X: Rebirth

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Realspace

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Eucharion

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  1. Eucharion
    Eucharion
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    I've done a totally new mod:
    REM (Realspace Engines Mod) for Rebirth

    This is an overhaul of all engines, weapons and missiles for BOTH the player and the NPC ships.

    This mod follows the same approach of my X4 REM mod but, since in Rebirth engines for player and NPC are different, I could make it work even better.

    Player ship has the 'bonus' of using more hard-core Newtonian physics. The ship drifts much more and instant accelerations/decelerations are not possible. But boosters last much longer, they can be used as travel engines or afterburners. The duration increases with the level of the engine.

    To help the AI, I left the NPC ships' physics unchanged, they are only faster. This works very well, indeed NPC ships are very lethal.

    To compensate I added a bonus to player's guns. Other then the normal increase in range/speed that all ships received, player's engines received an additional bonus in speed and damage. Otherwise playing in hard mode is quite impossible.

    This mod is an overhaul, it changes everything related to engines, weapons and missiles so it is incompatible with other mods doing a single of these things.
  2. SweetDaggerfall1
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    You can just use the optional files 'RS_Physics_ASSIST' or 'RS_Physics_FULL' without the main file to get a level of Newtonian flight into the game.

    I'm running it with no issues on GOG's latest 4.30 version, with a bunch of other mods (Show Skills, Realisitic Highways, 5km Scan Range etc) and i'm using the 'RS_Physics_ASSIST' version (note this will display as 'RS_Physics_FULL' in your 'Extensions' list, a typo easily changed in the mods 'content.xml' file) as it offers the best balance with the Rebirth engine (i.e you can still scan stations pretty easily with this version).

    There is one small issue to watch out for, if you just use the 'optional' file, so keeping the space lanes in your game, when you exit a space lane you will be thrown full speed in the direction you exit, and need to do a 180 turn at full boost, then full speed to slow to a stop. IF you are not careful about how you exit you could end up thrown into a station. So you need to watch that. Other than that it is a cracking 'realism' mod that is worth giving a good go.
  3. loneirish1982
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    Has anyone had a issue with a Saitek x52? it used to not crash before this mod, now it crashes anytime it is plugged in, works fine without it thou.......
  4. Manulg
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    I love this so far, using the assisted physics. I have one complaint, though: when I leave a superhighway, I get thrown out at appropriately max boost velocity, which is pretty dangerous as there might be stations right in front of the exits Can you make it so the velocity will get set to a moderate amount upon leaving a superhighway? cheers!
    1. amirite
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      Hi there, ever have any luck fixing this? I'm starting to mod the game and having the same exact problem. Autopilot also seems to flip out. Help!
  5. Poacher886
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    The idea of removing the local highways is exactly my thoughts aswell, the problem is, i've tried flying between the zones in vanilla and there are no other ships / enemy's etc to be seen!! thus the space between the zones is not populated, if this was addressed we would have ourselves a game..
    1. Eucharion
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      ships are all there, just use an improved radar range ( it is already in my mod)
  6. CillianRaynor
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    I really hated the highways so I like this even though there's no ships anywhere between stations but there's a problem with courier missions, without the highways, they're impossible to do on time (I mean those with a 6 minutes timer). The only fix I can see for this is either more time limit (what I'd prefer) or a faster boost. As it is as fast as I can go I'm still about 40 secs too late

    Great mod otherwise though.
    1. Eucharion
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      good idea!
  7. Dar0ne45
    Dar0ne45
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    Great Mod, i love the physics, reminds me of the old elite frontier days I hated the green highways everywhere space feels as it should now. Only problem for me is the lack of a map so it's easy to get lost and small ships that I capture cant keep up due to no boost installed (get annoying text message in a grey box "no boost: s class ship") nonetheless good work, Endorsed!!
    1. garydude1991
      garydude1991
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      Im getting the same "no boost" message. Mine wont go away one it comes up. Did you figure out how to remove it?
    2. Eucharion
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      delete the "aiscript" folder but expect ships not using jumpdrive for short distances
  8. tyrantrex
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    Yes we definitely need an update for the errors. More than what's actually happening, I am concerned about what might have happened in this already buggy game with an error message popping up.
    1. ledhead900
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      Is this the error which appears on larger ships about a booster not available? I get that one.
    2. Eucharion
      Eucharion
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      just delete the "aiscript" folder..but live with errors anyway, this mod is a concept that conflicts with the basic concept of the game (that I hate) that relies on these stupid lanes in spaces, so missions, it's like taking a car to go to buy a coffe 50m from home, if you can live with some bugs like missions not working it's ok
  9. ledhead900
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    I suggest an addition be added to this mod.

    ---The Idea----
    I suggest an added feature to the existing engine balance changes in the "Assisted Physics" and possibly FULL" Newtonian" an inertia dampener that ties in with the reverse thruster and possibly takes speed into account.

    What I mean by this is I feel the inertia at times especially for doing missions is too much to deal with trying to dock at a station is extremely fiddly often after coming out of boost even at 80km away I end up going right past what I wanted to stop at and I have to spin around and burst boost to get back to a reasonable normal flight distance (mostly because reverse thrust is useless). Station icons don't pop up until in a certain range and the inertia does not help with finer control.



    What I am suggesting is that "Inertia Dampeners" get fitted to higher class engines say the MK2 + variants using the existing balance change scripts and tie the "Inertia Dampeners" into the reverse thrusters so that when you reverse it takes into account direction and speed then attempts to stabilize the ship faster by applying decent thrust to offset the inertia maybe have higher class engines such as MK3, MK4 be more responsive at this.

    I feel that adding something like this would greatly improve the controllability when you fly somewhere clustered and would even add to the combat because you could kick it in reverse to enable the "Inertia Dampeners" periodicity combined with strafe manoeuvre and roll to quickly change directions of drift while not taking away from the experience of inertia driven physics.

    If anybody has thoughts on something like this id love to hear them.
    1. Eucharion
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      inertial dumpners are exactly what the vanilla games offers. If you want them just use my booster to increase the top speed. It is important to understand that WITH these physics the different engines of ships now make more sense. If you want a more controllable ship then buy the manouvrable engines, if you can manage the inertial drift (but gain faster accelerations) then use the speed engine, or the one in the middle, it's up to you. You can't expect the front thusters to be the same as back thrusters but the slower engines usually have more balanced front/back thrusters, mean front thruster are quite strong, at the cost of less general speed
  10. sheva75
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    Wow the project you are doing here is fantastic piece of work, you almost make whole new game!, this with no lanes and new physics really change the game to much better, also I can increase my fps 15 - 20 more, I wonder is this because lanes are gone?

    I do want to know more about the Ai and Combat what is really changed?,
    Can you describe in detail what changed?

    Regards

    Andy
    1. Eucharion
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      actually I don't know but after increasing the speed of ships Ai seems to be smarter, I also noticed it. I simply changed the physics to all ship's engines, unfortunally since I don't play the game anymore I don't know if the engines have been changed ore added with latest patches. So expect some bugs, mean slow and fast ships even if belonging to the same class
  11. Hariwulf
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    AMAZING!!!
    Just a question/humble suggestion:
    Can you make the physic ( assisted or full ) switchable ON and OFF? Something like a " Hyperdrive Mode "!
    So i could be free to steer like a ninja close to stations and enable the Physics to explore/journey in the outer space!
    1. Eucharion
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      unfortunally not, at least i am not capable of, mybe by Scripting, it would be THE solution since switching the two physics would make very sense