X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

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Tomonor
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X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Tomonor »

We're excited to announce the start of the Public Beta for the upcoming 7.50 Update for X4: Foundations, also known as the "Flight Model Update"! This major update introduces a substantial overhaul of the game's flight model, bringing smoother and more realistic ship controls to the X4 universe. Check out the full changelog at the end of this news post and join our Public Beta today to support us in preparing for the update's release in the first quarter of 2025.

For this ambitious transformation, we've partnered with John Pritchett, a former Senior Physics Programmer from the Star Citizen development team, who has been instrumental in reworking ship handling in X4. This update brings significant changes to ship control and flight pathing, and we're thrilled to give you the chance to experience it first-hand.

Be sure to watch our latest XLOG episode, where Egosoft founder and Managing Director Bernd Lehahn shares his thoughts on the upcoming changes and our plans for the next year. Also, don't miss our recently posted Roadmap news, which offers a broader look at our vision for the future of X4.

In addition to the new flight model, we're making balancing adjustments across all ships in the game. Expect refined engines, thrusters, and other ship components as we work to create a balanced, optimised experience that fully leverages the new flight dynamics.

This update also expands the X4 universe with several new sectors, connecting previously distant Terran and Boron regions. And alongside these new areas of space, we're introducing adjustments to the in-game economy.

On the visual front, the 7.50 update will bring major enhancements to our graphics engine, including DLSS and FSR 3 support.
How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.50 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.

We're excited to hear your feedback on this transformative update. Follow our Steam updates and other channels via our Linktree to stay informed as we move closer to the official release.

(please visit our forum for the complete changelog)
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chew-ie
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by chew-ie »

Yay! No time! -.- *downloads anyway* *tests anyway* #WhoNeedsSleep

:mrgreen:

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Tammancktall: Es ist eine Ehre für sie mich kennenzulernen...
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:idea: Feature request: paint jobs on custom starts
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by surferx »

Excited about this Flight Model update. I think there should be a more distinct difference between the handling characteristics of S vs XL size. Like jumping from a speedboat into a container ship.
Also intrigued by the new boost mechanic.
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If you want to go far, go together.

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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Irushian »

The new flight model feels nice to use so far and the boost mechanic is nice, it refreshes slow enough to still keep a tactical element to it.

Spoiler text is about the new sectors.
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I did a new creative start to see where they were etc.

With Adventurer's Promise there are two inactive gates in there, but I do not see any connecting to the Boron (assuming this is their connection due to its location). I only see the connection to the Ore Belt.

Question on some of the new stations, for example the Xenon Power Array (Adventurer's Promise) that has split turrets attached but is owned by no one, it has a docking port that I've never seen before but you can't enter the station. The same thing with the Data Sequencing Mainframe (Tempting Fumes) is another Xenon style station, owned by no one with split turrets and a new docking system that you cannot enter.

I was surprised to see civilian stations as well.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by RubyRezal »

Just a heads up, my public_beta branch would not update until I ran "Verify integrity of game files". Thought I'd mention this in case anyone else has the same issue.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Submarine »

OK, that is great news. I must admit I am quite encouraged by this development.

Consequently I have just bought the last two DLC so I have the full map and will try again after 2 years hiatus with a new game start, so I can bring back my muscle memory and join in the beta and try to help.

I will just add this is because egosoft are taking this boost problem seriously and supporting the flight experience. Thanks, this is what I have been waiting for and is what makes it worth supporting the game. Looking forward to having some fun!
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Duncaroos »

Hyyyyppppeeeeed
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Raptor34 »

So any word on how the AI handle these new things?
I'm specifically interested in docking for fighters to the various carriers and also turrets vs. fighters with the new boost system.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by bassted89 »

Raptor34 wrote: Wed, 4. Dec 24, 00:12 So any word on how the AI handle these new things?
I'm specifically interested in docking for fighters to the various carriers and also turrets vs. fighters with the new boost system.
the docking of fighters to aircraft carriers has not changed at all, it has become even worse, in a way, turrets have completely stopped hitting the enemy, even ray, S M ships cannot target each other in battle because of the strafe that appeared with the introduction of a new flight model, it seems AI now does not take into account the correction when firing, The fight looks like flies are swirling in a flock
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Raptor34 »

bassted89 wrote: Wed, 4. Dec 24, 01:57
Raptor34 wrote: Wed, 4. Dec 24, 00:12 So any word on how the AI handle these new things?
I'm specifically interested in docking for fighters to the various carriers and also turrets vs. fighters with the new boost system.
the docking of fighters to aircraft carriers has not changed at all, it has become even worse, in a way, turrets have completely stopped hitting the enemy, even ray, S M ships cannot target each other in battle because of the strafe that appeared with the introduction of a new flight model, it seems AI now does not take into account the correction when firing, The fight looks like flies are swirling in a flock
Well, that's why there is a beta... I'm not too worried yet about the turret thing, they'll change it, better projectile speeds, rotation rates, these are doable.
I'm much more worried about the carrier docking part, they might have to finally cave and introduce scripted docking then. Sounds like a way easier fix than whatever they are attempting.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by alt3rn1ty »

DLSS with Auto (DLAA) on my laptop (see signature) is superb.
The game overall seems to perform a little better, but the bit of fuzziness that I am accustomed to with my usual graphics settings is now gone, the game looks really good.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by CBJ »

bassted89 wrote: Wed, 4. Dec 24, 01:57 the docking of fighters to aircraft carriers has not changed at all, it has become even worse, in a way, turrets have completely stopped hitting the enemy, even ray, S M ships cannot target each other in battle because of the strafe that appeared with the introduction of a new flight model, it seems AI now does not take into account the correction when firing, The fight looks like flies are swirling in a flock
If you see issues like this then please report them in the Public Beta Feedback forum, with a full description and a savegame. We can't fix things if people don't report them and show us what's happening.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by alt3rn1ty »

Like the new Radar, but ..

Lamenting the loss of +/- X/Y on the circumference of the Radar.

What do we now use as a method of referencing where we are in relation to 0,0,0 ?
I know its a rare occasion we need to, but the X/Y on the radar for orienting ourselves was really useful.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Alakele »

Is there a reason for the speed of the ships to be reduced to max regular speed after doing a boost and disabling auto assist ?
What is the logic if we are trying to do realistic flight ?
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by kiosiodao »

What video card is recommended to support dlss? I only see the old fsr 1.0. Video card 2080ti.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Otas Elite »

There are a few reports from people who can't enable the newer dlss and fsr versions.
They had to do something manually to enable it before. So probably a bug.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by CBJ »

At least one of those players had a modified game. Please don't jump to conclusions until we have proper information.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by kiosiodao »

Yes. The game was modified. Disabling mods did not solve the problem. Reinstalling the game helped.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Badgerlicious »

To be frank, flying with flight assist on (which is the only way to reliably slow down to a stop) feels horrible. There's like a stickiness to it, as if I have a giant deadzone on my inputs. This goes away with flight assist turned off, so it's not an actual deadzone on my sticks or in the game. Limiting movement to align with forward thrust in this mode is fine, but this deadzone feeling is not good.

Another addition would be a bind that functions like zeroing the throttle in flight assist mode. A space brake, essentially. Preferably bindable to an axis.

My setup is dual stick HOSAS.
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Re: X4: Foundations 7.50 Flight Model Update - Public Beta Starts Now!

Post by Alan Phipps »

@ Badgerlicious: Welcome. There is a whole forum for 7.50 beta feedback where reports on what is in the beta now will be far more useful than being lost in an announcement sticky thread. Please read the rules and information required there though.

Suggestions such as the one making up a part your post actually do belong in this forum, though perhaps better presented in a separate new thread of yours with an appropriate title.
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