I love it but I have to admit, this made combat so hard for me. I can't seem to keep enemies in the fire line so I had to uninstall it for now. Still, amazing mod and thank you for doing Bethesda's work for them. You legend
I was thinking it would be cool to somehow reduce the mod to vanilla settings during combat but I have no idea how that would work or if it's even possible
Just a heads up, I tried to use this with Starfield Version 1.12.30 and it doesn't appear to work. My ship was stuck at 0 speed when trying to accelerate and not moving forward and when put into reverse the reverse speed would show up, but the ship still didn't really look like it was going anywhere. Boosting fired off but I didn't really notice any visual distance changes.
Imo, A B and C should not be an upgrade. But more of a different types of ships. A class should be fast and small, C class should be slower, but the engine has a lot of power to push the heavy ship.
Therefore, it is best to upgrade A class to standard 180, add more maneuvering speed. Upgrade B a little, and leave C alone. This way, there is fair and balance between different classes. Like you want a fast ship or a tank?
Since this mod only affects the best in class engines, I personally like it the way it is. But your idea sounds good for the rest of the engines there is. Might do this in the future. Thanks for sharing, cheers!
I think of them more of an upgrade. A class tends to be cheaper, so its not so much as you "choose" A class parts, they're just the cheaper starter parts.
That is my thoughts exactly when I made this mod. Yes B and C engines have more thrust for heavier loads, but they also are more powerful which in return, more speed as well. Bethesda should have made the speed for ships based on the engine but also on how heavy the ship is. Not just the engine type.
Actually the classes are not Upgrades, they are supposed to be ship types.
In vanilla, if you want the Best in Slot for the fastest, toughest and most sturdy fighting ship you end up with a mix of class A (highest DPS weapons, fastest engines) and class B components (best Shield, Grav to get past 29 LY). Class C components are actually only needed if you want to end up with a big storage hauler (storage 4000+) and therefore need to get way past the 2500 weight counter, which means you can no longer keep up the manuverabilty with class B engines (with vanilla engine options) or a jump distance anything close to 30 LY with a class B Grav.
For this mod, while I really would enjoy some faster space flight, it would need some reconsidering how the scaling of the top speed works. There are some very good engine options with a power draw of 2 which makes you end up with up to 6 engines on a ship (already in vanilla). But 6 engines makes the stats totally go out of hand at the current state.
More Engine Power = automaticly more Speed ? Nope, that's not how power transition or aerodynamics work. A Boing C17 is double it's weight when fully stuffed (120 t empty, 260 t fully loaded), still no increase of top speed when flying empty... If you'd strap these engines onto a fighter jet like an F22 which is about 1/8 the weight of a C17 (30 t max load) it still would not go super sonic with these engines. And if you strap the engine of an SR71 Blackbird which can go up to Mach 6 onto a C17 it would not even be able to lift off...
It's actually the same thing with cars, pure horse powers do not automaticly translate to more top speed. A Truck (several hundreds of hp) can haul trailers multiple times it's own weight, but still the empty truck without an trailer cannot go 250 kph. On the other hand, a super sports car (having several hundreds of hp too) that can easily beat 250 kph, would never be able to even move a 60 tons heavy trailer.
A fixed Top speed of 180 for class A Engines, 150 vor class B and 130 for class C would be a nice base. Maybe add some extra spice for the top tier versions (having a supercharger or something) which adds some extra juice (accelerating class A to 200, Class B to 170 and class C to 140) while still keeping a difference between the classes making none of them obsolete.
Thanks for your response! The comment that you are referring to was v1 of this mod and is now outdated. The mod has gone through many changes and is very similar to what you are currently talking about. Also you do make a good point, space flight is totally different. More thrust means faster acceleration but for this mod, faster speed. Technically, if the engines are putting thrust out, a ship should continually accelerate to infinite amounts of speed. This would not be fun for this game, so the mod is set here for a better combat experience. I agree though, I need to address the power level concerns on each engine. This will be a future update.
Thanks for the discussion though, it will help make this mod better.
I can't get version 2 working. I am aware the name of the esm was changed and took the necessary steps.
The ships I built with v1.0 all reverted to default top speeds after installing v2.0 I even tried removing and reinstalling engines at the builder, still showing slower default top speeds. Other than changing plugins.txt to the new esm name, is there anything special I need to do when updating from v1 to v2?
Hmm that is strange, do you any other mods that also modify the engines? Sounds to me like a confliction somewhere. Nothing I changed from v1 to v2 would have done anything like that. I first would try putting my mod at the bottom of your mod load list.
I tried again putting at the bottom of the order. The SAE-5660 in version 1 was showing a top speed of 180. After installing version 2 it dropped to 170. I can't recall the vanilla speed of that engine.
Edit: I know the SAE-5660 in version 1 can be 190, but some thrusters seem to reduce top speed. In the info above I only changed versions and looked at my existing ship. No other changes.
Engine UI is bugged and this will need to be addressed when the creation kit comes out. Should not effect the speed of ship engines though. I just release a new version of this mod also if you want to check it out.
Wow. The new version is way too OP for my current ship builds that have many engines, but I can see where it would be great for more conventional ship builds.
Is there a simple way to reduce the speed cumulative effect? Going from 100 cruising speed with 100 mobility to 1500 speed and 10 mobility kind of makes it unpractical to use.
40 comments
Still, amazing mod and thank you for doing Bethesda's work for them. You legend
I reverted back to the original version.
My ship was stuck at 0 speed when trying to accelerate and not moving forward and when put into reverse the reverse speed would show up, but the ship still didn't really look like it was going anywhere. Boosting fired off but I didn't really notice any visual distance changes.
the brake engines dont work
Therefore, it is best to upgrade A class to standard 180, add more maneuvering speed. Upgrade B a little, and leave C alone. This way, there is fair and balance between different classes. Like you want a fast ship or a tank?
In vanilla, if you want the Best in Slot for the fastest, toughest and most sturdy fighting ship you end up with a mix of class A (highest DPS weapons, fastest engines) and class B components (best Shield, Grav to get past 29 LY).
Class C components are actually only needed if you want to end up with a big storage hauler (storage 4000+) and therefore need to get way past the 2500 weight counter, which means you can no longer keep up the manuverabilty with class B engines (with vanilla engine options) or a jump distance anything close to 30 LY with a class B Grav.
For this mod, while I really would enjoy some faster space flight, it would need some reconsidering how the scaling of the top speed works. There are some very good engine options with a power draw of 2 which makes you end up with up to 6 engines on a ship (already in vanilla). But 6 engines makes the stats totally go out of hand at the current state.
More Engine Power = automaticly more Speed ?
Nope, that's not how power transition or aerodynamics work.
A Boing C17 is double it's weight when fully stuffed (120 t empty, 260 t fully loaded), still no increase of top speed when flying empty...
If you'd strap these engines onto a fighter jet like an F22 which is about 1/8 the weight of a C17 (30 t max load) it still would not go super sonic with these engines.
And if you strap the engine of an SR71 Blackbird which can go up to Mach 6 onto a C17 it would not even be able to lift off...
It's actually the same thing with cars, pure horse powers do not automaticly translate to more top speed. A Truck (several hundreds of hp) can haul trailers multiple times it's own weight, but still the empty truck without an trailer cannot go 250 kph. On the other hand, a super sports car (having several hundreds of hp too) that can easily beat 250 kph, would never be able to even move a 60 tons heavy trailer.
A fixed Top speed of 180 for class A Engines, 150 vor class B and 130 for class C would be a nice base. Maybe add some extra spice for the top tier versions (having a supercharger or something) which adds some extra juice (accelerating class A to 200, Class B to 170 and class C to 140) while still keeping a difference between the classes making none of them obsolete.
Just some thoughts.
Cheers,
Nuit
Thanks for the discussion though, it will help make this mod better.
Cheers!
The ships I built with v1.0 all reverted to default top speeds after installing v2.0
I even tried removing and reinstalling engines at the builder, still showing slower default top speeds. Other than changing plugins.txt to the new esm name, is there anything special I need to do when updating from v1 to v2?
The SAE-5660 in version 1 was showing a top speed of 180.
After installing version 2 it dropped to 170.
I can't recall the vanilla speed of that engine.
Edit: I know the SAE-5660 in version 1 can be 190, but some thrusters seem to reduce top speed. In the info above I only changed versions and looked at my existing ship. No other changes.
This might be the simple tweak that was all I actually needed from Starfield's space combat: a BALANCED method of making it all a bit faster.
It's pretty irritating when you download updates of mods and the update doesn't want to overwrite its old data.