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About this mod

This is a (yet another) rebalance that aims to bring the combat of Elite Dangerous (or well, most of it) into X4. It does this by introducing FSD-like Travel Drive, all 8 classes of shields ranging from E to A, fixed and gimballed weapons, changing ship speeds and boosts and more

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Permissions and credits
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Next update+modular engines version coming after 7.5 update!
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For a full stats overview of weapons and shields, a google spreadsheet will be arriving soon-ishly at this location (I've yet to finish it)
(also yes that screenshot is terrible please dont judge me im not a photographer for a reason)

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Here i will write down all the things i have made to realize this mod as much as possible (with macro editing at least, have no idea how to model stuff YET):

1. Travel Drive now functions similar to an FSD; 20-30 second charge after which ship get propelled almost instantly to 10+ km/s speeds (S: 13000 m/s, M: 15000 m/s, L: 18000 m/s, XL: 20000 m/s. Sentinel variants and some other anomalies will slightly or drastically deviate from this)

2. Boosting now propels you to only 3x the standard ship speed and consumes much less shield capacity over time (S-M: 40 s, L-XL: 120 s)

3. All-round thrusters deleted from the game, ships now feel more sluggish (Especially M ships) and the differences between yaw, pitch and roll are more expressed

4. Ship speeds and acceleration have been drastically reduced

5. 3 classes of weapons, each with their respective fixed and gimballed variant (And for some turrets i guess) (S ships have class 1-2, M have class 2-3; not all ships have access to higher classes and not on all weapon slots eg. Asp can only equip class 1 weapons while the Ares can equip 2 of its weapon slots with class 2 weapons).
Also some new weapon sfx recorded from Elite Dangerous have been added ( pulse and burst laser, railgun, plasma accelerator), however some of these sfx possibly wont be perfectly aligned with the actual weapon's fire rate so it may trigger OCD in which case, im sorry (possible example: Pulse and burst lasers)

6. 8 classes of shields with each class having a rating from E to A (S ships have classes 1-3, M ships 4-5, L ships classes 6-7, XL ships class 8; not all ships can have access to all the classes eg. S civilian ships have access to class 1 shields while S military ships also have access to class 2 and 3 shields).
Also all ships who had more than 1 shields has had one shield removed for balance reasons.
Also also includes Bi-weaves and Prismatics.

7. Made all weapons, shields and engines hittable (Although the game is a bit funky with targeting S-sized surface elements)

8. Good missiles (potentially too good, need more varied feedback other than myself)

And that all i could remember to write about for now

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Compatible with all DLC-s, theoretically you dont need them at all, but you will lose some features if thats the case.
Not compatible with any other rebalance mods, mods that alter vanilla equipment prices and similar.
Mods that dont touch combat at all are compatible.
Ship mods and weapon addition mods aren't compatible

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Feel free to share any feedback, positive or negative, just please make it some useful constructive criticism because what do i get from "I hate what you did with the shields"? You can start with this question that im indecisive about: Do i add the faction-specific weapons (Muon Charger, Meson Stream, Ion Blaster etc.) and rebalance them or do i keep them removed from the mod?

Additionally, feel free to post any suggestions that you think might make the mod or a certain aspect of it better and ill see if i like it.

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Current bugs that i noticed:
Some added sfx arent properly aligned with the weapon effects (ill fix it when i find out how to do it.)


Current plan for The Future:
1. MAYBE add class 4 weapons SOMEWHERE (Im very unsure if they might break this mod's combat balance)
2. Add Pacifier Frag Cannon and possibly add Guardian Gauss Cannons as a terran weapon
3. Maybe take a deeper look at mine balance (Cuz i use them so little i almost forgot about them)
5. Find out how i can make the imperial hammer fire 3 times with one charge

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Patch notes:

Standard Version:

1.02 (same with both versions):

1. Changed some attributes of weapons:
-> All Pulse, Burst and Beam Lasers:
        ++ Damage doubled
   
-> 1F Frag Cannon:
        -- Increased bullet spread (2.5° -->5°)

-> 1G Frag Cannon:
        -- Increased bullet spread (2.5° -->5°)

-> 2F Multi-Cannon:
        ++ Increased ROF (5.882 -->7.143)

 -> 2G Multi-Cannon:
        ++ Increased ROF (6.667 -->7.692)

 -> 2F Cannon:
        ++ Slightly increased ROF (0.4202 -->0.4608)
        ++ Slightly increased speed (959 -->1051)

    -> 2G Cannon:
        ++ Slightly increased ROF (0.4405 -->0.4808)
        ++ Slightly increased speed (800 --> 875)

    -> 2F Frag Cannon:
        ++ Slightly increased ROF (4.545-->5)
        -- Doubled bullet spread (2.5° -->5°)

    -> 2G Frag Cannon:
        ++ Slightly increased ROF (4.762 -->5.263)
        -- Doubled bullet spread (2.5° -->5°)

    -> 2T Frag Cannon:
        -- Increased bullet spread (2.5° -->5°)

    -> 2F Imperial Hammer:
        ++ Reduced reload time to 0 seconds

    -> 3F Advanced Plasma Accelerator:
        ++Decreased heat per shot (1100 -->700)

    -> 3F Frag Cannon:
        -- Increased bullet spread (2.5° -->5°)

    -> 3G Frag Cannon:
        -- Increased bullet spread (2.5° -->5°)

    -> 3T Frag Cannon:
        -- Increased bullet spread (2.5° -->5°)

1.01:

1. Added all the weapons and turrets to terrans and pioneers
2. Changed weapon tags to highpower to more easily see which weapon slots can equip stronger weapons
3. Fixed instances where ships have certain weapons equipped on incompatible slots
4. Fixed plot-spawned ships (eg. Velvet Thunder, Delilah's Swansong, Litigious Rodent) having imbalanced vanilla equipment

1.0:
+Mod is now at the mercy of the public


XRSGE Version:

1.01:

+Mod version released
This is all i got to say currently, if you're interested, go and try it out (And then find out it feels like "just another rebalance" like how i feel with VRO)