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

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Tue, 17. Dec 24, 16:51 Hi Realspace
I've been thinking about trying your REM mod, but playing with Timelines now :gruebel: . Description says it's incompatible. Are there any plans to add XRSGE and REM compatibility with Timelines DLC in future?
It's okay even without Timelines, but DLS has a plenty of really cool unique ships and some good looking sectors, so I wouldn't like to turn it off, especially after completing these really annoying Timelines missions to get access to these ships :D
If Timelines ships use their own engine, there is no harm in using REM. You can try it, test a Timeline ship. Typically not "rem-ized" ships are very slow, that's bc EGO applies a drag factor (friction) to all ships and so has to increase the engine as crazy. I removed (almost) that drag and reduced the engine and thrusters, so not rem-ized ships have still this friction in place and are dragged to low speed.

Latest REMs add new ships so you can not continue a save with REM if you remove it, but adding it to an old save causes no issue (as long as you continue with it installed).

BTW I am uploading the latest version, I removed the JERK effect they added in BETA 7.5 to simulate what you can simply achieve by removing that above-mentioned drag (so mass and "agility" of the ships reflect in the jerk, not a super-imposed effect that, btw, works only with flight assist on).

:arrow: https://www.nexusmods.com/x4foundations/mods/848

I removed the jerk from all S and M ships, left it to L and XL for the moment. Any feedback is welcome.

I hope EGO is solving the issue of jerk working only with F.A.ON eventually otherwise I will forever remove it, from L and XL too.

The new additions to the engines are instead very good and enough to make a difference (ships in REM use specific engine).
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

I tried Rem and it was really interesting experience, but it was really a struggle to dock my Minotaur to the Behemoth. The drag is just too strong for M-class ships. Feels kind of realistic, though so I can't say I'm going to completely surrender. Maybe I'll try it again later. At this point, I have a question: maybe you could include all new ships to XRSGE instead of Rem so players could turn it off/on any time? I like new ships, they 'd fit well to XRSGE since this mod is a complete overhaul and turning Rem on/off any time could help testing a lot.
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Thu, 19. Dec 24, 15:37 I tried Rem and it was really interesting experience, but it was really a struggle to dock my Minotaur to the Behemoth. The drag is just too strong for M-class ships. Feels kind of realistic, though so I can't say I'm going to completely surrender. Maybe I'll try it again later. At this point, I have a question: maybe you could include all new ships to XRSGE instead of Rem so players could turn it off/on any time? I like new ships, they 'd fit well to XRSGE since this mod is a complete overhaul and turning Rem on/off any time could help testing a lot.
Have you tried latest REM 7.5.3 ? There I removed the jerk factor EGO added in beta 7.5 which adds more drifting but since REM already accomplishes this the effect was too much.

I can not add the ships to XRSGE for two main reasons: 1) ships have to be "rem-ized" to work with REM so different drag and engine and 2) this would make XRSGE not more compatible with other mods that add ships, as it is now you can choose to use or not REM or add other ship mods instead.

I know there are other galaxy mods that add ships but I consider this approach wrong, even if they add them as ships for new factions. The things get over-complicated because ships can not be removed or tons of errors happen. And also because everybody has his own taste for ships so I don't like to force mine to others. So...XRSGE overhauls the galaxy, REM overhauls ships and physics, quite straightforward :wink:

BTW I've added a new feature to REM Slipstream Drive Mod

:arrow: https://www.nexusmods.com/x4foundations/mods/1572

When stopping the travel drive, the ship will immediately return to normal speed (no deceleration time).
This make using very high travel speeds not causing any issue or the ship drifting as crazy. It resembles a slipstream drive as in other space games.
This work only with ships directly piloted by the player (autopilot too).

I plan to make it available also for vanilla ships in the future. With game 7.5 where ships drift more (regardless of EGO's approach or mine), having a travel drive that immediately goes back to normal speed without deceleration time is a great help.

I still have not found a way to make it work with ships piloted by NPC.
In theory, if this instant start/stop is achieved for all, one could even play without the internal superhighways in very large sectors, because we could have insane travel mode speeds (like 30-50.000 m/s) to cover the distance, with long recharge time.
What stopped me from developing such a model was the fact that yes you can instant accelerate to insane speed but when travel mode is stopped the ship takes an eternity to return to normal speed (as should be). With instant return to normal speed the thing is doable.
Folker
Posts: 128
Joined: Fri, 31. Jul 20, 21:56
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Folker »

I find that instantaneous deceleration - and this is just my opinion - takes all the inertia out of a ship. Whether you're flying an S fighter or an M ship, it's all the same in terms of deceleration. Nor does it make sense to me for a ship to be equipped with such “technology” if it can't use it for pitch, yaw and roll maneuvers. In my opinion, this goes against REM, which is an inertia mod. But I think is good idea to add to scout class ships or interceptor class ships, that make a benefit for these class.

For any other ships, reaching breakneck speeds can destroy one of the game's approaches. Let me explain:

The more time you spend covering a distance, the more it gives you that feeling of the grandeur of space. I find that superhighways give this impression, because you're so small, you're moving towards infrastructures to go faster. It's the same for stations: a 20 km station becomes small when you can pass it in half a second. If you take 10-20 seconds, it feels bigger. And that's what makes everything so majestic.

After that, as you've only made it an add-on, anyone who wants to can use it, and that's fine. But please don't delete the superhighways in XRSGE, because I think they're very important.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Completely agreed with Folker - your highways are a must-have, they are real masterpiece. Very immersive. Please don't even think about deleting them :D
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Don't be afraid mates, I won't ! :D ....and thanks for the feedback.

Yes I agree too, all the experiments we had brought us to this version which accomplishes exactly this. We all noticed in the past how the high speeds ruined immersion for that exact reasons Folker explains. So I was very conservative in latest version of REM, some people complained about it, for not having the crazy high speeds anymore but the point of REM is immersion, not funny speeds. It changes things in a very subtle but significant way, when you can feel the mass of the ship and its physics in space.

In my never-ending efforts to find the perfect combo, I thought about making a travel drive that at least is not only high speed but resembles the various hyperdrives, or whatever they are called, of other games.

As you know I tried to implement a jump drive (for XL ships only) in the past but gave up due to the errors it causes. I also liked the idea of different travel solutions according to ship type. So XL jumping, small scout having slipstream, combat ships having no travel at all. At the end one is forced to make everything flat because game's mechanics do not allow these differences. While Rebirth had it incorporated (L and XL could jump). Still I think that your idea is good, so making the scout ships only to have the 3x or 4x travel speed.

In latest version of REM Slipstrem Drive I've added a cinematic effect for when the travel mode starts or stops. This, together with the long charging time and the sensation to exit/enter a hyperdrive, makes the travel mode quite immersive.
Exiting the hyper speed without drifting at high speed but returning to normal speed should avoid the sensation we talked about, because you return to normal speed when approaching stations.
Anyway I'll leave it for the player only and as optional mod as it is now ;-)

BTW I checked and this version (2X speed) works also with vanilla if you want to test it (speed is not 2X, still higher, but you have the instant stop and the start/stop effects, not the long charging time which is in REM).
I am doing a 3X version (avg 12.000 m/s speed):
:arrow: https://www.nexusmods.com/x4foundations/mods/1572

Also I updated the mod Smoke in the Cabin where I added better effects to shield damage:
:arrow: https://www.nexusmods.com/x4foundations/mods/1558

P.S. my idea was to fill the huge empty space where usually only superhighways pass. To reach this intermediate space one needs a decent travel mode because even at 4.000 or 8.00 it takes ages. In XRSGE I've already put some very valuable rewards there (such as big derelict ships).
I won't spoil but be aware that there are some XL ships to be found if you venture very very far from the route :wink:

----------------------------------------------------------------

EDIT:
I've updated REM to 7.5.4 and added a version of REM Slipstream Drive specific to be used with REM Overhaul
Following our discussion, hyperdrive is doubled for all but only travel engines have it 3X. Travel engines can be mounted by specific ships as scout or fast intervention fighters, and in the M version some frigates but not the gunboats. Also some traders are different, f.i. Vulture and Mercury are short distance cheap solutions, to be used by station's managers, they mount the basic engines. While Ides and Tern can mount the travel engine to cover more distance and have slighlty more cargo space.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Trying the last Rem+Slipstream+XRSGE in a new game. Some L traders are not moving, just hanging in space and near shw's
P.S. tested without the Slipstream mod - same issue
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Important: if you use REM check if the ship does not move, it could be missing thrusters or engine, so not because of the superhighways. With cheat mod or scan you can see it.

Edit: the cause is REM. Big ships lacking thrusters. During ship generation the not compatible thrusters are chosen. I can resolve this. The good news is that superhighways are used properly after latest changes I made in xrsge.
Btw I made a crazy test: gave hyperdrive to all ships, travel speeds 128.000/s well..ships handle such travel speeds very well, of course they are forced by the ai so not nice to see...but very effective, and economy very efficient. Well ..if I could find a way to make the instant stop the same as I did with player controlled ships..
Last edited by Realspace on Sat, 21. Dec 24, 18:39, edited 1 time in total.
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

IMPORTANT

Found the cause of L ships missing engine or thrusters, is a combination of REM and XRSGE, not caused by the in-sector superhighways (not anymore at least).
REM limits high tier equipment to combat ships only, XRSGE increased the loadout for the added jobs. I noticed indeed that only traders had the issue, not capital ships. Traders were commanded to equip the enhanced thrusters by XRSGE (and all the best equip) but REM prohibited it.
To be sure I added back the L enhanced thrusters to all ships. Will probably have to do for XL too.

Please download both mods (version 7.5.5 for both) and test with cheat mod, open galaxy and satellites at every gate, you'll see through the info if the ship has engine and thrusters or not. I can not check in this weekend, so if you find something I can see next week and fix it.
In latest XRSGE I also changed some scripts to avoid the loop of "move to gate" scripts excluding gates if these lead to the same sector, and looped checking route again (vanilla by design has not such a connection, only local highways), I gained 15 fps immediately.

Also download and use the NO HIGHWAY addon for XRSGE. It will reduce the errors in the log because there are no highways the L/XL will look for but only superhighways.

You have to be on game BETA 7.5 (3) to test the mods, REM in particular (latest is 7.5.5 made for the Beta).
You need to start a new game, at least for testing. If it solved then you can use the cheat mod to continue your old game and destroy every ships without engine/thrusters you see. The game will rebuilt them correctly later.


EDIT: there were other mismatches of loadouts in REM, not caused by XRSGE but by the loadout requirement of some vanilla engine/thrusters, fixed in REM 7.5.6, please download it and test.
XRSGE has no culprit, it adds ships with high loadout so no issue, vanilla job instead adds ships with limited loadout and since REM removes some items for lower ships (traders)...
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Is it possible to use REM in continued save? Didn't see in the description on Nexus.
Btw, tested the latest (before the latest latest one :D ) version on the weekend with REM and L-ships still weren't moving. Disabling REM immideatly fixed the issue. Will try the latest version today.
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Mmm..can try. REM can be used properly with old vanilla save, removing it can cause some issue even if it should "only" make custom ships disappear.

The ships you see moving in old saves should be those added by xrsge because they have higher loadouts so mount the standars thrusters and engines, not the basic. At the end it was two small errors but caused a lot of problems: L thrusters only sold by some factions instead of all and split L engine having too high requirement (in vanilla jobs). All is fixed in latest REM. Ships move perfectly and fast thanks to some scripts I patched.

I've been busy working further on the move scripts. I've managed to command ships to use boosters instead of travel in shorter distances (less than 80km), now that boosters have their pool. I am surprised ego did not change those scripts either, anyway in REM + Xrsge this makes a lot of difference. I am adding these to the REM Slipstream addon where travel speed is higher in order to not abuse the travel mode.

REM HYPERDRIVE MOD is features-complete.
:arrow: https://www.nexusmods.com/x4foundations/mods/1572
Many nuances contained also in REM (travel long charge, instant start/stop) but has a lot more work on the AI scripts regulating how NPC ships use the travel and boost in various situations.
Also better effects and activity of the hud when the player is in control or the autopilot is used.
And the previous feature of travel mode reaching 8000 m/s or 12.000 for the travel engine only.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Experiencing a strange issue, not sure what causes it, but when approaching jumpgates or receiving transmissions from npc (and sometimes on stations) ship's and station's interiors start disappearing and appearing. What's strange, that Npc and ship's weapons and engines are untouched. Didn't have this issue before 7.5, but no info about this on forums. Seems like I'm the only one lucky :D
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Nope you are not the only one, I have it too everywhere, but specially map and cockpit flickering. Look for posts about flickering in the beta forum, you'll see plenty of people having this glitch. If you can post a bug report with a vanilla save, maybe ego will consider to open a ticket.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Yeah, seems like some players have this "flickering issue" too. I wonder what could it be? I doubt it's because of my old RX 570 :gruebel:
Anyway, I wanted to report that the latest REM still makes L traders standing still and ask some questions about the future of XRSGE before the New Year comes :)
What are the plans if you' re planning to continue support of this wonderful mod? Maybe adding some new sectors or expanding the newest added by Ego? Or maybe adding X-Rebirth sectors (since Wesley obviously abandoned his Omicron Lyrae mod, sadly). Maybe Timelines compatibility?
Trajan von Olb
Posts: 573
Joined: Wed, 4. Feb 04, 21:39
x3tc

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

ziplock815 wrote: Mon, 30. Dec 24, 15:20 ...ask some questions about the future of XRSGE before the New Year comes :)
What are the plans if you' re planning to continue support of this wonderful mod? Maybe adding some new sectors or expanding the newest added by Ego? Or maybe adding X-Rebirth sectors (since Wesley obviously abandoned his Omicron Lyrae mod, sadly). Maybe Timelines compatibility?
Yes, I would be very interested in that too. I've been wanting to start a new game for a long time, I'd love to start with XRSGE - in the hope that everything feels a bit like X3 and yet new compared to X4. So a fairly new game, building on the strengths I used to love about X3.
And it looks like I'll have found a workaround for 7.5 in the medium term that will allow me to get the hotkeys working again via the SirNukes mod and thus my MoreHotkeys mod - with HOTAS a mandatory requirement for X4 for me.
In the meantime, however, I bought Timelines (never played it) and don't want to have done it for nothing. That's why I'm still waiting to decide between VRO again or XRSGE in a completely new MOD configuration.
So: What will it be like with timelines? If I understand it correctly, then timelines are independent of the main game (so you can deactivate XRSGE in the meantime), but you get rewards. Of course, I would definitely want them in the new universe. It would be much more important to me than any new sectors (I think the ones from 7.5 are already built in, right?) or whatever...
So how can I help? What does it depend on? What is missing?

As always: THANK YOU FOR YOUR WORK!

Have a nice New Year's Eve! And here's to a happy new year!

Translated with DeepL.com (free version)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Will answer with more details later but xrsge and vro CAN be used together. The not compatible one is REM which overhauls ships and engines. Xrsge does not touch that and can be used with vro instead. REM has a serie of other associated mods as 'rem hyperdrive' or 'smoke in the cabin' that are built around it but can work also alone (or with other mods) to increase immersion. 'REM Inertia' is specifically made as standalone mod but works only with other mods that use vanilla ships, which should include vro.

Ziplock the issue is no more but to check in your game you have to 1. start a new game and 2. Look in the ship loadout info if that ship is missing engines or thrusters. There is even a routine script in base game that checks for missing equipment every 20 min and should solve the issue in old saves too but I've not tested it, only saw in the md folder.

My aim is having all mods ready as finished for the 7.5 release. There is not much more I'll be changing as structure, to me xrsge is even too big. I incorporated all 7.10 and 7.5 new sectors. In xrsge what I normally do is adding things internally, better connections, more zones, more lone roids or moons in far regions, so on. XRSGE is actually an X3 + Rebirth fusion more than an X3 only vibe. I largely used in-sector superhighways for core system's sectors (Rebirth look) and dark single sectors with broken gates for far away systems (X3 look), so is music and also the addon by Folker. The Omicron Lyrae is already in xrsge, there is an entire system called like that having Rebirth vibes + other Omicron systems.

The help I'd need is about ideas on what else to put in the very far regions, other than abandoned ships or anomalies or nvidium, to make exploration worth it.

The thing with Timelines is that in the moment I incorporate it in xrsge it becomes a requirement. As much as I want to support ego, that dlc adds nothing to the mod but would exclude players who don't have the dlc...will see
Last edited by Realspace on Tue, 31. Dec 24, 10:02, edited 5 times in total.
ziplock815
Posts: 406
Joined: Wed, 8. Oct 14, 20:30

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Well the only issue I have found so far with Timelines is some sectors overlapping (will look which one exactly later) and two "President End" sectors, because this sector was added in Timelines. Regardless of that I found no major issues or some game breaking stuff so I don't think the mod's gonna become unavailable for players who don't own Timelines dlc. But I may be wrong, because dond understand a thing in modding whatsoever :)
Trajan von Olb
Posts: 573
Joined: Wed, 4. Feb 04, 21:39
x3tc

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Realspace wrote: Tue, 31. Dec 24, 08:44
The help I'd need is about ideas on what else to put in the very far regions, other than abandoned ships or anomalies or nvidium, to make exploration worth it.
I. Pirate Stations!

I'll never forget how, in X2 (!), I once discovered something peculiar far away and above the ecliptic using the sight enhancement system. It piqued my curiosity. As I flew closer, I soon realised it was a station. But it wasn't on the map. Just flying there was exciting. Then I was further rewarded because there were things there that couldn't be found elsewhere. Specifically, what's important about this?

1. The station must be far out, perhaps hidden in an asteroid field - but care must be taken to ensure it's visible from afar with sight enhancement, even if only schematically (there was once a MOD that drastically increased viewing distance). Perhaps it could also be hidden from the long-range scanner, which would be useful.
2. The station should offer unique items, things not for sale elsewhere. For example, unique mods or technical upgrades (in X2 there was the "pirate scanner", if I remember correctly, which was better than the police scanner). Or special weapons/shields. Or special ships. Or black market traders not found elsewhere. One could even consider offering special research only there as an "intro" with a small quest. Even QOL improvements are conceivable, such as an extension of the long-range scanner, etc. Also special blueprints - there's a lot of potential...
3. Each station must offer something unique to keep the search interesting. So that the stations complement each other, not repeat. The X story could also play a role here. Why isn't one station perhaps the "Marauder"? Including a cult that creepily worships the ashes of Don Marani ;-) Or there could be quotes from the novels...

II. Hidden Jump Gates

1. Here too, it's necessary for the gate to be at least partially visible from afar with sight enhancement - although it can also be (partially) hidden behind asteroids.
2. It's important that the gates lead to sectors that can't otherwise be reached - except perhaps via other equally hidden gates. Maybe even an entire cluster...

III. Data Vaults
They activate, for example, a small highway with a start nearby when all switches have been operated (the Boron add-on shows this is possible) - this could create entire treasure hunts... OR (even better) one can make life easier because highways are activated in the system that are useful. QOL as a reward has always worked (see ports in online games, etc.).
Alternatively, such a data vault (even if there's a non-functional highway nearby) could awaken a sleeping Xenon fortress including a fleet, which suddenly awakens and then threatens the entire sector... But please make the size dependent on the player level to avoid destroying the game state (at the very beginning this would be deadly and just annoying)...

IV. Abandoned super freighters that, while not special, contain valuable cargo...

Perhaps surrounded by a minefield... Maybe an old settler freighter that has everything to build stations including one or two blueprints....

V. The Xenon hub ;-)

VI. CONTAINERS
(these can also be at the end of such an unlocked highway or in the data vault) They contain: Special weapons in containers that aren't available anywhere else and remain unique (but can be found in several places in the universe)... MK4 and MK5 versions of existing weapons/drives, etc. Otherwise, see I. - 2...

VII. Abandoned Stations

One might be able to take them over, but perhaps the devil is awakened here too, who knows?

These are just some quick suggestions that have just occurred to me. And for which I could at least theoretically imagine how to implement them as a programme architecture (apart from the hub)... More if needed, I'm not short of ideas. Not everything has to be reinvented, one could simply enable a few things in a later version only by finding such "secrets". However, these should only be unimportant but nice things and QOL, because if one is FORCED to explore DeepSpace, it kills the fun and sense of freedom...

Regards, Trajan von Olb
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Trajan von Olb
Posts: 573
Joined: Wed, 4. Feb 04, 21:39
x3tc

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Trajan von Olb »

Oh, and another great idea just occurred to me: You could hide rewards from TIMELINES, which you could use there for the normal game, in Deep Space if you don't want to support the addon directly.
If you want, you can play TL without XRSGE - but in XRSGE you can also get the TL rewards without having played TL.
For me, this is a good compromise without having to change the quests in TL... I would only do this to get the rewards in the game anyway. It's too ‘arcade’ for me otherwise...

Regards Trajan

Translated with DeepL.com (free version)
Mein Traum vom Glück ist der Traum von einer anderen Menschheit. (S. Lem)
Realspace
Posts: 1642
Joined: Wed, 15. Nov 06, 10:21
x4

Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Thank you for your ideas, all very good!

As I progress into MD and AI scripts I expand the possibilities of adding these things, because often the limit is in the nuances: I can add as many things I want but for instance how to make them radar-invisible or the hidden gates you suggest?...so on.

BTW XRSGE already has a lot of hidden pirate bases, and yaki too. They are far away inside clouds that cover them. Of course they are not iconic as those in X3 because they are modular templates, but I redid them all and spread all over the map. XRSGE has also a lot of very big abandoned ships, even destroyers, but they are far far far towards planets :wink:

The specific things to buy are a feature you find if using my other mods: REM (which adds pirate specific engines and thrusters) and XRSGE TWEAKS Mod that increases the possibilities to make piracy the gameplay with a lot of tweaks and adding special things that are sold only in pirate bases, such as ship modification MK3 and the mk3 tool to install them (a feature of XRSGE Tweaks Mod: ship mods are not researched, you can buy the tool or steal the blueprint, mk3 is illegal and only pirate sell them..).

I'm increasing the spectrum of immersion and gameplay by adding several smaller mods, to make the modularity possible (so everybody is happy) but of course one could miss some features that were meant to play together. All my mods work synergistically into this direction (Smoke in the Cabin and REM Hyperdrive are also a must for playing XRSGE at best).

I've been busy silently doing a new big update for XRSGE to be ready for the 7.5 release. Practically I've found new ways to add special regions and make the space be a lot more interesting.
Those playing XRSGE from the beginning will probably remember that first versions of the mod had the huge sun coronas with hazard and damage...this unfortunately added a lot of calculations that were stored in the save so caused massive lag, eventually I removed it.

Now I found new ways to add special effects/interactions in the space regions that require no stored calculation, so created many areas that can do one or more of these things: disrupt travel engine, disrupt the booster, cause damage to shield, cause damage to hull, cause malfunctioning of steering or thrust, eventually simulating gravity.

So in XRSGE 7.5 ALL planets will have some kind of atmosphere you can enter, changing into white and reddish background, gravity and friction effects, travel disrupt and damages, etc. I also did not use volumetric fog but the old fog model that practically eats NO FPS.
Planets are different from each other, gas giants have a very large gaseous atmosphere you can enter and mine, with various degree of disrupt up to when you go too deep and gravity/friction starts to destroy shields, etc.

Inside Asteroid field travel drive is disrupted...that makes sense and also prevents the infamous ship bouncing, gas regions can drain the shields, some can even lightly damage the hull, XENON regions are fearsome.

Sun coronas are back, if you decide to enter the corona (sectors/gates are always at the border of it, not inside the corona) or send a ship of yours you take the risk, of course there is plenty of resources to mine there but only L/XL ships can venture sofar.

By increasing my expertise in scripts, I am making REM Hyperdrive work as intended so we have now a functioning hyperdrive that allows instant accelerations and decelerations but long charge and can be used only far from stations or gate and not in asteroid fields etc. By increasing booster usage in REM the ships have now different strategies so will boost to destination inside the zones (autopilot does it too) but will use travel (hyperdrive) for long distances far from stations.

This ability opens to a version of XRSGE WITHOUT ANY SUPERHIGHWAY. This will be modular too, so one can decide to play with/without the in-sector superhighways and use instead REM Hyperdrive: ships will travel to destination at 16.000 or even more speed but can not travel around in zones and areas so no bouncing around. They will stop frequently and can be assaulted etc. I will increase the emp missile's speed in REM to cope with these travel speeds.

To be clear, if you travel at hyperdrive speed into a planet or to a station or a field, the travel engine will be disrupted and the speed will return to normal in a blink, so no crazy speeds around, when stations or a planet is close the ship will move at low speed. The proportion of space is safe, and using the hyperdrive is even more immersive than in-sector superhighways because travel is slower (but decently fast to cross a big sector). Also my aim is removing even the latest RANDOM stations generated in the map (now in XRGSE megastations are hand-placed in low orbit, other stations are randomly generated in specific zones, the rest is put randomly by god engine). So economy will work much more INSIDE a single sector, with ships going from low orbit to high orbit, to resources, to other zones. To have a meaning to stay in a sector, instead of entering a gate after another..

Having sectors that are several thousands km wide and no static connections but only ships travelling to/from zones (that are now marked as landmark in XRSGE and radar-visible and sticky on the map), is a totally different experience...it's like Rebirth on streroids with a touch of Elite Dangerous to it :mrgreen:

Return to “X4: Foundations - Scripts and Modding”