X4: Foundations
0 of 0

File information

Last updated

Original upload

Created by

Realspace

Uploaded by

Eucharion

Virus scan

Safe to use

Tags for this mod

About this mod

Realspace Engines Mod
Hardcore space-sim physics for X4, 6.0
COMPATIBLE WITH ALL DLCS: SV/CoH/ToA/KE

Requirements
Permissions and credits
Changelogs
This mod is also part of my Galaxy Remake, see here: https://www.nexusmods.com/x4foundations/mods/1140
It was developed as logical addition to my XRSGE Galaxy Overhaul mod that has huge sectors, but the concept goes beyond that in doing what other ship mods don't do: make ships behave as ships in space not submarines in the sea :-)

Realspace Engines Mod
Hardcore space sim for X4
V 3.1

COMPATIBLE WITH ALL DLCS: SV/CoH/ToA
COMPATIBLE WITH XR SHIPS PACK
Compatible with SHIP VARIATION EXPANSION

NOT COMPATIBLE WITH VRO

What inspired this mod

Even for a futuristic craft, X4's ships have accelerations/decelerations that are totally un-immersive. In "real life" any pilot would become a gelatin at every boost or stop. 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.

What the (OLD) mod offers:
1) There is no real speed limit (there is, but you never get there in actual game). There is a speed limit for assisted flight, still it is quite high.
Since accelerations are not instantaneous you have to manage the top speed or let the autopilot do it for you.
2) Horizontal/vertical thrusters can be used for navigation, there is much less friction (there is none in real space) and they have higher top speed (virtually unlimited). As for thrusters, the basic cheap mk1 has very nerfed performances
3) Accelerations/decelerations are more believable, so don't expect instant stop. Don't go close to an object at high speed and ask for instant stop.
This reflects in the travel mode too, which is still very useful for faster accelerations and for reaching higher speeds (since there are no highways)
4) Boosters don't push speed over the top (there is no "perceivable" top speed with FlightAssistOff), but they last indefinetly. So you can use the booster to better navigate expecially when using FlightAssistOff, their push is much stronger and are a must for fast accelerations/decelerations. Boosters are AFTERBURNERS
5) Mouse wheel throttle is more precise, so you can set smaller increases. Since top speed is higher and inertia is a thing, you need to use small increments when close to a station

NEW VERSION has found a middle ground: ships have significant inertia as in X3 (with engines on), but can stop faster than the old version (still available for those wanting hard-core physics). I had to do it because AI can not manage inertia as the player can do. So this is the compromise to make everything go smooth and still feel the inertia. If we had the player's ship separated, as in Rebirth, more hardcore physics could be used but not in X4, where player and NPC share the same ships (except Xenon and Khaak, where mod's physics are not totally applied).

You can use this other mod of mine that increases inertial speed even more but lets other values such as top speed, travel speed and boost untouched. This mod can be used also alone or on top of other mods such as VROhttps://www.nexusmods.com/x4foundations/mods/1328

Nice review by  Arquebus X on version 0.1.
(after v.1.0 many things have changed, booster properly work as afterburner now)


COMPLETE LIST OF CHANGES:

- Added inertia to all ships, higher in "engine off" mode
- Increased top speed minimum 4x (depending on the version of the mod)
- Reworked booster logic and duration. Mk3 engines have almost unlimited booster that acts as Afterburner
- Increased a lot the power of Thrusters to cope better with high inertia
- Increased the range (speed) of guns and missiles to 4X to cope with the higher speeds
- Reworked all engine's classes and their prices/materials. There are only 3 engine kinds (not 9!)
- Increased shields for bigger ships (M,L,XL)
- Increased all cargo sizes for trade ships only (all classes) to 2X (for XRSGE Universe)
- Increased basic scanner to 10X (300-500km)
- Increased satellites's range 10X (250-350km)
- Changed many small things to help with faster ships, such as: 
* better mouse wheel increments, *larger aim, *superhighway's speed exit, *increased looting distances, *decreased cargo mass, *bigger fight music range, *increased distance for hazard/collision warning, *reduced docking speed in station, *reworked AI skills, *reworked OOS combat
- Longer range scanner are not changed, they are changed in XRSGE. If you use REM alone, you can reactivate it by opening libraries/parameters.xml and remove the <!--   -->

VERSION 4.X INTRODUCES SHIP'S EXPANSION, SEE THE POSTS