Realspace Engines Mod and Ships Expansion Hardcore space-sim physics for X4, 7.5 COMPATIBLE WITH ALL DLCS: SV/CoH/ToA/KE/TIMELINES COMPATIBLE WITH Hyperion since version 7.6.8 NOT COMPATIBLE WITH VRO
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Author notes
You are allowed to make adaptation/patches of this mod but please make REM required
File credits
The models of XR Ships included in the mod are of course not mine, they belong to Egosoft. Thanks to Max Bain that made them available in XR Ships Pack. Please buy X Rebirth, credit the owner/releaser if using them or better go directly to the model's release source: https://www.nexusmods.com/x4foundations/mods/354
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Changelogs
Version 7.6.9
fixed various missing equipments (Wyvern..)
fixed overlapping equipment Terran/Timelines
fixed scout ship missing engine in Paranid plot
Version 7.6.8
added compatibility with HYPERION DLC
reworked Paranid Odysseus E now mounting one more L turret, having more turret's weapon kinds to mount (all kinds) and reworked position of upper turrets
Version 7.6.7
update for users of XRSGE: changed slots for the jump drive
Version 7.6.3
Lot of fixes for Timelines' ships and loadouts (it should be possible to do the entire Timelines game with REM installed).
Very important change in ships' physics. Version 7.50 of the game introduces a kind of friction applied on steering (yaw, pitch, roll etc.) that increases with speed. So the faster you go the bigger this friction. This of course makes ZERO sense in actual space physics. You cold go at almost speed of light and the turning or rolling of ship would require the same identical force as going very slow, you do not apply a force contrary to the main vector when rolling or yaw. This happens on contrary in atmosphere where the faster you go the bigger the friction given by air around the ship, which is indeed used to fly with wings. So I remade the entire steering friction force. Up to top booster speed (2000 ms avg), steering resistance is the same (no increase), while beyond, in travel mode speed, the friction is huge. This is very immersive, travel drive acts as an hyperdrive where ship is pushed in a sort of channel in space so this resistance makes sense. This effect of course is perfect if you use REM Hyperdrive too with its very high speeds.
Version 7.6.1
- added compatibility to all thrusters for racing ships of Timelines
- added better loadouts for ships given or rescued by player in stories (be aware that the Boron mining S ship in Boron plot has only one engine by egosoft's design, not mine)
Version 7.6.0
Reworked all ships and engines to use the new physics added in 7.5 of the game
Made all (vanilla) engines compatible with custom ships added by other mods that use them. No need to "remize" other mod's ships
Version 7.5.8
Removed all egosoft superimposed drifts/delays etc,
added back the inertia after boost removed by egosoft beta 7.5
Version 7.5.6
fixes the bug of some L trader ships being generated without engine or thrusters
Version 7.5.4
Added the reddish colored eclyptic circle in the radar
Added the M Travel engine
Fixed various text errors
Rebalanced use of standard/combat/travel for S and M engines, also optimized to be used with the addon REM Slipstream Drive
Rebalanced use of engines for different classes
Version 7.5.3
fixed some missiles not being "remized" so too slow
Version 7.5.2
I removed the jerk from all S and M ships, left it to L and XL for the moment. Any feedback is welcome.
Version 7.5.1
Nerfed 25-30% S ship's speed
S combat engine has travel (to avoid fleet delays)
Some bug fixes
Rebirth ships have rooms
Version 7.5.0
Adapted for the new features of Beta 7.5, a lot of nuances changed for boosters. Boosters are back for all ships but with many differences
Version 7.2.7
All engines have double travel speed but much longer charge, 20 to 30s
S Combat engine has NO travel speed but has the best booster; this is meant for carrier's ships. For patrol ships better to use the Enhanced engine, that has both travel and boost
REM Inertial NO MORE NEEDED (after long testing I decided to add the increased inertia with F.A OFF to the default REM, no issue with the AI so REM Inertial is no more needed (but can be used as replacer for other overhauls that use the vanilla engines)
Version 7.2.4
fixes the Pulsar missing the engine's slot
Version 7.2.3
removes class-limitations from S and M engines to avoid god-generated ships having no engine
better equipment for starting scenarios
Version 7.2.2
fixed some M fighters mounting no engines (added standard engines to M fighters too)
removed turret slots from production modules (same as in XRSGE)
Version 7.2.1
fixed missing equipment slots
rebalanced stats for auxiliary ships
rebalanced prices for auxiliary and gunboats
Version 7.2.0
fixed missiles not showing in S equipment
fixed missing shield in the Pulsar
Version 7.1.9
defense module compatibility with race-specific turrets
Version 7.1.8
Small fixes to some S ships lacking the race-specific shield
Rebalance of some engines, S combat engines have travel mode back
Big change: the travel speeds have been all reduced. From avg 4000 to avg 2500. This greatly increases the immersion and makes the steering changes by autopilot look less cheaty.
Version 7.1.7
fixed missing shields for non-combat S and M ships
added new category for S and M shields making them specific for: combat/scout/trade ships
added 2 new M shields: Teladi Mk3 and Paranid Mk3
Version 7.1.6
Redone guns and turrets for S and M ships, better distribution of #power or #plasma guns and turrets
Version 7.1.5
fixed ships missing thrusters (because of specific race)
removed XL battleships from Yaki and Scaleplate (they have destroyers)
changed icon for XL miners
Version 7.1.4
Reduced the tolerance towards friendly fire that had been increased
Version 7.1.3
Small fixes
Fixed Missing S and M Paranid/Teladi shields
Added Teladi equipment for sell in Hatikvah shipyards
Changed basic Teladi item (not the advanced ones) to be mounted in all Commonwealth ships
Version 7.0.2
I've added a custom SHIPICONS PACK.
Version 7.0.1
I've added a custom Teladi XL Condor E. Don't know if EGO will release one too, the name was there, for the meantime I did a copy of the other Condor having a lot more turrets and better suited as battleship. Vanguard and Sentinel are both back to be carrier with different role as defence or incursion.
I've REM-ized all new M and S ships too, all guns and engines.
I've turned the old XR Khaak destroyer into an heavy M frigate (EGO added a new Khaak L destroyer) and added it to the various patrols, etc. The ship is very deadly for smaller ships and can be seen in encounters too.
Version 7.0.0
All new ships have been rem-ized, i.e. not only engines and speeds/accelerations. I've reworked the new models to be on paar with REM XL and L ships, having much more hull and shields, mounting more turrets overall.
Since EGO introduced the Colossus E, the previous distinction between Colossus Vanguard and Sentinel (one was a carrier, the other had been changed into a battleship) is no more. They are still both available at both Argon and Antigone. The two, despite being both carriers, are quite different. Vanguard is lighter, has less hull but carries more ships. Sentinel is bulkier (more hull) but carries less ships. Both mount less L turrets now, but yet many M turrets and shields.
Phenix E and Herron E have been both changed (hull, cargo etc.). Phoenix E mounts 5 shields (vanilla: 3), 3 frontal weapons (vanilla: 2) and several additional M turrets.
Prices and resources needed for ALL L and XL capital ships have been doubled. Capital ships are very powerful, more hull, more shields, more turrets and guns.
Version 5.0.2
- various bug fixes
- reworked S hips too, now they are differentiated for role, some are defensive (more shields or hull but less guns), some are offensive (less shield, more guns). Following vanilla philosophy, so Split rely on their superior alloy (hull) rather than shields, Teladi are more defensive (more shield, less guns) etc. The 3 Argon heavy fighters are very different now and have each a role eventually (Quasar and Pulsar were simply crap versions), etc.
-added compatibility with my Reputation Mod so S heavy fighter, Reinforced L traders and the new XL traders can be bought with reputation 20 (not 25), aka military equipment.
- added a lot of encounters of the newly added Xenon XL and Khaak L destroyer, adds also Scaleplate to the encounters.
Version 5.0
- reduces significantly the speed of all ships (except destroyers).
- M/L fight ships are faster than traders
- accelerations are the same as in 4.x, no changes.
Version 4.2.7
- fixed small bugs that made some guns remain vanilla
- fixed the drones having commonwealth construction method in terran space
- reduced hangar for drones in M frigates (drones are powerful, having avg 10 of them in an M ship was unbalanced)
- other rebalances
Version 4.2.6
VERSION 4.2.6 IS ONLY FOR ADDED SHIPS VERSION, if you play only vanilla ships this is not needed.
- changes distribution of XL traders among factions
- reduces the rank needed for XL trade ships to military (not capital)
Version 4.2.5
- fixed small bugs
- increased hull of all L and Xl engines
- increased hull of all L guns
Version 4.2.4
- fixed small bugs
- fixed some weapons not emitting sound
- reworked all M/L turrets to be faster (ships are faster, turrets must be too) and also to be different race to race.
Version 4.2.2
- fixed drones not moving
- Fighting drones have 3x hull, mounts MK3 engines and Mk2 laser. They are very effective against small ships.
- Fighting drones are much more expensive, but less than a well equipped S explorer ship (similar specs, shield apart)
- Lasertowers are also more expensive, they mount very effective beams. Mk1 hull +50%, Mk2 hull -30%
Version 4.2.1
- fixed a couple small bugs
- rebalanced XL engines, also nerfed 25% overall.
- XL travel speed made similar as S ship bc XL can jump, while L keep the higher travel speed bc they can not jump (using XRSGE Jump to Gate mod)
- improved physics for Khaak and Xenon (less inertia and more acceleration)
- reworked shields and performance for Xenon and Khaak
- added one shield and one turret to the P
- added countermeasures and drone space to all L and XL fighting ships, a bit less missiles
- added better engines/thrusters to all drones
Version 4.2.0
- fixed various small bugs
- rebalanced L engines, also nerfed 20% overall
- added various ships, all readapted and rem-ized, original models from XR Ship Pack (thanks to MaxBain!):
the Khaak Destroyer, various XL armored Traders, L armored Split trader, Taranis M2 battleship (it integrates well with the New Titan by having different specs and loadout).
- mostly are XL TRADERS, especially to be used in XRSGE universe with Jump to Gate minimod (XL ships only).
- some XR ships are used as Mk1 versions, or in different role/type of ship than the original, see the descriptions for changes
- reworked role, specs and hardpoints (turrets/shields) for more vanilla ship:
Mokosi is a ship built in all the shipyards of the Commonwealth (read the description), cheap and fast to build, limited cargo;
Shuyaku is the armored L trader that is fabricated by Hatikvah only (Argon/Antigone have the armored Incarcatura), see description of ship.
- Helios E is the armored L ship for Paranid, received one more shield, 2 L turrets and a larger cargo.
- all armored traders require the military license
Version 4.1.9
- fixed the Xenon K's shield that clipped, moved in another place
- final rebalance of all L turrets after ample test capital vs capital
- highly increased hull for all capitals, Xenon even more, to make the battle's times be balanced for such big ships, since L weapons are very strong now
Version 4.1.8
- rebalanced also S shields, following the rule of differentiation (not as much as L) but not having overpowered ones.
- rebalance of all L turrets, as before they are not identical among races, each has its pros an cons (speed, range, rotation, salvo, damage, shield/hull bonus, etc.) but I had to nerf them down, especially beams were overpowered. They still are lethal to S and M ships,
- reduced to half the speed and damage of plasma turrets, they are still very powerful but I tested them in order not to be used against small opponents, now they are fast (5x vanilla instead of 10x) but not too fast. I've differentiated the races for plasma too, as for lasers and beams. They have different pros and cons, some are more effective against shields but less against hulls, some against unshielded, some have longer recharge but stronger bullet, some have more range but less impact, some have a big salvo of ammo but longer cooldown, some the same and more frequent, but less impact, so on. Since one can in practice mount every race's turret (if having rank).
- rebalance of the shield's logic for L and XL, As before, shields are not equal among all races, some are faster, some are stronger. Xenon had too fast shields, I have rebalanced. Still an I is a very fearful opponent, don't engage with a single battleship.
- I refined a better remake of the Titan (must be activated in wares.xml), that had the player's logo and lights still showing over the removed part of the hull. The Titan mounts both L and M frontal guns, making it very versatile.
- Fixed and corrected the xenon K and I, a mismatched file made them not rem-ized so they were slow as bricks. Also I added an XL shield to the K that now mounts 3 shields and is no more a piece of cake.
-Reworked INCARCATURA freighters. I started by doing an additional model but since there are so many identical L traders I decided to use one of each race to make them the Heavy Freighters. This keeps max compatibility save to save, not adding new models even if based on vanilla ones. Now Incarcatura mounts 3 L turrets + various M, and has well 4 shields instead of 2. The two variants have both a very strong hull but sacrifice a 40% of their cargo bay. They carry only 2 S ships. They cost more than other freighters.
Realspace Engines Mod Hardcore space sim for X4 + all ships overhaul 7.6.0
COMPATIBLE WITH X4 7.5 COMPATIBLE WITH ALL DLCS: SV/CoH/ToA/Timelines/Hyperion See the other modules to add to REM: HIGHER TRAVEL SPEED >> REM Slipstream Drive SHIP DAMAGE EFFECTS >> Smoke in the Cabin
NEW VERSION FOR GAME 7.5 AVAILABLE
What inspired this mod
Even for a futuristic craft, X4's ships have accelerations/decelerations that are totally un-immersive. This mod attempts to recreate more believable physics for all ships. Moreover, there is no speed limit in space except that of light. Accelerations, on contrary, vary according to the mass/thrust. So the mod greatly focuses on accelerations and maneuverability to differentiate ships. While crazy high speeds are possible, they totally break the game so the mod aims at fine-tuning a lot of other differences between ships. Plain top speed is similar among all ships.
REM started as a physics rebalance, but today is a BIG OVERHAUL of all aspects of piloting and ships. A lot of features have been added, every single item, gun, shield, model, etc. has been changed. Many new L and XL ships, RACE-SPECIFIC and CLASS-SPECIFIC items introduced by version 7.1.2 revolutionize the game entirely making it closer to X3. Please always read the sticky posts to know what's new.
REM Overhaul has also a lot of new ships from REBIRTH. They have different roles than in Rebirth aiming to fill the gap for specialized ships. For instance there are two different destroyers that serve more as boarding ships than assault, being very weak on the gun side but having lot of resistance (hull and shield). Many ships are also tanked traders/miners of bigger size XL for a rogue universe. Ships are race specific and mount race/class specific equipment, as the others. They particularly shine if you use XRSGE 8 The Expanse where ships can use the jump drive to jump to special big portals scattered on the huge universe.
If REM is too much you can try this other mod of mine that increases only inertial speed with f.a. off but lets other values such as top speed, travel speed and boost untouched. This barebone mini-mod can be used alone or on top of other mods: https://www.nexusmods.com/x4foundations/mods/1328 Since REM version 7.2.8 REM Inertia addon is included in REM.
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Nice review by Arquebus X on version 0.1. (after v.1.0 many things have changed, booster properly work as afterburner now and speed is much more limited)