X4: Foundations

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dtaco

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DetectiveTaco

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About this mod

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

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Update 1.50 (READ ME FIRST)
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The remainder of the ATF ships have been set to use the Reunion textures.
This should improve the visual quality of the Valhalla, Woden, and Skirnir compared to their original textures.

The Kyoto has been updated with an early version of the 6.00 Boron docking system.
Existing Kyoto ships will have 1 medium pad missing on each side and will require a new Kyoto to be built to function properly!
There are currently issues with the AI and the system, possibly due to the distance but I am still finding the cause of the problem. Nonetheless, it is a major improvement from before when it had no waypoints.

And the Mobile Mining Base-Ship now has fixed waypoints! Now it will work IS, but as a balancing feature, the drones will take a long time to empty its 200k storage.

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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 :).

Cheat Menu support added! (Although the Valhalla is currently exempted as it does not spawn with engines)

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KNOWN ISSUES
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- 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.

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SHIP LIST
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UPCOMING UPDATES
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- Improvements and adjustments to the Laevateinn Multi-Missile and ATF TACMS

- General changes to ATF ship maneuverability

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NOTES
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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)

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. In 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 if you have Steam (Nexus release later maybe), use the following mod below to disable collision for gates, accelerators, and superhighways:

https://steamcommunity.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 must order the AI captain to dock it as it might 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 ;)

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Everything else
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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