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  1. krixost
    krixost
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    Hi All!

    Thank you for all the clever peeps and ideas. Some excellent options for anyone looking for more immersive space travel in this excellent Starfield game. Please enjoy my findings and settings below as well as the other great settings others have come up with to match your play style.

    Here is another option for a more grounded style of constant boost more in line with the style of ship thrust we have. Still a little hand wavium but this gives a very realistic feel. This game does HUGE space decently well to be honest. I am a Systems Engineer and science girl in real life and love this space stuff.

    For all of the ship speed modes the throttle control works excellent, so you have granular control within each speed mode. The feeling is good with these speed modes and there is no need to Flip and Burn. The reverse thrusters and computer takes care of the speed control. Hand wavium but we do have reverse thrusters for ship customization so plausible. Still feels great. There is some transitional glaring math issue with the speed change but acceptable since visually the look is fine.

    Foundations:
    - Longer Spaceship Travel (here on Nexus) makes the in system travel cutscenes very nice. Download that. I am also posting the settings below here for the foundations.
    - This will also be newbie friendly. Explanations and instructions are easy to follow.
    - All of your bat text files will go in  Documents\My Games\Starfield
    - I prefix all my bat files a_  so that they stay together. Up to you though but highly recommended some prefix.

    - Create a singular bat file for your start up. You will be using this to add/combine settings for different mods and stuff into. I use  a_startup.txt  for mine.
    - Here is mine and it works great. You may have some different settings for your own but this one is clean and a great start.
    - Make certain the Archive part is at the top.
    - Whatever you named your startup bat file make sure to change it here =>  sStartingConsoleCommand"="bat a_startup
    *remove the quotes "="  to =  this was being stripped in the posting somehow.
    [Archive]
    bInvalidateOlderFiles=1
    sResourceDataDirsFinal=
    [General]
    bEnableMessageOfTheDay=0
    SIntroSequence=0
    uMainMenuDelayBeforeAllowSkip=0
    sStartingConsoleCommand"="bat a_startup
    [Controls]
    fQCZKeyDelay=0.3
    fZKeyDelay=0.15
    *remove the quotes "="  to =  this was being stripped in the posting somehow.

    The Start Up bat file
    - I have some other things in mine so I will not post the entire thing but I will post the part that is important for decently realistic space travel.
    - a_startup.txt
    - near the top
    - ;More immersive travel cutscenes is from Longer Spaceship Travel here on Nexus. Please download and endorse there. The settings are excellent.
    - The smoother section is from posted notes below and a lot of play. The ships are smooth and keeps the combat fair.

    ;More immersive travel cutscenes
    setgs fSpaceshipFarTravelDepartureDuration 8.1
    setgs fSpaceshipFarTravelEndFadeOutDuration 0.25

    ;Smoother and more Consistent ship controls in Flight Mode
    setav spaceshipenginepartmaxforwardspeed 150
    setav spaceshipenginepartmaxbackwardspeed 150
    setav spaceshipforwardspeedmult 50
    setav spaceshipboostspeed 5
    sgtm 1

    Each time you enter Space:
    - As stated elsewhere. You will need to select your ship.
    - The easy method is to scroll out to exterior view of the ship then Console then click on your ship.
    - You should see a GBFM reference with Hex ID.
    - Now exit Console and scroll back to seated view.
    - Now you can easily bat switch speed modes.
    - Although not explicitly necessary you should always set  Flight/Normal mode (bat a_ship_f) prior to landing on a planet.

    Plot Course (Jump while in System)
    - This helps keep our game time respectful. You can travel from one end of the system to the other but over a certain distance the 3D planetary bodies will not render in. The markers appear and the body can be scanned but the 3D object is still simply a marker. Using the Plot Course and Cutscene will always Load and Unload properly in the game.

    Flight/Normal Mode:
    - a_ship_f.txt
    Note: the same settings as our start up bat file
    This mode is for in debris, combat, landing or docking approaches etc.
    setav spaceshipenginepartmaxforwardspeed 150
    setav spaceshipenginepartmaxbackwardspeed 150
    setav spaceshipforwardspeedmult 50
    setav spaceshipboostspeed 5
    sgtm 1
    cgf "Debug.Notification" "ENGAGING FLIGHT MODE"

    Cruise/Orbit Mode:
    - a_ship_c.txt
    This mode is for outside of debris and distances in Meters (less than 0.1 Ls). Speed is up to 50,000 meters per second. In theory a shield should be able to catch/deflect small space dust and rocks. Side note.....plasma exhaust velocity can get to almost 60,000 meters per second so this just about as fast as a ship at Thruster Boost can get to with conventional plasma based thrust.

    setav spaceshipenginepartmaxforwardspeed 50000
    setav spaceshipenginepartmaxbackwardspeed 50000
    setav spaceshipforwardspeedmult 50
    setav spaceshipboostspeed 5
    sgtm 1.5
    cgf "Debug.Notification" "ENGAGING ORBIT CRUISE MODE"

    Super Cruise Mode:
    - a_ship_sc.txt
    This mode is for distances greater than 0.1 Ls. Speed is up to 1,000,000 meters per second.
    Given the crazy distances in space even 10.0 Ls can take some time. It is very realistic though but still not sure how the shield can handle even a small space rock at this velocity.

    setav spaceshipenginepartmaxforwardspeed 1000000
    setav spaceshipenginepartmaxbackwardspeed 1000000
    setav spaceshipforwardspeedmult 500
    setav spaceshipboostspeed 5
    sgtm 3
    cgf "Debug.Notification" "ENGAGING INTERPLANETARY CRUISE MODE"
    1. krixost
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      Optional Update to above and below:

      If you would like to not type in the bat file in the console. You can hotkey the ship speed modes. Change the hotkeys how you would like.
      Here is how.

      Open up StarfieldCustom.ini
      Add at the bottom or above [Controls]

      [Menu]
      bUseConsoleHotkeys equals1
        Note: above should read ....keys=1. That code must mean something in nexusmods. Hahaha

      Save and close.

      Make a new (copy StarfieldPrefs.ini then paste and change the name)
      StarfieldConsole.ini
      Add at the top.

      [Hotkeys]
      F4=setav spaceshipenginepartmaxforwardspeed 150;setav spaceshipenginepartmaxbackwardspeed 150;setav spaceshipforwardspeedmult 50;setav spaceshipboostspeed 5;sgtm 1;cgf "Debug.Notification" "ENGAGING FLIGHT MODE"
      F5=setav spaceshipenginepartmaxforwardspeed 50000;setav spaceshipenginepartmaxbackwardspeed 50000;setav spaceshipforwardspeedmult 50;setav spaceshipboostspeed 5;sgtm 1.5;cgf "Debug.Notification" "ENGAGING ORBIT CRUISE MODE"
      F6=setav spaceshipenginepartmaxforwardspeed 1000000;setav spaceshipenginepartmaxbackwardspeed 1000000;setav spaceshipforwardspeedmult 500;setav spaceshipboostspeed 5;sgtm 3;cgf "Debug.Notification" "ENGAGING INTERPLANETARY CRUISE MODE"

      F4 :: Flight/Normal Mode
      F5 :: Cruise and Orbit Mode
      F6 :: Supercruise Mode
    2. frost3745
      frost3745
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      thank you, no need to download
    3. mrBrain101
      mrBrain101
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      F5 is on quick save, otherwise, awesome, thanks!

      ps: you should add it as a separate mod!
  2. Helxas
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    I believe I've found what is the best current method for intra-solar system travel that eliminates fast travel and the endless Starmap menu grind. It's definitely not perfect, but it is getting close to what I think we'd like to see. Tested in the Alpha Centauri system.

    To begin, while in spaceflight, enter console in third person and click on your ship. You should see a GBFM reference.

    In your My Games\Starfield folder, make make four .txt documents named F, C, SC, and HC - These correspond to Flight, Cruise, Supercruise, and Hypercruise, and are your controls for this method.

    In F.txt, paste 
    setav spaceshipenginepartmaxforwardspeed 150
    setav spaceshipenginepartmaxbackwardspeed 150
    setav spaceshipforwardspeedmult 50
    setav spaceshipboostspeed 5
    sgtm 1
    cgf "Debug.Notification" "ENGAGING FLIGHT MODE"

    In C.txt, paste
    setav spaceshipenginepartmaxforwardspeed 1000000
    setav spaceshipenginepartmaxbackwardspeed 1000000
    setav spaceshipforwardspeedmult 500000
    setav spaceshipboostspeed 100000
    sgtm 1.5
    cgf "Debug.Notification" "ENGAGING CRUISE MODE"

    In SC.txt, paste
    setav spaceshipenginepartmaxforwardspeed 100000000000
    setav spaceshipenginepartmaxbackwardspeed 100000000000
    setav spaceshipforwardspeedmult 100000000000
    setav spaceshipboostspeed 100000000000
    sgtm 3
    cgf "Debug.Notification" "ENGAGING SUPERCRUISE MODE"

    In HC.txt, paste
    setav spaceshipenginepartmaxforwardspeed 100000000000000000
    setav spaceshipenginepartmaxbackwardspeed 100000000000000000
    setav spaceshipforwardspeedmult 100000000000000000
    setav spaceshipboostspeed 100000000000000000
    sgtm 5
    cgf "Debug.Notification" "ENGAGING HYPERCRUISE MODE"

    For the actual spaceflight part,  to switch between, modes you will type into the console bat [F,C,SC,HC], without brackets, depending on which mode you want. It is also possible to set up an AutoHotKey script for each of these.

    You will want to use Hypercruise for bodies 50Ls or more away, Supercruise for bodies 3Ls or more away, Cruise for intra-planetary system travel, and Flight for normal gameplay.

    When in Hypercruise or Supercruise mode, the game is unable to decelerate your ship quickly enough. To instantly stop, you can set engine throttle to zero and enter photo mode.

    Try using Hypercruise until you reach ~20Ls from the target. Stop and engage Supercruise until ~0.2Ls. Engage Cruise for planetary approach.

    Cruise mode is fast enough for bodies 1Ls away and is also responsive enough to decelerate naturally. You'll want to utilize your Boost generously in Cruise mode.

    Unfortunately, using this method does not load planets upon approach immersively. My workaround for now is to quicksave and load every time I approach a new planet.

    Give this a try and see what you think!
    1. Helxas
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      Some notes on things I'd like to look at:
      - Better deceleration in Supercruise and Hypercruise modes. Having to enter Photo Mode is awful.

      - Better spaceship heading control. Ideally I'd like for there to be a "deadzone" in the center of the screen where the reticle does not effect spaceship heading at all - This would be useful in all modes. I'd also like to look at dynamically changing reticle sensitivity for the different modes of travel. At Hypercruise, even nudging your mouse has a big impact.

      - Better target acquisition in spaceship scanner mode. As is, you have to guess at where planets are - All planetary bodies, extraplanetary POIs, and distant star systems should be visible in the spaceship scanner mode.

      - I've got a hunch that some ini tweaks can be used to load in all POIs in a solar system at once. It's a tiny snippet of information, but I saw this ini tweak somewhere: fStarSystemFarViewDistance=20000000000.0. I don't quite know what it does, but it says to me that there may be more fStarSystem ini tweaks. Anybody know how I can look them up?
    2. tankl33t
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      It's official day of inventing manual space gear. Call it TyronGears :)

      I'm also sitting all day long to work out good gears tuning and calling them through console

      Fast deceleration is not working after a certain limit treshhold like around hundreds of millions kilometers speed, my approach was to decelerate on gear9 then gear8 etc.

      Will try your gear also

      btw neutral gear is just:
      .setav spaceshipforwardspeedmult 1

      :)

      time folding is necessity I understand, but for immersion, you can make normal time, set neutral gear and enjoy walking around ship during provided thrust
    3. Helxas
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      Pop these guys into your StarfieldCustom.ini, and put it under [Spaceship].

      fThrottleReverseMinSpeed=5000000000.0
      fThrottleReverseSec=2.0
      fThrottleReverseThreshold=-0.001

      It seems fThrottleReverseThreshold is the most important factor in more responsive deceleration. I'm still tweaking things but I'd like to put forward a mod for a general rework of spaceflight.
    4. tankl33t
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      ; init.txt
      ; init sequence
      ;set your Form ID after finding your ship's Form ID fr
      ; run 'save funclist 1'
      ; find your Ship's Form ID
      ; paste after 'prid' to select your ship
      prid  {Ship's Form ID}
      ; paste after help to show help page
      help Spaceship 4 AVIF
      ; defaults.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 130
      .setav spaceshipenginepartmaxforwardvelocity 0
      .setav spaceshipenginepartmaxforwardacceleration 0
      .setav spaceshipenginepartmaxbackwardspeed 32
      .setav spaceshipenginepartmaxbackwardvelocity 0
      .setav spaceshipforwardspeedmult 27.47
      ; g1.txt or whatever effectively triples the speed for hard engagements
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 350
      .setav spaceshipenginepartmaxforwardvelocity 350
      .setav spaceshipenginepartmaxforwardacceleration 350
      .setav spaceshipenginepartmaxbackwardspeed 350
      .setav spaceshipenginepartmaxbackwardvelocity 350
      .setav spaceshipforwardspeedmult 35
      ; g2.txt for near atmosphere flights - no cruise
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 60000
      .setav spaceshipenginepartmaxforwardvelocity 60000
      .setav spaceshipenginepartmaxforwardacceleration 60000
      .setav spaceshipenginepartmaxbackwardspeed 60000
      .setav spaceshipenginepartmaxbackwardvelocity 60000
      .setav spaceshipforwardspeedmult 10000
      ; g3.txt cruise drive
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 150000
      .setav spaceshipenginepartmaxforwardvelocity 150000
      .setav spaceshipenginepartmaxforwardacceleration 150000
      .setav spaceshipenginepartmaxbackwardspeed 150000
      .setav spaceshipenginepartmaxbackwardvelocity 150000
      .setav spaceshipforwardspeedmult 150000
      ; g4.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 1500000
      .setav spaceshipenginepartmaxforwardvelocity 1500000
      .setav spaceshipenginepartmaxforwardacceleration 1500000
      .setav spaceshipenginepartmaxbackwardspeed 1500000
      .setav spaceshipenginepartmaxbackwardvelocity 1500000
      .setav spaceshipforwardspeedmult 1500000
      ; g5.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 15000000
      .setav spaceshipenginepartmaxforwardvelocity 15000000
      .setav spaceshipenginepartmaxforwardacceleration 15000000
      .setav spaceshipenginepartmaxbackwardspeed 15000000
      .setav spaceshipenginepartmaxbackwardvelocity 15000000
      .setav spaceshipforwardspeedmult 15000000
      ; g6.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 150000000
      .setav spaceshipenginepartmaxforwardvelocity 150000000
      .setav spaceshipenginepartmaxforwardacceleration 150000000
      .setav spaceshipenginepartmaxbackwardspeed 150000000
      .setav spaceshipenginepartmaxbackwardvelocity 150000000
      .setav spaceshipforwardspeedmult 150000000
      ; g7.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 1500000000
      .setav spaceshipenginepartmaxforwardvelocity 1500000000
      .setav spaceshipenginepartmaxforwardacceleration 1500000000
      .setav spaceshipenginepartmaxbackwardspeed 1500000000
      .setav spaceshipenginepartmaxbackwardvelocity 1500000000
      .setav spaceshipforwardspeedmult 1500000000
      ; g8.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 15000000000
      .setav spaceshipenginepartmaxforwardvelocity 15000000000
      .setav spaceshipenginepartmaxforwardacceleration 15000000000
      .setav spaceshipenginepartmaxbackwardspeed 15000000000
      .setav spaceshipenginepartmaxbackwardvelocity 15000000000
      .setav spaceshipforwardspeedmult 15000000000
      ; g9.txt
      prid 0003F7E8
      .setav spaceshipenginepartmaxforwardspeed 150000000000
      .setav spaceshipenginepartmaxforwardvelocity 150000000000
      .setav spaceshipenginepartmaxforwardacceleration 150000000000
      .setav spaceshipenginepartmaxbackwardspeed 150000000000
      .setav spaceshipenginepartmaxbackwardvelocity 150000000000
      .setav spaceshipforwardspeedmult 150000000000
      ; n.txt neutral gear for view standups - with current speed, like thrusters constantly pushed
      prid 0003F7E8
      .setav spaceshipforwardspeedmult 1
      sgtm 1
      what i did find yet that deceleration is more successful when executed from g9 bottom speed to g8 top speed etc g7 g6
      hope someone finds this useful
    5. tankl33t
      tankl33t
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      So there is a way to decelerate to 0 in relatively very small time without photo mode. If you slow down game speed to 0.1 near that 20 LY range to planet after disabling hypercruise, ship time will be localized due to the warp bubble and deceleration will continue as per ship time inside the bubble. What I'm trying to say is that the planet will not move away when you're exiting second Alcubierre bubble end ;)
       From outer point of view it will cost 0sec to exit a jump drive.

      Deceleration time will still be the same as with sgtm 1 or sgtm 0.1 - that is the point, you fold time when you stop
    6. Helxas
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      Great info! When I get back home from work I'm going to check out those other av's you've got-

      spaceshipenginepartmaxforwardvelocity
      spaceshipenginepartmaxforwardacceleration
      spaceshipenginepartmaxbackwardvelocity

      I will also try your deceleration method. Cool stuff!
    7. tankl33t
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      init and engine check on gear3, after that i use your scripts


      its though massacring difficult maneuvre to time warp manual exit as you should approach at right speed also (+-10 mil current speed) , miscalc - and you're in a wait loop to wait to decelerate those 999 999 999. 

      EDIT: sgtm 0.1 does slow the time of the ship unfortunately, though still not very user friendly but working method if you approach at time where your speed is smth you can wait for a deceleration inside the slowmo loop. But it is indeed something encouraging when you sgtm 1 and the planet is still there...

      Glad to help
    8. grungledung
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      could you make a video demonstration of this? im curious as to how it's used in practice
    9. tankl33t
      tankl33t
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      https://v.redd.it/2xguo4k7vvnb1
    10. Graelock
      Graelock
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      Nice! Expanding on this, you can also bind console commands to macros, which would be incredibly useful. Especially if Starfield supports long press versus double press, or short press (haven't tested this). 

      Here is what AleeAelyn posted on Reddit concerning it

      A friend wanted a way to keybind a slowmode in Starfield, so here's
      how you do it, using only console commands and ini tweaks.

      First, open your Documents\My Games\Starfield\StarfieldCustom.ini file (create it if it doesn't exist).
      Add the following:

      [Menu]
      bUseConsoleHotkeys=1

      Next, create a file Documents\My Games\Starfield\StarfieldConsole.ini

      Add the following contents:

      [Hotkeys]
      F1=sgtm 0.5
      F2=sgtm 1

      Concerning your values? For Flight mode, I would suggest each person first run the getav values for their velocity/ speed/ acceleration, so that they aren't losing the max capabilities of their ships. So, for instance, run the following, before specifying a default Flight speed in the F file.

      getav spaceshipenginepartmaxforwardvelocity
      getav spaceshipenginepartmaxforwardacceleration
      getav spaceshipenginepartmaxbackwardvelocity

      Then use the setav to set those values for the F-file. Each ship has a different max velocity etc. You might be making some ships too fast and others too slow. I believe the Genesis I fly is virtually 300, or close to.
    11. Graelock
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      Concerning the POIs, I think it's doable. If you open your scanner in space you can see the planetary POIs, and this may be a perfect way to lock onto them. You don't necessarily want planet POIs always available as that pollutes the screen, as it does in Elite Dangerous. In Elite Dangerous I turn off most of the orbital lines and exclusion zone guides, but you still get the blobs of cicles on the screen for all the destinations, which is alright, since I have most of the noise turned off and I use the filters in the nav panel for disabling a lot of these indicators, such as unidentified signals etc. And tend to only keep visible what I need (stations/ bodies).
  3. Graelock
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    Now, my only question is "is there an actual in-game mechanic for finding planets? LOL It would be a shot in the dark without use of the map. We need some sort of Elite Dangerous-like UI for hovering over bodies, with reticles over all bodies in the system, so that you can at least gauge what they are and where they are.
    1. goblinfx
      goblinfx
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      open scanner
  4. wh5589777
    wh5589777
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    After watching someone's tutorial, I directly entered the 'forceav spaceshipboostspeed' command in the game to try fast traveling within the galaxy. But now I want to revert back to the original speed, and I have no idea how to do it. Can it be restored through the original files? Can someone help me, please? Thank you.
    1. goblinfx
      goblinfx
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      If you haventt played much, use your old save files or reuse code with much smaller values ​​like 300, 500
  5. Todash1999
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    Thanks for this.

    What I did is like others created 2 bat files, one for speed and one for normal. But I have ignored the ship ID as it is not needed. 

    To ignore the shipID, go into photo mode and open the console, then just click on your ship. You will see the ID and as long as you don't click on anything else you don't need to add it to your commands. 

    First run these commands if you want to know the current values for your ship.

    getav spaceshipenginepartmaxforwardspeed
    getav spaceshipforwardspeedmult
    getav spaceshipboostspeed

    Then create your two bat files: 

    Normal speed
    setav spaceshipenginepartmaxforwardspeed #valuefromabove
    setav spaceshipforwardspeedmult #valuefromabove
    setav spaceshipboostspeed #valuefromabove

    Fast speed
    setav spaceshipenginepartmaxforwardspeed 100000000. (or less or more)
    setav spaceshipforwardspeedmult 100000000. (or less or more)
    setav spaceshipboostspeed 100000000. (or less or more)

    Then just go into photo mode as before and click on your ship and then run the bat. 
    eg: bat shipfast

    This helps avoid the needing to redo your batch files every time you start the game due to ship changing IDs. 


    Using this I went from one planet to a moon that was around another planet. It did not seem to work if I got up from the chair, which sucks but it does work getting there. And as for it being only a flat png image, that doesn't matter. Once you get close enough you will get the prompt to open the planet map by hitting R. Once you do that then you can hit R again to scan and land. 

    So no way to get into orbit without landing first that I can tell though. But still very cool.

    I just hope that once the creation kit comes out we can get something that works properly. Ideally there should be a cruising/travel speed that is like 75-90% of light speed. So yes it could still take some time within system but as long as you can get up and do things on the ship, or sleep to pass the time it would be great. And even better if we could set a course so that it stays going in the right direction. 
    1. PedgeJ
      PedgeJ
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      I did what you said, made two files, normal and fast text files in the main Starfiled directory called nor and fast.

      But I don't notice a difference. They show up after I enter them in photo mode but am I supposed to close photo mode?

      the fast text file is this:
      setav spaceshipenginepartmaxforwardspeed 100000000.
      setav spaceshipforwardspeedmult 100000000.
      setav spaceshipboostspeed 100000000.


      the normal text file is this
      setav spaceshipenginepartmaxforwardspeed 150.00.
      setav spaceshipforwardspeedmult 48.75.
      setav spaceshipboostspeed 4.00.

      What could I be doing wrong?

      Thanks.
    2. tankl33t
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      Maybe forgot to select ship by prid ShipFormId
    3. Todash1999
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      As mentioned you most likely forgot to click on your ship to set the ID active.

      Also as I have found out, you do not need to go into photo mode, you can do it directly from 3rd person view. Plus once you click on your ship and enter in the bat in the console, you can close the console and it should be selected next time you open the console at the end of the trip. 

      So

      • 3rd person
      • open console
      • click on ship
      • type bat fast (or whatever you called it)
      • close console
      • fly until close enough or you get bored
      • open console in 3rd person view
      • type bat slow (or whatever you called it)
      • You are back to normal. 
      Be warned though as others have mentioned it takes forever to slow down. If you need to come to a stop then just power down the engines and go into photo mode, that will bring you to 0 speed.

      Although I do really like the comment by Helxas that has a few different levels of speed. I think I will end up adopting that method.
  6. HeyJoeHUN81
    HeyJoeHUN81
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    Well done for working on mods like this already, that's great! :)
  7. noirpocs
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    Anyone know how to set the speed of the space ship to 0 ?
    Like bring it to a full stop ? 
    when travelling at 10000000000 LS the speed decreases very slowly 
    maybe someone knows a command to become immobile ?
    help i am drifting in space...

    EDIT :  PHOTO MODE
    1. tankl33t
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      .setav spaceshipenginepartmaxbackwardspeed {same value as for forwardspeed} 

      one thing is that spaceshipforwardspeedmult should be applied on top of other settings, its a derivative, or an equation result, so changing maxbackwardspeed or maxforwardspeed implies a recalculation (reapply) of spaceshipforwardspeedmult

      also on spaceshipforwardspeedmult topic - it seems to wear off after you stood up from the pilot seat for a view and sat back to chair - spaceshipforwardspeedmult should be applied again
  8. TheRealZNC13
    TheRealZNC13
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    I just travelled seamlessly from Earth orbit to Moon orbit at 3068km out in just seconds and I can use my scanner to see the Industrial Outpost marker on the surface.

    One problem I had is that it is somehow not fast enough to travel 1000 light-seconds away to the other side of the system at a reasonable pace even when I tried with all three settings maxed out at exactly 999999999999999999999.

    However, I gave it a go towards Jemison and had an issue being forced to throttle up and down to accelerate at FTL speeds, but I eventually reached my destination 1000ls away in less than 15 minutes, proceeding to blow right past the planet ending up further away from Jemison than I started because I couldn't slow down...

    So I realized that acceleration or slowing down is a huge problem, it feels like there is no reverse thrust at lower speeds like sub-light and you can't flip and burn with the way your ship magically turns in-game at sub-light so I'd end up doing a loop of shame around the planet but not always.
    The solution here is to revert to normal ship speed once I'm close but I don't have one for the problem I had above with FTL travel other than flipping half way through your journey which I have not tried yet because it would take ages.

    Overall, this is still definitely worth checking out and it feels worthwhile to explore close planets & moons using it...
    Though I do still feel like I need to find a slightly better way to slow down so that I can easily dock at space-stations instead of shitting myself while barely missing them at 15,090,000 m/s which is a little stressful for me. It is genuinely terrifying seeing it zip right past you like nothing.

    You can travel seamlessly to dock with space-stations, it is very cool.
    1. Helxas
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      Testing in the Alpha Centauri system, I successfully did a flip and burn approach from Gagarin to Bondar. It's very tedious, as celestial objects are moving in system relative to their position to their star, so you're trying to approach a fast moving target at mind boggling speeds, backwards. I had to start my flip and burn about 20% of the way into the journey because of how slowly ships in this game decelerate.

      This ultimately turned out to be moot, as Bondar was not loaded in at 4000km. I would have needed to fast travel to Bondar to load it. Interestingly, it did put me in the Bondar planetary system on the Starmap. Makes me think that the instances are indeed connected to distance.

      That said, I also tested in the Jemison planetary system and was able to move between Jemison and its moon, Kurtz, just fine. I have also travelled from a planet to a derelict ship in orbit. Maybe this sort of travel is best suited to intraplanetary system travel instead of interplanetary travel.

      With the script extender, I'm imaging it would be possible to trigger these ship actor values to distance to the target. So say you're 500 Ls away from the target, it sets spaceshipenginepartmaxforwardspeed 100,000,000,000,000, keeps you there until 10 Ls, drops you to 100,000,000 until 1 Ls, and then to 100,000, then smaller and smaller progressively. Also, xEdit / CreationKit should allow us to push these actor values even further. This would make approaching far away targets much easier.

      What I don't know, though, is how a mod could load the new planetary system once you approach it. Elite: Dangerous puts you through pseudo loading screens when you get close enough to a system. Fallout 4's elevator pseudo loading screens might be an option? EDIT: The star of the system itself loads in when you get within ~20 Ls of it, so I think planets could probably work the same too!
    2. TheRealZNC13
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      Woah thanks for letting me know that's interesting!
      Yeah it does also look to me like it'll do for intraplanetary flight right now but hopefully when the CK drops we should be able to find a workaround for the rest :)
    3. rodr
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      Oh, I can already see people charting the orbital speeds of every single celestial body and creating these complex online calculators for setting headings and speeds! XD
    4. skully172
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      I did some testing and found some things out. I was going from Altair III-c to Altair I, which was about 4000 lightseconds away. I ended up reaching a top speed of 3 billion, which was about 10 lightseconds per real second. The star itself, Altair was closer at around 3000 LS so i went for it. Took me about 20 minutes to get there if not a little more.

      Heres some things I found out:



      • The star is fully modelled and animated, it poped into existence when I was a couple LS away, looks pretty good. (it is also hollow but you can see the external star effects when you're inside)


      • The entire system seems to be one map, as I could see all of the UI indicators for the other planets and moons updating as I moved. Some of their names apeared as I was getting closer.


      • Seems like other stars aren't part of the map. BUT i found out that the distance to other stars is calculated based on your actual position within that system. PORRIMA was showing on my scanner since I had a quest there, it started at 2,905,943.42 AU, but if you save and reload it updates and it showed 2,905,936.07 AU after i got past the star; 7.35 astronomical units is equal to approximately 3,666.15 lightseconds.



      • The positioning of the planets does not correspond to the map's positioning, as two planets that were close to each other on my hud at the other side of the star system were nowhere close on the map. (But this is obvious since the map is just a representation)



      • Photo Mode stops you dead in your tracks, good for when you wanna slow down to reach a planet


      • I entered a moon where they had a battle going on, I entered my bat command and the sounds and radio chatter instantly stopped, when I tried to target them from far away it didn't track them. BUT I went back to the moon and tried to tag again and the troops were still there, I selected a friendly unit from 0.3 LS away but I couldnt hail that NPC from that far, I got back into that zone, about 15km away and the battle resumed, i could see the individual ship icons moving at that point and could hear radio chatter, could also hail at the ships, seems like the AI stopped while I was gone. So it seems to be a "regional" thing where if you are too far, things stop happening. I also got some weird UI with info about one of the enemy ships but all the info was empty.  I also selected something named "SE AREA TRIGGER" which seems to be the area in which you spawn at when you are orbiting a planet. I also selected "SENSOR CONTACT" which had a white icon that I could fast travel to, did it at 190km away.

        UPDATE:




      • I went from Deimos to Phobos on mars and all the ships and were there at phobos when I got to it and were interactable. So its fully functional!!! It still shows my player icon on deimos, but when i open the map It opens straight to phobos, so it knows i'm in that area.


      • I also went to mars and at about 1500km it allows you to open the planet map and select a landing zone.


      • Strangely, when I went from mars to earth, earth was totally invisible.

        I can see a future mod where you simply select a planet within that star system through the map, then It gets centered to your screen so you don't miss it and you can travel at max speed with some screen effects and animation happening, and when you are about 1000  kilometers away It would slow you down to normal speed and give you the normal gameplay. Maybe if the max speed is not fast enough you could repeatedly teleport the player.

        I think the devs must have tested this, but they went with a different approach because of the majority of gamers and its ease of use. It must have been! Cause its basially almost fully functional.


      Here's my bat file contents:

      setav spaceshipenginepartmaxforwardspeed 1000000000000000
      setav spaceshipforwardspeedmult 1000000000000000
      setav spaceshipboostspeed 1000000000000000
    5. SWAGGGG113
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      You can instantly go down to 0 Speed if you lower the speed bar all the way down to 0 then go to menu and open up photo mode. then close photo mode and go back to the game. Voila you're at 0 speed.
  9. Enrize
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    Anyway there is nothing when you approach planet marker. :(

    1. nilske1987
      nilske1987
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      nope pointless mod. its a png
    2. skully172
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      I tested it on other systems and it worked flawlesly, planet loaded perfectly and etc. Maybe it has something to do with the sol system? Or maybe planets that are way too far don't load? and they are 3d objects not pngs
  10. Bastera
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    Okay, so I get the planets are just jpegs and not actually physical objects, but this is a great step forwards.
    Once the CK is in, these settings will be mappable to a button, or combination thereof, and there will be ways to hide the loading of the planet into the flight. 
    What was it they said? One small step for man? 
    1. skully172
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      No, they're 3d, you can test it if you want. They just don't have collision