X4: Foundations

X4: Foundations

Improved Travel Drives
40 条留言
L.A.R.R.Y 10 月 25 日 上午 5:48 
Exactly what I was looking for..

Had to rely on BS autopilot too much
Pitagora 10 月 12 日 下午 12:20 
Thank you for the update!
Chobbler 9 月 19 日 上午 12:38 
Great mod thanks for the update :steamthumbsup:
Spectre  [作者] 9 月 18 日 下午 3:29 
Mod updated to 8.0 and Envoy pack, sorry for the delay I've been having issues with my computer!
Dan.Drummer 9 月 11 日 下午 1:49 
update please for 8.0
the Emessary needs this for shure! this ships flys like a brick!
so your mod is a must have :)
thank you Specte <3
Pitagora 4 月 2 日 下午 12:58 
Thank you for the speed on this update, fast as one of your modded engines! :D
Spectre  [作者] 4 月 2 日 上午 10:57 
Update 1.1.1

Fixed an error with Erlking and Astrid Engines using default parameters, thanks to Pitagora for reporting the issue!
Spectre  [作者] 4 月 2 日 上午 10:47 
@pitagora you are absolutely right, I stupidly placed the files in the wrong folder. Thanks for reporting! Update inbound shortly
Pitagora 4 月 1 日 上午 2:54 
Update on my previous messages. Elkring and Astrid engine are not affected at all by this mod. Accel time from activation to max speed is still like vanilla. Actually both are now slower than any other engine in travel speed acceleration.
Do you mind to take a look?
Spectre  [作者] 3 月 31 日 上午 9:15 
Works with the beta as no new engines have been added!
Pitagora 3 月 27 日 下午 11:43 
Yes I know pretty well all the vanilla differences between the various engines, anyway thanks for clarifying the mod aim on activation rather than charge, doubts solved.
Spectre  [作者] 3 月 27 日 下午 1:31 
@pitagora this mod primarily affects attack time, which is the time from Travel Drive activating to max speed. What you're asking about is charge time.

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.
Pitagora 3 月 25 日 上午 3:24 
Should I need to rebuild the engines on my ships? Because my Asgard with Elkring engine still needs 30 seconds to start travel drive.
Spectre  [作者] 3 月 21 日 下午 1:36 
If you enjoy my mod, please consider giving it a like so it can get some star ratings and increase its visibility. Thank you all!
Spectre  [作者] 3 月 21 日 下午 1:31 
@pitagora Yes all engines should™ be included, Astrid and Erlking also!
Pitagora 3 月 21 日 下午 1:04 
Thanks for this mod, really needed.
Are Astrid and Elkring engines included? I'm using equipment mix mod so I use those a lot on my ships.
Spectre  [作者] 3 月 16 日 上午 9:52 
Update 1.1 is out.

- 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
Cataclaw 3 月 15 日 下午 10:51 
Are Borons missed? They still feel sluggish, just not sure.
Other ships like Terran feels amazing. Love the mod!
Spectre  [作者] 3 月 15 日 下午 4:06 
@arngrim Thanks for reporting, you're right they've been missed. I am working on the next update right now, should be ready tomorrow.

@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
Arngrim 3 月 15 日 上午 8:55 
Looks like there's still some engines that didn't get any changes with your mod. The Xenon M/S combat engines for example still show 15 sec max travel speed time in the encyclopedia and after a quick test in a PE that seems to be right.

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).
Steel Dragon 3 月 15 日 上午 12:26 
One thing I have noticed is my frigates (L class) that are slightly faster then the destroyers they escort tend to yo-yo a bit. I suspect a 2s attack time will smooth this behavior out as well.

If you would like a play tester I'm happy to QA for you :P
Spectre  [作者] 3 月 14 日 上午 10:03 
@vardicdestroyer as Steel Dragon said, you likely will have never seen the actual top speed of your ship as it takes so long to accelerate in the vanilla game. This mod doesn't touch "thrust" values at all (engine power) just reduces acceleration and deceleration times.

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.
Soberlife420 3 月 14 日 上午 5:32 
you literally did what the devs should've done with travel drives
Soberlife420 3 月 14 日 上午 5:30 
what a godsend mod
Steel Dragon 3 月 14 日 上午 12:51 
@vardicdestroyer That is the top speed of the ship it was never reaching before due to engine attack time and travel distance. In short trips most l and xl ships will reach half speed. This mod allows them to get to top speed faster.

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!
vardicdestroyer 3 月 13 日 下午 8:12 
Okay just downloaded this mod and tried it. I happened to be on my Chthonios E (Mineral) which has a Par L Travel engine, and suddenly this thing is traveling at 10.2m/s and before this mod, I never saw it go over 6000m/s. Does this mod make ships faster, or have I just never let it run long enough to reach those speeds?
Spectre  [作者] 3 月 13 日 下午 12:39 
@Steel Dragon

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.
Steel Dragon 3 月 13 日 上午 9:55 
@Spectre After a few days now running with this mod on I love it. I would do some tuning though. I would slow the travel attack just a little. Currently it is near instant full speed. This feels great and is a fun star wars flight feel. The concern is the ai is having a hard time catching each other in fights due to the "warping around". I think if you slowed the travel attack but maybe 15% this would still get that up to warp feel without the instant gone from the grid effect.

I hope that feedback helps. Either way this is in my top 5 must have mods. Thank you take my points!
Mirek 3 月 13 日 上午 12:04 
Yeah i know but even when assist turned off there is still a speed cap. I fly mostly with assist off, because with assist on turning the ship with travel drive is a pain. also retrograde indicator is missing in game. But it was just a suggestion if you are ever bored. dont mind me.
Spectre  [作者] 3 月 12 日 下午 11:18 
@Mirek you can do that in game already, just turn flight assist off.

@SteelDragon thanks for the feedback, glad you're enjoying it!
Steel Dragon 3 月 12 日 下午 3:54 
So you want the Expanse model. That happens to also be the closest to true physics shown in sci-fi. I understand your request of the OP but to be fair to the mod what it sets out to do it does very well.

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.
Mirek 3 月 12 日 下午 3:08 
Interesting i actually like the new model better it is more dinamic, but i think i understand you. Good luck with your mod. (And maybe after you finish it . You could do a mod that would do the oposite. I would like if the ship actualy needed to turn engine foerward to brake so player would have to plan each trip and plan the turning and breaking point in the middle of the trip. that would require the ships to have no top speed, /theoreticaly they could go infinitely fast if you accelerate long enough, but there would be different top acceleration for each ship. so The ships that now have lover top speed would have lover max acceleration and the ships that are fast now would have bigger acceleration. And the ships would need to use the main engine to deccelarate. It is just an idea, dont know how the game engine would handle it. )
Steel Dragon 3 月 12 日 上午 11:01 
@Spectre Great work! Thank you for this.

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.
Spectre  [作者] 3 月 12 日 上午 8:12 
@Mirek I've been trying to adjust to the new flight model update since the beta, I just don't like it unfortunately so this is for people like me who want travel mode to be more responsive and fun.

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.
Mirek 3 月 12 日 上午 12:46 
I think you doing something wrong man, with most ships in the game i turn of the travel drive betveen 10 and 20 Km and almost never owershoot, and if i doo it is just small overshoot and i can easily just bosst back. Maybe try to give it bit more time before creating a mod for it?
Spectre  [作者] 3 月 11 日 下午 1:59 
Thanks @Kriegsbestie !
Kriegsbestie 3 月 11 日 下午 12:11 
rly nice mod =) Now it feels like flying and having control over ur ship again, before it was more a sort of drifting and getting the control back agin... rly annoying.
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 =)
Джо Кобра 3 月 11 日 上午 6:27 
@Spectre

Спасибо большое за ответ!!!)
Spectre  [作者] 3 月 11 日 上午 5:24 
@Jo Kobra

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.
Джо Кобра 3 月 11 日 上午 5:01 
Здравствуйте) Совместимо ли это с VRO?