We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile. 😁🖖 Time to start Assimilation.
I know you say only ships from the TMP era. Could we expect more ships form TNG and beyond? Maybe all Enterprises from NX to G.
1) I assume that we shouldn't expect to see ships from TNG/DS9/Voy?
2) I find the ships (At least to Kronos One and excelsior) to be INCREDIBLY drifty and hard to fly, I'm assuming it's related to the new flight model, but any chance of an update to bring it in line with other ships?
Hi Ich finde die Mod recht gut aber warum fängt mann gleich mit dem Größten Schiff an. ich würde lieber mit einen kleinen Schiff anfangen und sich hoch Arbeiten.
Must I use the drones included with this mod on the ST Universe ships, or may I use the default X4 ones, instead?
I ask this because X4 has started crashing to desktop and in the .dmp files I keep seeing "ToggleDrones" function referenced. I am not sure why I am all of a sudden getting these crashes, but I am curious if possibly related to having two drone types now instead of one. I have been using this mod in this save for 6 game days and 19 hours without issue, and now have over 2300 ships. There were some early ships I built that I mixed the mod drones with default X4 drones. Perhaps this is where the problem lies.
They are hard CTDs, an issue I have only rarely seen in my 1000+ hours playing X4, and I have had 14 in the last two days of only a few hours playing, whereas in the last 1000 hours playing over the last few years, only a handful.
Yep. Turns out there's a bug in X4 code Egosoft is fixing that was unrelated, but why I was asking. Is actually a bug occurring due to a SWI mod, Heroes, but the .dmp file was mentioning X4!ToggleDrones specifically--false alarm.
So the Azel class seems to possibly be bugged with their heat dissipation rate. When put side by side with a Miranda, the Miranda vastly outperforms the Azel in firing rate, mainly because I observe heat draining off the weapons onboard the Azel, but at times, the heat gauge actually seems to increase in increments when cooling! Something odd is going on with them. I would think they would be similar in firepower output.
10 Mirandas can ice a small station in seconds, wheras the 10 Azels take many minutes.
I do not have today's update, will try that and see if there is a difference.
Edit: I think the values are low with the Azel. They seem to be 3x to 3.5x less effective, combatwise than the Miranda, but the numbers. Seems quite harsh.
I think the initial heat is too high and the cooling rate is a bit too low, if you look at the stats between both weapon types, and consider while doing so that the Miranda mounts 2 beams, and the Azel mounts four. The damage per beam is 1/2 what the Miranda beam is, using unshielded values since they have through shield properties(appearing to consider the mounted difference of 4x weapons vs. 2x), while the heat levels remain substantially higher...
So probably the Initial heat per Plasma Beam should be closer to 750 MJ (4 x 750 = 3000 MJ vs. 2 x 1,500 MJ = 3000 MJ)
And probably the cooling rate should be 550 - 575 MW per beam?
Because 4 x 2,000 MJ = 8,000 MJ vs. 2 x 1,500 MJ = 3,000 MJ, which is quite a difference!
I have not analyzed the Plasma Launcher vs. Photon yet, but considering the through shield damage, is probably mostly alright as is, however the cooling rate is 1,500 vs. Photon torpedoes which is 2,000...
(p.s. hope I am not being a pain. :) Trying to help you make this the best mod ever :) )
New Azel damage per Plasma Beam Shield: 340 + 172 = 512 Hull: 780 + 395 = 1175
New Azel damage per Plasma Ball (28.85% buff): damage value="11596" shield="2577" hull="4831"
So far the Azel feels quite serviceable after these changes and more in line with the Miranda. Their turrets are still very weak, but that is likely part of their persona, being more of a pilot directed arsenal.
I may be misunderstanding beam turret damage, but in the calculations I am assuming 12 phaser turrets @ 235 output per each on the Miranda, which comes to 2820 sustained damage. I also took into consideration that turrets have no heat, so they can fire indefinitely, have longer range, and need not be manually aimed.
I also boosted the heat(reduced) and cooling rates on the beams, significantly. Initial beam heat is 750 per, with a value of 200. Beam overheat is 10,000. Coolrate is now 550.
And I boosted the heat cap on the Plasmas to 10,000, and their coolrate is 2500.
I wanted the Azel to be able to fire those beams like a Miranda can fire theirs, and maintain their heat levels in a similar way, especially considering the free no-heat turrets of the Miranda.
Just downloaded the mod and placed the st_shippack folder in the extensions folder, but when I go into settiings, st_shippack does not appear. What ami I doing wrong? Please advise.
215 comments
😁🖖
Time to start Assimilation.
I know you say only ships from the TMP era. Could we expect more ships form TNG and beyond?
Maybe all Enterprises from NX to G.
1) I assume that we shouldn't expect to see ships from TNG/DS9/Voy?
2) I find the ships (At least to Kronos One and excelsior) to be INCREDIBLY drifty and hard to fly, I'm assuming it's related to the new flight model, but any chance of an update to bring it in line with other ships?
2. same values as vanilla ships, drift is the new flight model
I ask this because X4 has started crashing to desktop and in the .dmp files I keep seeing "ToggleDrones" function referenced. I am not sure why I am all of a sudden getting these crashes, but I am curious if possibly related to having two drone types now instead of one. I have been using this mod in this save for 6 game days and 19 hours without issue, and now have over 2300 ships. There were some early ships I built that I mixed the mod drones with default X4 drones. Perhaps this is where the problem lies.
They are hard CTDs, an issue I have only rarely seen in my 1000+ hours playing X4, and I have had 14 in the last two days of only a few hours playing, whereas in the last 1000 hours playing over the last few years, only a handful.
10 Mirandas can ice a small station in seconds, wheras the 10 Azels take many minutes.
I do not have today's update, will try that and see if there is a difference.
Edit: I think the values are low with the Azel. They seem to be 3x to 3.5x less effective, combatwise than the Miranda, but the numbers. Seems quite harsh.
I think the initial heat is too high and the cooling rate is a bit too low, if you look at the stats between both weapon types, and consider while doing so that the Miranda mounts 2 beams, and the Azel mounts four. The damage per beam is 1/2 what the Miranda beam is, using unshielded values since they have through shield properties(appearing to consider the mounted difference of 4x weapons vs. 2x), while the heat levels remain substantially higher...
So probably the Initial heat per Plasma Beam should be closer to 750 MJ (4 x 750 = 3000 MJ vs. 2 x 1,500 MJ = 3000 MJ)
And probably the cooling rate should be 550 - 575 MW per beam?
Because 4 x 2,000 MJ = 8,000 MJ vs. 2 x 1,500 MJ = 3,000 MJ, which is quite a difference!
I have not analyzed the Plasma Launcher vs. Photon yet, but considering the through shield damage, is probably mostly alright as is, however the cooling rate is 1,500 vs. Photon torpedoes which is 2,000...
(p.s. hope I am not being a pain. :) Trying to help you make this the best mod ever :) )
Azel sustained = 3196 + 264 (2x 132 per turret) = 3,460
Azel photon = 3,007 + 264 = 3,271
Azel Plasma ball alone = 2,201 (needs a 28.85% buff to damage)
Mirand photon alone = 1,418 x 2 = 2,836
Azel Plasma Beam alone = 1493 burst, 994 sustained
Miranda Sustained = 3542 + 2820 (12 x 235 per phaser) = 6,362
(rear firing not included)
Deficit: 2902 with phasers included per second sustained
Azel w/28.85% buff to Plasma ball + plasma beams = 4094
Shortfall = 6362 - 4094 = 2,268
2,268 / 4 = 567 buff needed to each plasma beam to compensate for phasers
With alternate calculation:
Miranda Heavy Phaser + Phasers sustained = 704 + 2820 = 3,524
Azel Plasmas + turrets sustained = 994 + 264 = 1,258
2,266 shortfall
Azel current damage
Shield: 340 (30.35%) (340 / 1120)
Hull: 780 (69.64%) (780 / 1120)
567 * 30.35 = 172.08
567 * 69.64 = 394.86 i.e. 395
New Azel damage per Plasma Beam
Shield: 340 + 172 = 512
Hull: 780 + 395 = 1175
New Azel damage per Plasma Ball (28.85% buff):
damage value="11596"
shield="2577"
hull="4831"
So far the Azel feels quite serviceable after these changes and more in line with the Miranda. Their turrets are still very weak, but that is likely part of their persona, being more of a pilot directed arsenal.
I may be misunderstanding beam turret damage, but in the calculations I am assuming 12 phaser turrets @ 235 output per each on the Miranda, which comes to 2820 sustained damage. I also took into consideration that turrets have no heat, so they can fire indefinitely, have longer range, and need not be manually aimed.
I also boosted the heat(reduced) and cooling rates on the beams, significantly.
Initial beam heat is 750 per, with a value of 200.
Beam overheat is 10,000.
Coolrate is now 550.
And I boosted the heat cap on the Plasmas to 10,000, and their coolrate is 2500.
I wanted the Azel to be able to fire those beams like a Miranda can fire theirs, and maintain their heat levels in a similar way, especially considering the free no-heat turrets of the Miranda.
For the Romulan Empire!