Anyone else having issues where these satellites will reveal the entire sector map as far as environmental (mineral, gas, etc.) but not show all stations, ships, gates nor accelerators? I still have to fly around and find most everything which defeats the purpose.
If I drop a bunch of Advanced Satellites without the mod, they will reveal whatever is in their range. So what changes when you use this?
Thanks to SoHSaint and Septpas for helping reduce the lag with the original mod too!
100 and 500 times the range of vanilla values (5 000 000 instead of 10 000 and 50 000) is so excessive ! Factions satellites plus your own covering an area that goes way beyond the sectors normal borders can only lead to a massive FPS drop (as stated before).
Easy solution: Just change the values. For Advanced Satellites, 3x the vanilla value (150 000) is enough to reduce the shore of dropping satellites to an acceptable level for me. That way, you generally need 7 or 10 satellites per sector instead of 20-30. They should overlap in order to remove the blank spots between them (due to the fact they are spheres with ever diminishing diameter when going farther from the plane where you drop them). 500 000 would cover most sectors with just one satellite.
So, the line should look like this (or any value you want): Advanced Satellites: <replace sel="//macros/macro/properties/radar/@range">150000</replace>
I use the mod Sector Satellites in conjunction with this one. All is OK. Works with 4.xx and 5.10.
How to get this to work properly without causing massive FPS drops:
1. Download and unpack as usual.
2. Before starting up the game:
- Go into the mod's folder and edit the files inside the subfolders (the are only two files inside a subfolder named "macros")
- Set the value from 5,000,000 to somewhere between 300,000 and 400,00 (no commas, those are just to make the numbers readable here)
The following step can be skipped on new savegames!!
3. Now start up the game and deactivate the mod!!! (or move the folder somewhere else for this step):
- Deactivate and collect(remove) all previously set satellites to avoid over-exploring of sectors (had that in Argon Prime, reduces all stations to one small blue ball on the map...)
- Place 1 single satellite in the centre of any sector you want explored upon loading the save (for example all sectors you had satellites in before removing them)
- Save and exit the game (if you deactivated the mod: back to title and reactivate the mod // if you placed it somewhere else (for example on your desktop): back to desktop and move the folder back to X4's extensions folder)
4. After reactivating the mod / moving the modfolder back to X4's extensions folder you can start the game and load into your savegame
You should now have any sector 's centre uncovered/explored thanks to the one satellite you placed down in step 3 (If you haven't you can do that now :D) The radius depends on the value you entered in step 2. If you used my recommendation of 300000 to 400000 it will be between 300 and 400km (depending on your exact value).
Hope this helps some people out ^^
And in the direction of this mod's author: Please don't just make up values without testing their effects on the game. That almost ruined the mod for me.
It would be better if the first satellite had a radius of 50 km, and the second had 110 km. This roughly corresponds to the values that were in the X3 Terran conflict. Those values that are now - this is cheating.
I halfway agree with this. The problem I found is it compresses the map. So I agree in decreasing the area. But I disagree with cheating. I mean it is, but you know what you're getting.
You should add a disclaimer that this will ruin your save. So much vision will break a lot of stuff. Sectors will expand forever until the game just crashes. Some of the scripts make lists of who can see what. You didnt even add a new sat to do this, so all the sats created by factions will use the expanded range too, which will rapidly fuckup just about everthing.
"You should add a disclaimer that this will ruin your save."
or just pinchadvancedsatelliterange_v0_2from optional files in Sector Satellites by iforgotmysocks, https://www.nexusmods.com/x4foundations/mods/4 Adjust the range to 1000/2000 claim credit as own; profit.
12 comments
If I drop a bunch of Advanced Satellites without the mod, they will reveal whatever is in their range. So what changes when you use this?
Thanks to SoHSaint and Septpas for helping reduce the lag with the original mod too!
Factions satellites plus your own covering an area that goes way beyond the sectors normal borders can only lead to a massive FPS drop (as stated before).
Easy solution: Just change the values.
For Advanced Satellites, 3x the vanilla value (150 000) is enough to reduce the shore of dropping satellites to an acceptable level for me.
That way, you generally need 7 or 10 satellites per sector instead of 20-30.
They should overlap in order to remove the blank spots between them (due to the fact they are spheres with ever diminishing diameter when going farther from the plane where you drop them).
500 000 would cover most sectors with just one satellite.
So, the line should look like this (or any value you want):
Advanced Satellites:
<replace sel="//macros/macro/properties/radar/@range">150000</replace>
I use the mod Sector Satellites in conjunction with this one. All is OK.
Works with 4.xx and 5.10.
Edit: Typo and some removal.
1. Download and unpack as usual.
2. Before starting up the game:
- Go into the mod's folder and edit the files inside the subfolders (the are only two files inside a subfolder named "macros")
- Set the value from 5,000,000 to somewhere between 300,000 and 400,00 (no commas, those are just to make the numbers readable here)
The following step can be skipped on new savegames!!
3. Now start up the game and deactivate the mod!!! (or move the folder somewhere else for this step):
- Deactivate and collect(remove) all previously set satellites to avoid over-exploring of sectors (had that in Argon Prime, reduces all stations to one small blue ball on the map...)
- Place 1 single satellite in the centre of any sector you want explored upon loading the save (for example all sectors you had satellites in before removing them)
- Save and exit the game (if you deactivated the mod: back to title and reactivate the mod // if you placed it somewhere else (for example on your desktop): back to desktop and move the folder back to X4's extensions folder)
4. After reactivating the mod / moving the modfolder back to X4's extensions folder you can start the game and load into your savegame
You should now have any sector 's centre uncovered/explored thanks to the one satellite you placed down in step 3 (If you haven't you can do that now :D) The radius depends on the value you entered in step 2. If you used my recommendation of 300000 to 400000 it will be between 300 and 400km (depending on your exact value).
Hope this helps some people out ^^
And in the direction of this mod's author: Please don't just make up values without testing their effects on the game. That almost ruined the mod for me.
This roughly corresponds to the values that were in the X3 Terran conflict.
Those values that are now - this is cheating.
or just pinchadvancedsatelliterange_v0_2from optional files in Sector Satellites by iforgotmysocks,
https://www.nexusmods.com/x4foundations/mods/4
Adjust the range to 1000/2000
claim credit as own; profit.