Hi, it's not possible to make it compatible for VRO, it would require a completely new mod as VRO modifies the same parameters I do. I might do it one day, but it's not a priority right now, sorry.
Hello. For compatibility with VRO, in your mod need to add an optional dependency to content.xml. But this will cause the S and M engines to have a very fast TD charge (0.5 - 1.5 seconds). Since VRO changes the charging time to a faster one :)
Hi FareMan, it's more that I don't play VRO so I'm not sure how it would affect the balance, I would have to play VRO for a while to get a feel of it and I just don't have the time unfortunately! If someone wants to make a VRO version using the script I've created to auto-adjust the engines then I'm happy to send the file over
Mate! This mod is awesome, however, IMHO the best thing would be if you setup this only for player owned ships. This requires a "watcher" event I assume, which will be triggered if you add a new ship to your company, and the mod will change the modifications for the new ships. On the other hand, great work, keep it up!
- 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
a video would really help give people an idea how it compares
will have to save this for a later playthrough, as I am just trying vro for the first time in my current playthrough, not sure how to feel about it yet, need more time with it. But it does seem to do the opposite of this mod, by slowing things down?
And not sure what I prefer.
I do have issues stopping closer to where I want to stop without auto pilot. It takes time and many practice attempts and more focus to really nail the exact times to slow down to arrive close to where you want manually. So a mod that could help with that, would be very good.
There does seem to be something like that needed in the game, like an extra option for the player to click on a station and set it as the destination even in manual control, so that it would pull up at an ideal distance and not fly past or fall too short. Like auto arrival while in manual control.
Also the idea of saving on travel time after a while is a welcome feature, so that is really nice. Especially if it allows you to switch to a larger ship because you have been holding back, because you want to continue to travel faster and slow ships can be so boring to play when you are in a hurry or short on time.
My concern is how this might impact combat?
Like it sounds great for travel applications but weird in certain combat situations?
I'll make sure I upload a video as soon as I can and reply to this comment so you are aware, I've just been having issues with my recording software.
The stopping distance was the main driver for me to create this mod, going from pre-flight model update to this has been a huge struggle. My modded Moreya travelling at nearly 13km/s was taking 80km to stop which was very unsatisfying.
I've found through my personal testing, I'm enjoying flying the ships again!
Through my testing, combat is barely affected. Most travel drives require a charge up time and this mod doesn't affect that, so you have the same window to shoot them to prevent TD usage as vanilla, and enemy AI seems to prefer boost over TD during combat. If they do get to use their TD however and you are in a slower ship then you do not have that acceleration window to catch them, so you do need to be more consistent with landing your shots when fighting S/M ships.
Otherwise, I've found this mod actually helps your fleet stay in formation. Larger ships have longer charge up time, so the subordinates will already be in travel mode by the time your capital punches it, the AI (and player if using match speed with shift + X) can adjust their travel speed to match their commander, which works in favour of keeping the fleet in formation due to your subordinates being ready to go before your capital ship and not having that acceleration time to skew things.
Wow that video really sold it to me, thank you for showing it as a video comparison and demonstration
I am thinking about playing with this over vro to be honest, just because like you I find it unsatisfying and annoying that I end up using auto pilot more often than I would like to and still it doesn't feel right and would rather be in control and have it be responsive like this
This pulled up so nice on that station with great speedy response, can see myself pulling up more accurately on approaches to dock on a regular with this mod
Was not aware they used boost in combat over TD always thought they were using TD to close distance or get away and it would make them more difficult to engage if they can pull up on you suddenly and make it difficult to maintain your range on large ships that snipe and require easier distance management, you have not had any issues with this combat situation? Like them escaping too easily and fast? and making it difficult to engage for you or them?
I love the match speed assistance for missions like escorting mining ships, this mod should really help with that problem when at times it can be very frustrating to keep up the escort correctly. And some other missions that are time sensitive, this should really help with those.
Thank you very much for this DGSpectreGBR , will definitely be giving this a try. Appreciate your work and sharing with us.
ps: if you ever do this for vro, i'll be very excited for that too, thumbs up
I have noticed some larger ships escaping easier, mainly pirate destroyers that notice your fleet coming and try flee. They manage to engage their TD before your Destroyers get guns on target. The way I've got around this is to assign one or two fast interceptors to each Destroyer, set to bombard. So as soon as the Destroyers get to their target the interceptors hit the enemy ship and prevent it from using TD.
With smaller ships they're usually more eager for a fight, and are taking hits often which disables their TD temporarily so I haven't seen much of an issue here.
I am more than open to refining the parameters as I get more feedback, but one person testing in a game as vast as this is extremely difficult to gather enough data.
With regards to VRO, I'm a bit cautious about messing with it because it's a mod I've never used and I know they've created their own combat balance which I'm unfamiliar with (and it's a lot of work ha).
If I ever find myself using VRO, or the demand is that high for it, I may eventually look into modding their values but that is not my priority right now.
First: Thank you for this great mod - the video truly sold me on it!
I´ll give you a +1 on the demand part for VRO / X4-Reemergence! :D
I am really annoyed with using manual travel drive and overshooting a station / target by 30+ km. I just want my ship to stop like the Normandy from Mass Effect when it comes out of FTL.
I am also thinking of just trying to edit the files myself and just adjust the deceleration part of the equation. Would you mind, telling me what values are needed for this or would it be to many for a post here?
So essentially you're only replacing 2 things. The "attack" value under the Travel parameters, and adjusting the strength of each deceleration "point" during the deceleration curve. I linked a site in the description for more info for how the engine parameters work.
Where it gets difficult however, is it's not just one file you have to change. Every engine has it's own values, so you have to go through and adjust every single engine macro, of which there are well over 100. To add an extra sprinkling of difficulty you can't just blindly copy/paste the .XML patch because Egosoft didn't standardise each deceleration "point" across all engines.
I've been busy testing the mod this week, and noticed a few tweaks I need to make. So at the weekend so since I'll be in the files anyway I'm considering writing a script to make modding these macros much faster. If my script works then I'll be able to do the same for VRO very easily.
I'm one of those who really dislikes the new flight model, this mod alone goes a long long way to making it bearable for me again. Thanks for making this.
Hyperion is my main player ship and it's working fine my end with PAR L All Round Mk1 Engines, it doesn't have a unique engine. Which one are you using on it/are you using the Hyperion from the mod that adds extra shields and weapons?
Ive got no mods for the Hyperion and using the PAR L Travel MK1, speed up working as a charm, but breaking seems stil very very long. I missed a gate where i stoped the drive at 10km with 32km after it.
For some reason Egosoft chose a few engines seemingly at random to not follow their own deceleration curve standards... which means my mod didn't affect those values. There are over 100 files so very easy to miss one with these random parameters, easily fixable but hard to spot.
Please let me know if you notice any more engines with issues!
25 comments
Already tested it in Vanilla.
For compatibility with VRO, in your mod need to add an optional dependency to content.xml.
But this will cause the S and M engines to have a very fast TD charge (0.5 - 1.5 seconds).
Since VRO changes the charging time to a faster one :)
Fixed Erlking and Astrid engines using default parameters. I stupidly placed the files in the wrong folder!
As of this update, the mod should be complete until Egosoft release more engines. Enjoy :)
- 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
a video would really help give people an idea how it compares
will have to save this for a later playthrough, as I am just trying vro for the first time in my current playthrough, not sure how to feel about it yet, need more time with it. But it does seem to do the opposite of this mod, by slowing things down?
And not sure what I prefer.
I do have issues stopping closer to where I want to stop without auto pilot. It takes time and many practice attempts and more focus to really nail the exact times to slow down to arrive close to where you want manually. So a mod that could help with that, would be very good.
There does seem to be something like that needed in the game, like an extra option for the player to click on a station and set it as the destination even in manual control, so that it would pull up at an ideal distance and not fly past or fall too short. Like auto arrival while in manual control.
Also the idea of saving on travel time after a while is a welcome feature, so that is really nice. Especially if it allows you to switch to a larger ship because you have been holding back, because you want to continue to travel faster and slow ships can be so boring to play when you are in a hurry or short on time.
My concern is how this might impact combat?
Like it sounds great for travel applications
but weird in certain combat situations?
The stopping distance was the main driver for me to create this mod, going from pre-flight model update to this has been a huge struggle. My modded Moreya travelling at nearly 13km/s was taking 80km to stop which was very unsatisfying.
I've found through my personal testing, I'm enjoying flying the ships again!
Through my testing, combat is barely affected. Most travel drives require a charge up time and this mod doesn't affect that, so you have the same window to shoot them to prevent TD usage as vanilla, and enemy AI seems to prefer boost over TD during combat. If they do get to use their TD however and you are in a slower ship then you do not have that acceleration window to catch them, so you do need to be more consistent with landing your shots when fighting S/M ships.
Otherwise, I've found this mod actually helps your fleet stay in formation. Larger ships have longer charge up time, so the subordinates will already be in travel mode by the time your capital punches it, the AI (and player if using match speed with shift + X) can adjust their travel speed to match their commander, which works in favour of keeping the fleet in formation due to your subordinates being ready to go before your capital ship and not having that acceleration time to skew things.
(or check video tab)
I am thinking about playing with this over vro to be honest, just because like you I find it unsatisfying and annoying that I end up using auto pilot more often than I would like to and still it doesn't feel right and would rather be in control and have it be responsive like this
This pulled up so nice on that station with great speedy response, can see myself pulling up more accurately on approaches to dock on a regular with this mod
Was not aware they used boost in combat over TD always thought they were using TD to close distance or get away and it would make them more difficult to engage if they can pull up on you suddenly and make it difficult to maintain your range on large ships that snipe and require easier distance management, you have not had any issues with this combat situation? Like them escaping too easily and fast? and making it difficult to engage for you or them?
I love the match speed assistance for missions like escorting mining ships, this mod should really help with that problem when at times it can be very frustrating to keep up the escort correctly. And some other missions that are time sensitive, this should really help with those.
Thank you very much for this DGSpectreGBR , will definitely be giving this a try. Appreciate your work and sharing with us.
ps: if you ever do this for vro, i'll be very excited for that too, thumbs up
I have noticed some larger ships escaping easier, mainly pirate destroyers that notice your fleet coming and try flee. They manage to engage their TD before your Destroyers get guns on target. The way I've got around this is to assign one or two fast interceptors to each Destroyer, set to bombard. So as soon as the Destroyers get to their target the interceptors hit the enemy ship and prevent it from using TD.
With smaller ships they're usually more eager for a fight, and are taking hits often which disables their TD temporarily so I haven't seen much of an issue here.
I am more than open to refining the parameters as I get more feedback, but one person testing in a game as vast as this is extremely difficult to gather enough data.
With regards to VRO, I'm a bit cautious about messing with it because it's a mod I've never used and I know they've created their own combat balance which I'm unfamiliar with (and it's a lot of work ha).
If I ever find myself using VRO, or the demand is that high for it, I may eventually look into modding their values but that is not my priority right now.
I´ll give you a +1 on the demand part for VRO / X4-Reemergence! :D
I am really annoyed with using manual travel drive and overshooting a station / target by 30+ km.
I just want my ship to stop like the Normandy from Mass Effect when it comes out of FTL.
I am also thinking of just trying to edit the files myself and just adjust the deceleration part of the equation.
Would you mind, telling me what values are needed for this or would it be to many for a post here?
So essentially you're only replacing 2 things. The "attack" value under the Travel parameters, and adjusting the strength of each deceleration "point" during the deceleration curve. I linked a site in the description for more info for how the engine parameters work.
Where it gets difficult however, is it's not just one file you have to change. Every engine has it's own values, so you have to go through and adjust every single engine macro, of which there are well over 100. To add an extra sprinkling of difficulty you can't just blindly copy/paste the .XML patch because Egosoft didn't standardise each deceleration "point" across all engines.
I've been busy testing the mod this week, and noticed a few tweaks I need to make. So at the weekend so since I'll be in the files anyway I'm considering writing a script to make modding these macros much faster. If my script works then I'll be able to do the same for VRO very easily.
I only just began modding by making my player character have a different style - so editing 100s of XML files sounds scary. :D
Thank you - again - very much!
I missed a gate where i stoped the drive at 10km with 32km after it.
For some reason Egosoft chose a few engines seemingly at random to not follow their own deceleration curve standards... which means my mod didn't affect those values. There are over 100 files so very easy to miss one with these random parameters, easily fixable but hard to spot.
Please let me know if you notice any more engines with issues!