 9.0.3a

- fixed south superhighway in Argon Prime and its adjacent zones (too close to planet causing kaboooom..)
- added verbose and sound effect when using scanner to collect drops
(REMEMBER: when in war zone, you can simply activate the scanner and the loot will be collected earlier, it reaches half the magnet's range, which is already 5x vanilla, and does not need to activate the magnet to collect. Magnet can be used to attract drops that are more far away than the scanner's range)

@Ziplock, your destroyed ships are probably caused by the bad position of stations as the ones in Argon Prime I fixed
N.B I moved the zones but some stations could still be inside Argon Prime. Use the cheat mod to either destroy them or move
ziplock815
Posts: 515
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Found a small bug - very bright moon shining in Brennan's Triumph 4 - shines like a supernova :D
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

That's Rebirth's blooming shaders, wish I could replicate them in X4 😁
ziplock815
Posts: 515
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace wrote: Sat, 4. Jul 26, 15:59 That's Rebirth's blooming shaders, wish I could replicate them in X4 😁

Yeah I thought so :D

I have a couple of requests if it's not difficult for you. For now I think the mod is as close to perfection as ever, but there are a couple of small issues that I personally find quite annoying.

First, I stopped to use rem bc of strange ship behaviour and too strong hulls - recently I spent 20 mins just to kill a single PE and couldn't do it wit my hydra - it's weapons couldn't penetrate the shields of this stupid cockroach. Moreover, it was decelerating from me with -1000 kms/sec velocity and driving me crazy. But I like the idea of infinite acceleration when using travel drive. Maybe you could make a submod to rem that includes only this feature and no crazy hulls?
I tried to play without rem, but my pilots keep activating crazy 500kms/sec cruise drives and constantly keep missing destinations.

Second. Is there any way to make earth sectors look less alien and remove all galaxies and nebulae in the background? I find the new Milky way very nice, but the galaxies in the background spoil the immersion a little.
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Yes my next update will be for Hyperdrive, I will do exactly that, quasi-infinte travel speeds but slower accelerations and the rest is vanilla.
I do play REM B (of course) where ships have very high assisted speed and very slow accelerations, and I quadrupled the bullet's speed in B, I've killed lots of PE so am wondering if REM A (where I removed the changes to bullets after v9) is somehow lacking some bullet's speed.
Do you use REM A or REM B? REM A has easier accelerations, it is B that has real newtonian physics but you get accustomed to it. For instance when fighting you set a fixed throttle and the ship will manage the top speed (400 m/s is a good value for dogfighting). You do not accelerate to max asking to stop in a blink (as vanilla) which is insanely unimmersive.
At the moment I am working on updating XRSGE, made several cosmetic and script changes, finished but still testing because one of the new scripts (AI XL/L ships use the portals, without jump drive, as the player can do) is giving me troubles.

BTW I've prepared 2 alternative STARFIELDS other than the blue one: a reddish one (for red nabulae sectors) and a white-cyan one for neutral color sectors (already put in all terran space).
I am open to suggestions about which exact sectors I can look at for replacing the starfield with one of the new ones.
I'm also thinking to make a OPTIONAL pitch black aspect for sectors, but it require for backgrounds to be definitely set. Then I can make a mod that removes all starfields.

________________________________________________________________________________

Ok, here we go. First you have to update STARS. It contains 2 new starfields.
I know it's a pain to download the entire mod but with al those optional patch files I could not make another patch.
STARS v 9.0.2

:arrow: https://www.nexusmods.com/games/x4foundations/mods/507

________________________________________________________________________________
XRSGE 900 The Expanse
Repack 9.0.4

:arrow: https://www.nexusmods.com/games/x4foundations/mods/1140

- fixed light in many sectors
- changed backgrounds in: Savage Spur I and II, changed starfield in all Terran sectors
- moved gates close together in sector Segaris V to avoid pathfinding issues
- removed all custom move.gate scripts (ships can still be stuck at superhighway's exit in huge sectors, but they unstuck eventually)
- reworked move.generic for easier cross of big space (internal sector) and less errors
- re-added and adapted the modified ai script for escort ships (to speed up the movements in-sector)
- reduced stars required by prospector pilots to 2
- moved Sol Militia HQ in Getsu Fune close to gates
- reworked MD script that makes random AI ships use the supercruise.
- NEW! MD Script that makes AI NPC ships use the portals (Hypergates) not needing a Jump Drive (as the player). Unlike the ai scripts (Jump Drive module), it is performance-friendly, activates only when the player is on stations and takes a random limiterd pool of ships.
- NEW! added/changed hotkeys for supercruise (one activates both manual/autopilot, another activates the speed up to destination)
- NEW! added command in 'advanced commands' for owned ships: "Commander, speed up docking", it will instantly dock the owned ship if it is close to the docking bay but still stuck or slow at docking (especially useful with REM Overhaul).
- NEW! added command in 'advanced commands' for pilot of the ship the player is on board (and owns), if target is very far (+18.000km) and the ship is cruising, the player can ask to "Speed Up to Destination".
- NEW! added option in FLY TO command for player's ships to ask the commander to use the portals if they allow a shorter path. The ship will fly to the closest portal and will jump to another portal that is closer to destination. You have to THICK THE BOX "use the portals". This works for player's ships only and requires no jump drive. Ship will jump portal to portal only (not freely), otherwise will fly normally.
ziplock815
Posts: 515
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Thanks for the update, will test it soon :)
I use Rem alpha, bc hardcore Newtonian physics's not my cup of tea, but will see. Vanilla physics sucks of course, but on the other hand no weird ai ship behaviour :gruebel:
Realspace
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

You can try rem B, extreme yes but "real" so working well once you master it, unlike REM A which is a compromise ;-)
ziplock815
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Maybe I really should try Rem B. Do ai pilots in rem b also activate sector cruise and travel with insane speed? Because in XRSGE (without rem) ai pilots when given an order to fly somewhere (when the player is on board of the ship) not only keep missing destinations bc they can't stop immediately, but also they cross a bunch of sectors in a blink on an eye that kills immersion.
I also noticed player ships teleporting through the map when player is out of the sector.

Edit: found a small graphical glitch - above the "Far Out" moon in Argon Prime
Also the galaxy in the background moves very noticeable while traveling through the shw from Far Out to Steady mole (Same in Hatikvah's Choice)

Edit 2: noticed freezes when docked to stations

Btw weren't you thinking about removing supercruise feature and keep infinite travel drive (as in rem) instead? It works great - much smoother, ships don't seem to miss destinations and in general it reminds of elite dangerous flight model. I wish only that ships accelerated a little faster, but it's not much of a problem
Okay, maybe I overestimated the feature - I keep crashing into asteroid fields every couple of thousands kms and the acceleration is slooow :lol:
Asteroid fields are real pain in the...butt. They disrupt travel\supercruise and make ship fly sideways for a long time after the collision (if using map). i think the solution is maybe to limit roid fields to only gas giant rings/cracked moons/lagrange points of sectors - for now asteroid fields are almost everywhere in empty space, making navugation a real pain
Carath
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by Carath »

Yes to the asteroid problem. It's very frustrating when you're trying to travel to Argon Prime Shipyard/Wharf area - you're constantly bumping into asteroids and even impregnating one (which is when you need either blast your way out of it or simple re-load).

I also wish that the AI could handle the flight model better instead of constantly overshooting (in a fight) or crawling when docking. It looks like when the fighting starts there are two phases to it. The first one is a long dance to finally reach and then keep in range of your opponent, then it transforms into staying at a constant range and just shooting at each other. There seems to be little maneuvering involved which in turn makes the bigger/more-armored/better-armed fighters prevail. Which is a bummer - I would really love if there is more incentive to diversify your fleet.

I'm also experiencing an issue with AI ships being stuck at the end of superhighways. Both NPC and my AI ships, they travel from the Iron-smth zone (the one that's at the far left side of Argon Prime) to the center place and just got stuck at the highway exit. You can make your AI ship to start moving again by creating a waypoint along their route, but it's tedious. I don't think you can make NPC move though, and that making the galaxy deserted after an hour or so. They get unstucked after reloading a save.
TomRobinson
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Re: [Realspace MODS] "STARS" - "XRSGE" - "REM" - various

Post by TomRobinson »

Hi, I am sorry if this has been previously addressed but I cannot seem to find any reference to it using either google search or the forum search tools;

I. Would like to use the Xtex mod in conjunction with your stars overhaul. Are they compatible? Do you have any comments or tips to ensure compatibility?
Do Hippos Eat Giraffes?

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