I am looking for a way to make the travel speed not fixed. I'd like to implement very high travel speeds but with many conditions that regulate the % of speed really applied at each scenario. This is already doable, not a problem, We know that, f.i., the matching speed or autopilot at follow, they already change the travel speed %. but there is a thing that is not doable: letting the player regulate the full speed or just a portion of it by setting the throttle.
Any clue about?
Thanks.
Any way to manually regulate the travel drive speed?
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
Realspace
- Posts: 1869
- Joined: Wed, 15. Nov 06, 10:21

-
stofflmuh
- Posts: 2
- Joined: Thu, 22. Feb 24, 15:05

Re: Any way to manually regulate the travel drive speed?
Hi Realspace,
I'm not a modder, nor do I know anything about scripts, so I can't really help, but I do tinker with XML files a bit.
After a year of SWI, I'd love to try out your xrsge with the REM overhaul and no highways, but I'm not entirely happy with the solution of boosting during travel drive. It feels like a broken turbo in a car.
I used REM speed (hyperdrive), deleted the boost part, and multiplied travel@thrust by ten to reach a speed of about ±100 km/s.
For a distance of 100,000/200,000 km, good compromise for my taste.
The problem is the multiplier thing.
My goal is to set a speed limit for the travel drive without messing with the values of ships drag,engines,multipliers .
We have docking maxspeed
We have highway maxspeed
Tried with this topic but maxspeed travel and travel.maxspeed from scriptproperties.xml don’t work
travel.maxspeed doesn’t work either in the properties for engines properties and in travel-part or edtiting ships. Didn´t try the jerk part yet.
Setting `travel.maxspeed` in the `defaults.xml` for the L-ship “physics” doesn't work for me either.
Any tips where or how travel.maxpeed is used or how to reach my goal ?
Don´t know what is possible to do or not with X4.
Other thoughts to your "problem": set damage, tuning downgrade, somewhere (don´t now what file) there is something like per sektor speed/parent object.
Setting a waypoint or target on map creating an invisible superhighway where maxspeed work and delete the highway after arriving woul be the worst solution i can imagine.
Many thanks to you and all other Modders for your work and time you invest in this game.
Greetings from outerspace.
link to topic cleared up
E.
I'm not a modder, nor do I know anything about scripts, so I can't really help, but I do tinker with XML files a bit.
After a year of SWI, I'd love to try out your xrsge with the REM overhaul and no highways, but I'm not entirely happy with the solution of boosting during travel drive. It feels like a broken turbo in a car.
I used REM speed (hyperdrive), deleted the boost part, and multiplied travel@thrust by ten to reach a speed of about ±100 km/s.
For a distance of 100,000/200,000 km, good compromise for my taste.
The problem is the multiplier thing.
My goal is to set a speed limit for the travel drive without messing with the values of ships drag,engines,multipliers .
We have docking maxspeed
We have highway maxspeed
Tried with this topic but maxspeed travel and travel.maxspeed from scriptproperties.xml don’t work
travel.maxspeed doesn’t work either in the properties for engines properties and in travel-part or edtiting ships. Didn´t try the jerk part yet.
Setting `travel.maxspeed` in the `defaults.xml` for the L-ship “physics” doesn't work for me either.
Any tips where or how travel.maxpeed is used or how to reach my goal ?
Don´t know what is possible to do or not with X4.
Other thoughts to your "problem": set damage, tuning downgrade, somewhere (don´t now what file) there is something like per sektor speed/parent object.
Setting a waypoint or target on map creating an invisible superhighway where maxspeed work and delete the highway after arriving woul be the worst solution i can imagine.
Many thanks to you and all other Modders for your work and time you invest in this game.
Greetings from outerspace.
link to topic cleared up
-
Realspace
- Posts: 1869
- Joined: Wed, 15. Nov 06, 10:21

Re: Any way to manually regulate the travel drive speed?
Hi!
All those values are from scriptproperties that you can find in libraries folder. There I suggest you also open commond.xsd and md.xsd to see how these are used.
All the behavior is regulated in md and aiscripts, which are the AI of npc and the Mission Director which can be used for both player and npc.
If f.i. I set a 50% of max travel speed at certain conditions, the script will read the real max speed of a ship and will apply the factor.
These can not be used in engines and units, have no meaning for the props files, they are considered only by ai and md scripts.
What I asked here was indeed a way to have the throttle be considered during travel, which for as simple as it looks is very tricky for actual md. I should add a check at fast intervals and let the script look for conditions. But since the throttle is disabled during travel, the input.playerthrottle is not usable.
If you want to change ship' behaviour take a look at my mod REM or other simpler ones that change engines and units (ships).
Second part, yes it is possible using influece configurations and adding those to the regions. In an older XRSGE I did it bit these are stored in the save files making it bloated. i let them in some regions thou, as in the atmosphere around planets. The waypoints is something I'll experiment in next xrsge
All those values are from scriptproperties that you can find in libraries folder. There I suggest you also open commond.xsd and md.xsd to see how these are used.
All the behavior is regulated in md and aiscripts, which are the AI of npc and the Mission Director which can be used for both player and npc.
If f.i. I set a 50% of max travel speed at certain conditions, the script will read the real max speed of a ship and will apply the factor.
These can not be used in engines and units, have no meaning for the props files, they are considered only by ai and md scripts.
What I asked here was indeed a way to have the throttle be considered during travel, which for as simple as it looks is very tricky for actual md. I should add a check at fast intervals and let the script look for conditions. But since the throttle is disabled during travel, the input.playerthrottle is not usable.
If you want to change ship' behaviour take a look at my mod REM or other simpler ones that change engines and units (ships).
Second part, yes it is possible using influece configurations and adding those to the regions. In an older XRSGE I did it bit these are stored in the save files making it bloated. i let them in some regions thou, as in the atmosphere around planets. The waypoints is something I'll experiment in next xrsge
-
ChemODun
- Posts: 612
- Joined: Mon, 12. Feb 07, 21:58

Re: Any way to manually regulate the travel drive speed?
I have an impression it is impossible
Multiply entropy by absolute zero
Freedom in space
Freedom in space
