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报告翻译问题






Had to rely on BS autopilot too much
the Emessary needs this for shure! this ships flys like a brick!
so your mod is a must have :)
thank you Specte <3
Fixed an error with Erlking and Astrid Engines using default parameters, thanks to Pitagora for reporting the issue!
Do you mind to take a look?
I've mostly left the charge times untouched as to preserve the advantages of faction flavour such as TER and BOR having faster charge, otherwise all engines would perform too similarly.
If you're using the equipment mix mod, try the TER/BOR engines on it for faster charge.
Are Astrid and Elkring engines included? I'm using equipment mix mod so I use those a lot on my ships.
- Fixed missing "virtual" engines (engines that are built into a ship without a mesh, such as some BOR and XEN engines)
- Standardised all engine deceleration to 8x their original value
- Engines that have less than 3 seconds TD charge time have been increased to 3s charge. This is to prevent some factions with faster-charging engines escaping too easily.
- Adjusted attack time based on size. S: 2s, M: 2.5s, L/XL: 4s
Other ships like Terran feels amazing. Love the mod!
@steel dragon I think after the update tomorrow the mod should be finished but thanks for the offer! You can get in touch with me on the X4 discord I'm often active in there under the same name
I do like the basic idea (going fast real quick) but have some concerns that it is way too fast right now. When the fastest engine (ignoring the racing ones and other special cases i can't think of) to reach max speed in the base game takes like 9 secs even halving that would already be a massive improvement. For me personally something like 3-5 sec for S/M and 8-12 sec for L/XL ships would already be good enough (though you could keep a larger deceleration increase since I hate overshooting targets).
If you would like a play tester I'm happy to QA for you :P
The max speed of the Cthonios E with those engines is 10224m/s. I hope you enjoy actually getting to use the power that the ship provides!
@Soberlife420 Thanks for the feedback!
@Steel Dragon yes I agree, I don't think there's anything particularly wrong with it right now but I definitely want to perfect it. I'm thinking of increasing attack time to 2s. Having that extra acceleration behind the engines really helps to keep your fleet in formation however so I don't want to adjust it too drastically.
As to the getting there faster. @Spectre I feel there is room for adjustment personally. I think were looking at the same concern. How do we keep this feel while adding a little more towards game balance. Not to say this is unbalanced it is for any reading. The AI adapts and functions well in this engine mod and if you like the star trek / star wars going to war feel this is the mod for you!
This is something I've been considering also, the problem I'm finding is that unless the attack time is quite significantly increased then it doesn't make much of a difference. The question is, what's a reasonable amount of time to allow the player/AI to react to an enemy escaping while still remaining a responsive feel to the drives? Unfortunately the attack value isn't a curve, it's a set figure.
The other issue is that some engines have significantly reduced charge time, I had a slight diplomatic incident with the Boron and am now at war, their ships charge extremely fast so can zip away...but it's required me to adjust my tactics, which is refreshing.
I'll test some different parameters at the weekend to see if I can find that sweet spot anyway... and possibly push an update Sunday if it works out well.
I hope that feedback helps. Either way this is in my top 5 must have mods. Thank you take my points!
@SteelDragon thanks for the feedback, glad you're enjoying it!
I love this flight model. Going to Warp just as missiles close in or watching my target escape at a bad time (to be run down) I'm loving it!
I combined it with a mod that makes all drives have a very small (or none) spool up time. I'm still trying to decide if I want that one. I feel with this mode spool up time is your "attack" window.
While I understand what @Mirek is saying I agree with OP. I have played extensively in 7.5 and the drifting is maddening.
Personally I feel it is a weight balance issue. Large ships can be almost impossible to move in controlled motions due to the constant over drift even when giving optimal breaking distance.
I also really enjoy that going to hyperdrive feel. Thank you for this gift.
You can get the Moreya to like 13km/s and with the new flight model it's roughly an 80km stopping distance from max speed, you spend more time accelerating and braking than you do travelling at top speed which I believe isn't fun.
Mods like urs and other mods helping with performance are the reason i use mods and i dont give a f about "online" nonsense because those mods made my game playable and enjoyable, THANKS AGAIN =)
Спасибо большое за ответ!!!)
No it is not VRO compatible. VRO adjusts the same files as my mod.
I would have to create a completely new mod that adjust all VRO engine parameters, which is a lot of work for a mod I don't use unfortunately.