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Realspace

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Eucharion

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About this mod

Galaxy Overhaul for FL ONLY

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WORKS ONLY IN FL

Features in brief:
* VISUAL ENHANCEMENT OF ALL GALAXY, STARS, PLANETS, NEW MODELS, NO MORE REPEATED PLANETS
* SECTORS ARE LARGER, CLUSTERS ARE SOLAR SYSTEMS, SHIPS ARE FASTER, JUMPGATES ONLY FROM SYSTEM TO SYSTEM, JUMPDRIVE IS XL LUXURY STUFF.
* MANY MORE SUB-SECTORS, SOME AP SECTORS ARE BACK
* SECTORS HAVING SUNS CAN HIDE INTERSTELLAR GATES

Here is what I've done more in details:

1) Taking all my old visual stuff from TC Conflict, AP, Rebirth and X4, I made new visual improvements specifically for FL by modifying all stars, nebulae and planets. All. But I did not only change them, I used them in more logical manner by Implementing any change step by step during the galaxy expansion, I'll talk later. I added about 200 new planets and planetary sceneries, in addition to making all the vanilla ones so detailed you want to land on them 
 
As in my old mods, dreamy nebulae covering a moon are no more (with some exceptions), still I think I managed to keep them visually amazing and less pixelated than vanilla ones

2) changed the ship's behaviour (but did not alter the ships, nor added new ones, to keep vanilla friendly), in a way they do better in the expanded galaxy. All ships move at least 2x faster (so missiles and bullets) but I touched the engine tunings in a way that small fighters keep having a quick acceleration, while other ships are slowly accelerating but can reach decent speed (sectors are bigger, btw).

X3's physics is weird, there is always some friction as in the air but the almost instant accelerations (up to crazy 20G for the M5, I calculated!) don't let it show. When you eliminate engine tunings...it shows. Ships keep going on a vector that derives from the ship's frontal nose but not from the vector the ship was following befor turning. It's like drifting but in a glue...well, we can live with that. Bc big ships can't rotate that quick to see it.

Anyway the big difference is now in the maneuverability and acceleration, in favor of smaller ships, that are faster anyway. More shields for bigger ships. Faster bullets indeed are lethal for big bulky ships. That's all, no op ships whatsoever. I followed the X philosophy so for istance Teladi always aim for bigger hangar also in smaller ships but a bit less performance and maneuverability, etc.

2b) Jumpdrive is very expensive and is XL stuff, to be used by carriers or M2/M7s (Gates are limited to system to system jump anyway)

3) the core of the mod, I've changed and expanded the entire galaxy in this manner:

a) every sector is at least 2x bigger

b) every sector expands in the 3rd direction too, you know, up and down. But it follows a logic: trade stations are close to the height of the gates, while factories are close to resources. 
Let's say you can go through the sector without entering the factories' "orbit". Since jump is very limited it helps to travel at a reasonable speed if you are not interested in that specific sector but just flying by. This helps enlarging the sectors without putting things too far away, still they look much bigger.

c) the orbital sectors' logic has been largely expanded, there are more core+beta/gamma/etc sectors now. They are connected through accelerators or hyperdrive points. I added new sectors too but mostly as orbital sectors for some core ones that are lacking...you know, the poor Family Why, why have they not at least a beta sector? 


d) all alpha sectors coincide with the lower orbit, they usually are the final point of any travel. There is always an orbital planet scenery there and, again, stations are split accordingly, shipyards are close to the planet, the other ones at higher orbits. No more repeated planets, every alpha sector has one single unique planet.

e) in all alpha sectors or other main ones there are many more trade stations . This simulates the economic demand from planets and opens more trade opportunity. It also makes travelling to a lower orbit a viable option that make sense and profit, not just for show

f) the galaxy is made of clusters. A cluster can have one or more solar system, but mostly only one. And every cluster is one nebula scenery and usually one race dominated. To make this realism more apparent I modified the 749 bod (Galaxy layout) to show this logic, so alpha/beta etc sectors are oc very close to each other, but also they are closer to other sectors of the same system, all together being far from other systems (I think it seems more complicated than it is, I'll show a picture of it).

the peripheric sectors are where gates are (imagine the solar system, a gate would be near Jupiter or further away, not close to the Earth) so they work as jump points that are strategically important for each race, while inner sectors are (relatively) safe from incursions. These sectors are where the most battles will happen (pirates seem to like to put hidden bases very far away behind a moon, in those sectors. They like to collect the remnants from those battles 
 Also some threasure is to be found, if you adventure there, hundreds of kms outside the map.. ) Inner sectors is where economy works, thanks to the big demand from planets.


g) each single sector is coherent, any planet has a sense to be there, either is it the orbital version, or is it the remoter one, but same planet (there are some "mistakes" in vanilla FL due to the lacking vanilla planetary sceneries at disposal, but I created new ones). Sectors that are in the same system can have different planets oc, but I looked for having less habitable ones. As we know for now, planets in the universe are mostly gas giants, so I created new models of them. No more lonely moons, they can be habitable oc but are orbiting some bigger planet. I tried to keep this at a logical (visual) distance when possible, considering the limitation of X3's sector's space

f) many AP sectors are back, Borons...to the east...They have orbital subsectors too. Argons and Split too. Xenons and Khaak have their own system

e) since jumping around is not what this mod helps to do, there are a LOT more connections but you have to discover them, close to the suns

3) There are many other modifications in the Globals:
a) Satellites, scanner, etc. are all longer-range to cope with bigger sectors. Other minor stuff, like docking computer working at closer limit (3000)
b) Dynamic faction relationship has been blunted a bit. It still is dynamic, only less black/white for allies are less affected
c) bestbuy/bestsell range increased to 9 sectors


THIS IS THE FIRST BUG-FREE VERSION, NAMELY 1.1
NEW START IS MANDATORY
THIS VERSION INCLUDES AN ADAPTED VERSION OF THE PSCO1 COCKPIT MOD.
I had to change some names inside it to make it work with my mod, but all credits for the cockpit go to the author (files 08.cat)
There is a NO-cockpit version of the TShip file inside my mod, if you prefer. Open it with mod manager and rename the file



INSTALL: copy and paste the whole mod inside X3 main folder, where the exes are, or its content inside ADDON2.
Specifically, 06.cat, 07.cat and 08.cat go in addon2, RealspaceFL_Universe goes in MOD folder inside addon2, script and T folders go in the respective folders inside addon2. Activate the mod at start.
NEW GAME IS NEEDED


My mod largely uses custom music. You have to download this package http://litcube.xtimelines.net/redirect. ... ZoNTQ/view
Or download the additional soundtrack I added in the NEXUS