X4: Foundations

X4: Foundations

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X3 ATF/USC Ship Pack
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18 nov, 2021 @ 6:16
27 jul @ 9:50
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X3 ATF/USC Ship Pack

Beskrivning
A collection of X3 Terran ships that I've ported to X4

>>VRO version here<<

>>Nexus version here<<[www.nexusmods.com]

============== Update 1.60 (READ ME FIRST) ==============

All the ships have been updated to utilize the recent 7.50 flight model updates.

Performance will be the next major focus as I need to optimize the jolt collisions for the larger ships to reduce the performance impact on lower-end systems and hopefully resolve the possible crashing when near the Valhalla or Kyoto.

====================================================

This mod is largely a WORK IN PROGRESS; several things still need updating and fixing so expect things to change here and there. Fixes will take priority over adding new ones so please be patient when it comes to new ships :).

=================== KNOWN ISSUES ===================

- Despite the new docking system, some of the stuff regarding it remains a mystery and I am still looking for the cause of the weird AI behavior for the Kyoto's docks.

- Some areas of the ships might not have complete collisions. Due to how difficult it is to create the right ones, sometimes I have to cut some corners to get around it.

- The Odin and the Kyoto are a bit too wide for the XL fabrication bay; while you can build them there, I suggest you let them undock in OOS.

====================================================

CURRENT PRIORITY

- Optimized jolt collisions for improved performance

====================================================

ATF SHIPS
Ship
Role
Restrictions
Tyr
Battleship
Capital License (Not available for sale on shipyards)
Valhalla
Superheavy Battleship
Capital License (Not available for sale on shipyards)
Skirnir
Missile Destroyer
Capital License (Not available for sale on shipyards)
Odin
Heavy Carrier (M)
Capital License
Woden
Heavy Carrier (S)
Capital License
Verdandi*
Medium Heavy Fighter
Military License

USC SHIPS
Kyoto
Superheavy Battlecarrier
Capital License (Not available for sale on shipyards)
Mobile Mining Base-Ship
Dual-Purpose Miner
None

*Ship is not part of the base X3:R/TC/AP/FL game

====================================================

Notes


Verdandi
As my first attempt at "porting" an S/M ship to X4, the iteration of the Verdandi fighter in X4 is not of great quality as it involves a lot of modeling stuff to get right. The fighter will most likely not get any major changes from this point until I can recreate it from scratch due to the process involved in making such ships.

Currently as it stands, the ship has no proper entrance/exit, broken AI pathing inside, and no proper wreck but besides those, it is perfectly functional.

TO EXIT THE SHIP, crouch towards the cockpit panel and exit through the windshield. (If you're having trouble, try following this[imgur.com])

TO ENTER THE SHIP, either Shift+D or use the spacesuit dock located below the cockpit.


Scale
As you might have noticed, the scale of most of the ships are vastly larger compared to the X4 ships; this is due to how differently both games are scaled so I had to downscale the large X3 ships by 50% to X4. Putting them on a similar scale proved to be hard with module placements as they are not meant to have surface modules.


Ship sizes
Since 6.00, the Kyoto is capable of traversing the gates thanks to convex hulls. The Valhalla on the other hand is a hit or miss - sometimes it can fit, sometimes it can't. On certain cases, it can jump but will get stuck on the gate (just like in X3).

To counter this, you could let the AI pilot it through them, or use the following mod below that disables collision for gates, accelerators, and superhighways:

https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2626168206


Valhalla
The Valhalla's size makes it weird to be able to be built on XL bays and even dock on some piers. To solve these problems, I made an "XXL-sized" fabrication bay where it will only be able to dock and be built.

The Valhalla also uses a custom engine, which blueprints would need to be bought alongside the ship blueprint to create a functioning ship.

The Valhalla only supports construction and docking for repairs/upgrades on its own Valhalla Fabrication Bay. As a result, it cannot dock to any pier anymore except for stations that have the bay.

To get the ship to dock, you can order the AI captain to dock it as it may not work if the player does it (you can try this out on a station with an XL fab only on an XL ship).

NOTE: You can start construction of the Valhalla on a shipyard without the fab HOWEVER it will not be built unless you have its fabrication bay.


Skirnir Missile Barrage
Is it as OP as it was in X3TC? No, but it is definitely OP by X4 standards ;)


====================================================

Everything else

As always, thanks to the people in the Egosoft discord for helping me out with my endless messages and problems. Without them, I would still be stuck figuring out the tons of problems that will further delay this project.

Special thanks to aurum, UniTrader, Shuulo, TheShooter36, Axeface, DeadAir, and many more for their extensive help with the various difficulties and other stuff that I cannot do on my own. Honestly there are too many people to list!

Credit also goes Cadius for their version of the Odin that I used for this mod
https://forum.egosoft.com/viewtopic.php?f=94&t=308762

and also to Expnobody for their X3 ship mod collection.
https://forum.egosoft.com/viewtopic.php?f=94&t=309793
Populära diskussioner Visa alla (11)
21
28 jan, 2023 @ 2:22
KLISTRAD: Suggestions/Feedback
⁄⁄⁄\ | dtaco™ 🌮
1
10 maj @ 6:09
Timelines loading screen what is the Red ship
Ulfar
4
27 apr, 2023 @ 12:00
RUS LNG UPD 1.42
aladinaleks
284 kommentarer
JackBauer 11 nov @ 7:54 
I'll check i'm new to the game so I don't understand everything right now. I thought there is no need to fit launcher because they are integrated to the ship.
And in a shipyard I can find launchers, but for this specific ship I have only 2 weapons the ARG Mk1 and the TER MK 1.

Anyway, that’s some great work you’ve done :)
⁄⁄⁄\ | dtaco™ 🌮  [skapare] 11 nov @ 2:49 
You will need to outfit the hardpoints with missile/torpedo launchers to use them. If you have launchers equipped but no ammo, then you are most likely using the incorrect warhead for that launcher.
JackBauer 11 nov @ 2:45 
hello dtaco, thank i've found out how to enter/exit the ship :)
Another question for the experimentale fighter, is there a way to fire missiles with it ? I can buy the missiles (light missiles) but i can't see them in the weapon groups
⁄⁄⁄\ | dtaco™ 🌮  [skapare] 10 nov @ 21:05 
Please refer the description for the instructions on how to enter/exit the Verdandi.
JackBauer 10 nov @ 9:01 
A made a Verdandi, but is it normal i can't get in from a station ?
⁄⁄⁄\ | dtaco™ 🌮  [skapare] 27 sep @ 22:22 
That's fine I think. The game doesn't have a mineral/gas miner in one so it might not be handling them properly although they should still be able to mine either minerals or gas at a time.
terragg 27 sep @ 15:35 
Hello, I experimented again. And found that the error message only appears when there are only mining drones (40) on board, and no gas drones (0).
⁄⁄⁄\ | dtaco™ 🌮  [skapare] 26 sep @ 19:59 
They work, but are pretty slow in doing so due to how the waypoints were put in. They should work fine in low attention, but in high attention they will mine much slower like vanilla mining ships.
terragg 26 sep @ 12:37 
Hello, thanks for your MOD.
I noticed that the mining drones on the Mobile Mining Base Ship aren't working.
aladinaleks 13 sep @ 9:08 
Does the mod work for 8x versions of the game?