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

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ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Heretic's End 1 - almost whole sector is a gaseous cloud (sun corona?) so it takes forever to cross the 3000 km distance between the jumpgate and accelerator with 2000m\s boost. For now it's the only one sector like this that I found.
P.S. Wretched Skies Family Whi - suns shine through the planet while using shw. Besides, I got a warning from Betty "Entering atmosphere"...how much time I have before kaboom? :D seems like I survived this time, but anyway... :lol:
btw, amazing sector

Edit: some of the patrol ships're just hanging around superhighways and not moving (s/m classes)
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Yes those sectors are meant to be like this, difficult to cross, sun coronas you know. Also they are not the only way, usually a shortcut through dangerous space and xenon space, otherwise there is the longer and safer route. Of course a good balance has to be found, will reduce a bit the distances there. Or add another way to split space. Of course I could add superhighways in sun coronas too but then in what are they different from other sectors, only look?
Some patrols await, it is normal. Some are linked to a sector, some even to a zone. Space is different, not a bunch of 100km sectors to cross, each sector is 1000x times bigger. Superhighway's exits are the strategic waypoints in sectors so it is good if they secure that location. You should check if they never move, then that's not good.
Will fix wretched skies, thanks :)

Edit: I moved the sun corona more to south, so the disrupt happens only if you go collecting gas not when crossing. A situation like this, sun corona to cross, is not common, another is night sky which is also controlled by khaak. The others are only dead ends where you go mining.
dominican3121
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by dominican3121 »

I think I might have found something else. When you do the Terran Cadet starts and follows the mission with the satellite and tries to use autopilot with the Rem Hyper Drive mod the autopilot just keeps activating travel and deactivating constantly. Is that normal? it does like short 1 sec jump then it deactivates and charges up and does the same again
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Autopilot goes crazy with short distances when using Hyperdrive and in general when travel speed is very high. It starts travel mode then calculates that deceleration time will be enough to reach the objective and stops travel mode. In vanilla when travel stops, the ship continues at high speed. But hyperdrive makes that after travel stop the ship returns to normal speed instantly. It is forced by script and the autopilot had not considered this instant stop so the autopilot reactivates again the travel mode in this loop up to destination. If object is far, no issue.
That's why I rewrote the autopilot in Hyperdrive v.1.7.
So if objective is a station and quite close, the autopilot will boost instead of travel. If the object is different than a station then the vanilla autopilot is unchanged. In these cases (close points in space or satellites) it is better not to use the autopilot and to drive manually.
I will write these additional cases in next Hyperdrive release.
Last edited by Realspace on Sat, 22. Feb 25, 04:58, edited 2 times in total.
dominican3121
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by dominican3121 »

Realspace wrote: Sat, 22. Feb 25, 04:19 Autopilot goes crazy with short distances when using Hyperdrive and in general when travel speed is very high. It starts then calculates that deceleration time will be enough to reach the objective. In vanilla when travel stops, the ship continues at high speed. But hyperdrive makes that aftervtravel stop ship returns to normal speed instantly. So the autopilot reactivates the travel in this loop up to destination. If object is far, no issue.
That's why I rewrote the autopilot in Hyperdrive v.1.7.
So if objective is a station and quite close, the autopilot will boost instead of travel. If the object is different than a station then the vanilla autopilot is unchanged. In these cases (close points in space or satellites) it is better not to use the autopilot and to drive manually.
I will write these additional cases in next Hyperdrive release.
ok mine is not doing that at all even if the gate is at 2000 km it just continues to do the same thing. it also won't use Bost either i think I might be installing these mods wrong on my end. did you say it had unlimited bost because mine runs out still


ok so I reloaded the save and i noticed that it started to activate and reactivate after it got under 500Km

another thing is the smaller hex inside the bigger ones you cant right click inside of them and some gates are inside which then won't allow you to set guidance
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

It is not unlimited (it was unlimited in rem Overhaul for 7.10 where booster drained the shield), now both hyperdrive and rem Overhaul for 7.50 have the booster that keeps momentum. It means that even if the pool is depleted the ship continues at the speed the booster arrived. In vanilla it returns to normal speed instead. If you use flight assist off it is even better, ship will continue to drift at that speed even without booster anymore. Npc pilots will use only the first way, player can use both.

About the gate zone's hexagon...it is made to show on map where gates are and their zone (usually having stations there). You can still target the gate but need to zoom in up to when the gate is out of the hexagon. I know it is not perfect but either this or removing the hex. Or I can set them to be placed slightly out of center so the gate is only close not in the very center of the hex.
dominican3121
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by dominican3121 »

Realspace wrote: Sat, 22. Feb 25, 05:06 It is not unlimited (it was unlimited in rem Overhaul for 7.10 where booster drained the shield), now both hyperdrive and rem Overhaul for 7.50 have the booster that keeps momentum. It means that even if the pool is depleted the ship continues at the speed the booster arrived. In vanilla it returns to normal speed instead. If you use flight assist off it is even better, ship will continue to drift at that speed even without booster anymore. Npc pilots will use only the first way, player can use both.

About the gate zone's hexagon...it is made to show on map where gates are and their zone (usually having stations there). You can still target the gate but need to zoom in up to when the gate is out of the hexagon. I know it is not perfect but either this or removing the hex. Or I can set them to be placed slightly out of center so the gate is only close not in the very center of the hex.
thanks for clarifying about unlimited boost.

the hexagons do not allow you to right-click.

have you thought about a jump drive for L and Xl ships?
Tempelgarden
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Tempelgarden »

possible improvement:
Ships try to go from:
Ianamus zura 7: Merchant's Refuge - a - Major Profit 7
crossing all sectors in matrix Rin's Challenge
The entire matrix is ​​created nebula. a slow-moving 'parade' takes place.
proposal:
leave 1 single xenon sector (matrix 483) as a zone between:
greater profit+fires of doom+merchant's refuge
Tempelgarden
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Tempelgarden »

argon prime sector
ASTEROID stations
-hull base
-quantum tube
* Edited*
it is not possible to land on asteroid factories with M ships. M docks seems not operative
Last edited by Tempelgarden on Sun, 23. Feb 25, 16:37, edited 1 time in total.
Topkek67
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Topkek67 »

Are the city stations that you mentioned in a earlier post already in the XRSGE 8 version?
ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Can't dock to split asteroid bases in Family Zhin, Betty says: "Docking not possible" :(
Also can't dock to High Tech Industry Complex in Family Phi
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Tempelgarden wrote: Sat, 22. Feb 25, 20:58 argon prime sector
ASTEROID stations
-hull base
-quantum tube
* Edited*
it is not possible to land on asteroid factories with M ships. M docks seems not operative
I am testing the stations, I've no issue sofar for:
Ore Mine (asteroid station) and Silicon Mine.
Confirmed issue for:
Hull base and quantum base.
It does not work with any ship on any asteroid station. Ore and silicon mines have a different build method, they are 100% selfstanding model (can not add modules) so they work ok, while I made the others as suitable to modularity but they seem not to work.
Will update this and answer to others..
Thanks for the reports.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Topkek67 wrote: Sat, 22. Feb 25, 22:34 Are the city stations that you mentioned in a earlier post already in the XRSGE 8 version?
City stations are already in xrsge 7, in xrge 8 I made them much smaller to improve performance
Tempelgarden
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Tempelgarden »

To take into account.
Blockade effect on the economy:
The fact that in the sectors where transit areas cross mineral or gas areas, causes a stoppage in the economy. Many transports remain on the road for a long time. This causes stagnation. The most important effect is on the supply of food and medical supplies to the stations, which end up without workers.
Is there a possibility of moving the mineral/gas zones ''outside'' the passage routes? leave only some sectors with passing routes crossing them.
or make gas zones reduce shields but not block travel motor
Tempelgarden
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Tempelgarden »

travel engine problem.
Faction ships travel in normal mode in sectors without nebula or minerals. They DO NOT use travel mode.
When the player appears in the sector, they start travel mode.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

Tempelgarden wrote: Mon, 24. Feb 25, 19:18 To take into account.
Blockade effect on the economy:
The fact that in the sectors where transit areas cross mineral or gas areas, causes a stoppage in the economy. Many transports remain on the road for a long time. This causes stagnation. The most important effect is on the supply of food and medical supplies to the stations, which end up without workers.
Is there a possibility of moving the mineral/gas zones ''outside'' the passage routes? leave only some sectors with passing routes crossing them.
or make gas zones reduce shields but not block travel motor
Please list the sectors you find having this blockade. If you focus on which sectors have this stop I can see to reduce their nebulae or move the gates. Generally all sectors, expecially the huge ones, do not have resources close to gates, on contrary gates are on remote parts of the sector. That's the whole point of Rebirth-like sectors.

Also jobs are very light, reduced number of ships. This is to improve performance and add player's role in economy. I can do 2 things after the beta, either increase the number of the jobs or, I prefer, increase the cargo of all ships, S size too. In REM Overhaul, cargo is already 2/3X. I can make a mod for cargo only, but I think that something is already in the Nexus.
Did yo ask about jumpdrive? I had made a jump drive mod for L and XL but iT gives a lot of problems. The other jumpdrive mods you find in the nexus cause lag either. The only working one is the one that allows only the player to jump, which is cheaty and not enjoyable. This game is not made for jumping ships.

..........................................

BTW, I've updated XRSGE 8 The Expanse to BETA 4.
It took a lot of time to fix many things, also added several new sectors and all the new planets, had also to redo asteroid stations from scratch to make them fully working, the good thing is that I added more variety to the models and could make them be spawn randomly in asteroid regions instead than manually. Now I am too tired to make a list of changes, suffices to say that a NEW GAME START is required, sorry, I had to move many superhighways. This will be while the mod is on beta.

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

..............................................

IT IS NECESSARY TO UPDATE STARS MOD OR THE NEW PLANETS AND OTHER CHANGES WON'T WORK
:arrow: https://www.nexusmods.com/x4foundations ... ?tab=files
tegatro
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by tegatro »

I was starting a new game.

My ship is stuck near a planet in the Montalaar sector. I tried for an hour to fly out of the gas cloud. I was able to reach a maximum speed of 791 m/s.
Meanwhile, my miners and scouts are stuck in the Heretic's Edge sector.
I used the REM Hyperdrive mod.

Sectors at a great distance become bright white and this greatly strains the eyes.

The fog of the sector war is located only on a small piece, the rest seems to be behind it and the ship is just flying in the void, whether it was there before or not is unknown. The edges of the sector are also not visible.
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

I don't understand, the issue is in Montalaar?
There is nothing as you describe in sectors, did you install STARS mod?
Share an img of how sectors appear in your game, there is something wrong in the installation of the mods.
Btw vanilla fog of war is made almost invisible bc it is so small to not make sense, sectors are 1000x bigger, there is no mapping of such distances, the space is divided into zones, signaled by an hex.
Space is as in Rebirth.

.......

Mates I've concluded the building of sectors. I've listened to your tips so increased the number of connections (by adding some more strategic sectors) in the quadrants where crossing xenon sectors is hard. I don't want to nerf the difficulty, xenon space has to be an harsh area not a picnic for traders :-) but you have other routes now, just remember to set blacklists.
Also I removed the travel disrupt from the upper layer of gasgiant's atmosphere (yes in lower orbits). Will check for other regions having the disrupt that are maybe too big. After this I'd like to conclude the beta and go through only bug fix. Will release Beta5 this evening or tomorrow.
Remember to install STARS and that a new game start is required.

...........

The Expanse BETA 5 is ready.

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

I'd like to call this an RC1, don't intend to move sectors/gates/superhighways if not for bug fixing.
This is the last call for sharing your ideas about the mod, there are even more new connections to improve pathfinding, but the universe remains DANGEROUS as it was intended. Not suited to a casual gaming, it requires strategy and management of routes and blacklists.
Please focus now on SUPERHIGHWAYS (buggy or overlapping) and connections.
It is reccomended to use my REM Overhaul for increased cargo of trade ships. It comes with a lot of other features so if you don't like them, use some mod in the nexus that increases the cargo of ships.
Last edited by Realspace on Tue, 25. Feb 25, 21:34, edited 1 time in total.
ziplock815
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by ziplock815 »

Realspace, are Beta 5 saves compatible with saves of the previous version?
Realspace
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

Post by Realspace »

ziplock815 wrote: Tue, 25. Feb 25, 21:31 Realspace, are Beta 5 saves compatible with saves of the previous version?
NO sorry, that's the point of beta. Next should be if we nail any error.
I'd say from this one on it is safe, if there is one or two shw's problem I can replace them instead of changing.

..............................

I've started remaking REM Hyperdrive. Had not studied the new flight model enough. We can get rid of all scripts for instant stops, there are new parameters I can change so this will be applied to all ships, regardless if piloted by player or npc. This will make the whole experience tons better :)

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