I removed some redundant sectors as Oort and Pluto, I preferred a more compact internal layout for faster connections while sacrificing secondary sectors used only as passing sectors in v.1.0. Sectors are not all larger, only gates are moved (accelerators are as in 1.0) and some high-yeald resources are far from center, usually towards planets (gravity...), but you are not obliged to go there. Shipyards and wharf are moved towards low orbit, so yes you have to travel towards planet there too. I tried a compromise for both kinds of players (and also as I like, sometimes exploring, sometimes not).ziplock815 wrote: ↑Wed, 14. Sep 22, 02:35Tried Lite version. Finally stutering's gone, thanks a lot.
Found out that galaxy map became smaller for at least 100 sectors while distances between objects and stations became too large
I also can't find Oort cloud sector on the map. Seems like it was deleted as well.
Btw you can still use 1.0 if you prefer , stuttering has gone away there too. It was caused by the buggy damage-effect that somehow taxes the ram. It is a vanilla thing, but I used many damage-regions for the suns so the issue exploded. 1.0 is not that polished in terms of rewriting missions (I'm now uploading 2.3 with these changes) for the changed sectors and could have a couple of buggy sceneries (I can easily correct them if you find, the white bubbles instead of nebulae). But it works now that stuttering has gone. In any case, add a mod that increases travel mode. My REM mod has very high travel speeds for mk3 engines, so distances are managed correctly with that.
Thanks for any testing you can do on M and L ships, up to now I found that S ships go very well with the REM engines. They are lethal thanks to the longer range of bullets. Drifting is normal (it is space..) but they can engage enemies. Fact is the pilot should do what the player does, i.e. using the afterburners, so only relying on rear thrusters to decelerate, not the frontal. And use the lateral thusters too, that are much more powerful (thanks to the inertia), to dodge the bullets. S ships, even if drifting away, turn and shoot at you, so somehow the ai manages inertia decently. Maybe with M ships I have to increase their engines or increase their bullet's speed. Also, I use Kuertee's AI scripts..don't know whether they make any difference, still did not look inside.Bozz11 wrote: ↑Tue, 13. Sep 22, 09:38from my testing the engine mod that goes with this mod doesn't work well for AI ships, I saw some M crovettes trying to shoot at each other for around 15 minutes with 0 chances of hitting because they were drifting in space and trying to lock the ennemy... Will test further but doesn't look like the AI knows how to handle this
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REM 1.7 is out
https://www.nexusmods.com/x4foundations/mods/848
1.7 introduces some changes for starting scenarios:
Split spacesuit has more oxygen and increased speed, you can reach the Jaguar in time.
Terran Cadet starts with Mk2 engines
This hard-core mod greatly benefits from another small but important change, the Better Target Monitor
https://github.com/bvbohnen/x4-projects ... et_monitor
It calculates the ETA (extimated time to arrival) so you can know when it is the right time to turn 180° and use the afterburners to decelerate.
People I know my engine mod is not for everyone but the challenge it introduces is very satisfying, not that difficult believe me. Of course you have to upgrade to Mk3 engines as soon as possible.
Other small tricks in combat: don't aim at the closest enemy but at the intercepting vector. Use the map to see if an enemy is drifting away or towards you, target the one that is coming closer. It'd be good to rewrite the "closer enemy" script to use the eta instead of closer in that instant...
It's newtonian physics 101, but afterburners are very powerfull so believe me it is easy to master, similar to other space-games. At least in an S ships (what I tested sofar)
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XRSGE 2.3 is out
https://www.nexusmods.com/x4foundations/mods/507
I've rewritten many parts of the plot's missions to cope with the changed layout, expecially terrans..
Added some new regions at lower orbit to better find resources and have manufacturing closer to resources