All the ai npc ships use the jumpdrive if installed and use the portals as arriving point. To avoid conflicts, lags and general slowdowns that happen when you add the jumping function inside the general move scripts, I edited the main commands. So ship will jump when one of these orders is given (by player or by ai) or with some internal orders:
- dock to .. - fly to position or fly to object (station, ship) - follow.. - various patrol commands, both as default or as direct order (defend) - various attack orders, attack single ship or in range - both default routine for trading and mining (these requiring the expert level to jump to several sectors anyway) - many other internal orders such as the defend leader ship or seek for enemies
I've done two kinds of coding for each file: one for player's subordinates, one for ai npc ships. While ai orders are melted within the single order, for the player I made the jump part be a separated order that is added before the specific command, so if you e.g. command a ship to dock to a station, two orders will be executed, the first one is a fly to (with jump). This has changed a bit in latest updates
I've added a small chance that the jumping fails and you end jumping to an anomaly instead of a portal (which is a structure that surrounds an anomaly indeed), the chance is minuscule for npc ai while is a bit more for any ship where the player is on board.
I've also worked on a routines, i.e. the ship will make multiple jumps if the target is very far, using all the portals it meets along the path. After each jump there is a cooldown phase that is shown by various effects and messages in the cabin, if player is on board, or external effects if not.
Some orders have simplified routines, for instance the trade/mine routine have a single jump only (no repeat) because these commonly have a range of max 9, so no need to overdo. Of course if you want a ship to go beyond that you can command it to fly, it will perform multiple jumps up to destination (if a portal is closer than destination).
All ships having a jump drive can jump TO a portal, but player and subordinates can also perform FREE jumps FROM a portal. A little bonus for the player that should not be too cheaty but allows to speed up things. When close to a portal (within 8km) you can activate the special commands (already in previous XRSGE). Start guidance using the map, when map closes the jump menu will appear.
New is instead the jumping suite of commands that you can use for your subordinates, by calling them:
This allows to speed thing up because subordinates will use the portal as STARTING point to reach you: - will jump and follow (but not join squad) - will jump and join - will perform an EMERGENCY jump! (very useful..) - will jump to you as fast as possible - last order is disabled for now
The idea behind the emergency jump is of course that with the jump drive the ship needs a portal to focus a long jump but can make an unfocused very short one to escape. It will indeed jump to a few kms and will do only if the player commands it. This emergency jump will totally drain ship's shields...so be careful.
I wrote the suite before working on the many ai scripts, so some of these are a bit redundant (if you command any ship to follow, it will jump to a portal first if shorter, anyway). But these special commands allow the ships to perform FREE jumps, i.e. to points in space where the player is, so combining the two (first jump to a portal then command to jump to you, you can reunite your followers in short time (with 2 commands). Hopefully not too cheaty..
I've also injected in many commands, and in the general moving command either, the function TRAVEL to END that should make the ships more reactive in using the travel drive up to destination. This latter is to be tested, but in conjunction with jumping that is used so often the travels will be shorter for sure.
I've released the patch 8.2.3 With this patch: - video notifications are optional, you can thick the box in the command's interface. Default is silent. If you have a large fleet, notifications can be a spam
- added ship's name to the hud notifications - removed the bug of player jumping to ANY station (already in patch 8.2.2) ------------------------------------------------------- !!! PLEASE DELETE EXT_03 IF YOU HAVE IT IN YOUR MOD !!! -------------------------------------------------------
Patch 8.2.4 With this patch: - hud notifications (texts) are also optional (as video comm), by default they are silent, you can activate them clicking to expand and inside the order Fly to - Jump
- added compatibility with Hyperion (delete the compatibility-patch if you added it) - many small fixes - removed ALL BIG DISRUPT ZONES (let alone those around planets and moons, sun coronas and gas/roids pockets, debris fields)
Reason of change? The disrupt zones are recorded in the save file when a ship enters them so the save file ends being bloated. It causes NO LAG, only a big save file.. The alert for player remains so as the disrupt for AUTOPILOT when close to stations or asteroid or to mine fields, for player only. If you fly without autopilot you can travel inside asteroids as a good pilot. Your pilots do it too. I will re-add some small no travel zones in strategic places. These were nice also to make ambush to ships to board... NO MORE NEED OF THE "Travel as No tomorrow" mini-mod.
How to update an old save? It should happen automatically but if you want to mess with the save to remove the leftover of the disrupt zones, do this:
1) backup your save file 2) extract it and open it 3) delete every <influences> and every </influences> (be aware, influenceS..with S final). This can be automated, so just a few clicks 4) save file and zip it again in the correct forma gzip 5) in game, of course after loading the modified save, save it again and see if the size has reduced (it should significantly)
Or you can simply check the new save after the update, it the file has reduced then the above procedure is not necessary
Ok guys I think I can confirm the Black Hole Sun glitch for NE superhighway
I found another superhighway that makes this strange thing, in Great Profit IV, the north-west superhighway. It had overlapping entrances but also after fixing them the ships got stuck, the only way to solve it was removing it and moving the gate closer to the others. I'll do the same for Black Hole Sun superhighway.
I don't see any other superhighway making this glitch but please take a look in some advanced game of yours...I don't mean a couple of ships stuck or the patrol ships awaiting at entrances, they could take long time close to a gate, I mean something biblical as in the picture above
I found the cause for black hole sun glitch, but not for Great Profit one. I decided to remove the NE superhighway in B.H.Sun anyway, it brings no real strategic or cosmetic change on map. Please keep an eye on any other entrance where the glitch could happen...checking all superhighway's entrances is beyond my two eyes only
-------------------------------------------------- Download the PATCH for The Expanse v.8.2.7 - small various fixes - removed a superhighway in B.Hole Sun and one in Greater Profit (gate moved accordingly) Ships could take long before returning to their course, I think the AI must reset. If you want to speed up things, you can use the cheat mod, selecting the ship/change ownership (set faction) then by targeting one by one each stuck ship you can re-assign the race to each, identical as it is. This will make the ship restart the commands and AI.
MOD REPACK version 8.2.9d FIXED PARANID PLOT There are many small fixes. Subordinate ships following a leader with attack command will not have a fly_to (jump) anymore, only the leader will have. They remained waiting at the destination sector, so had to change it. If you started the Paranid plot, it is enough if you load a save one step before you go scanning the monument with space suite
Please update also STARS (patch provided, very light) and REM Hyperdrive (for better behavior of big ships at gates)
MOD REPACK version 8.2.9e For now, I've removed the jump action from ships that are in formation. Single ships will jump normally if jump drive is installed. - formation leader will not jump, this should fix subordinate patrol ships stuck at gates and mining/trading subordinates - reduced sector-range for advanced mining/trader - various minor fixes ------------------------------------- I had an idea, so download also latest PATCH 8.2.9f
The PATCH is to be added after you downloaded the full repack version 8.2.9e. Then replace the Ext_03
I added the OPTION to activate jumpdrive for the formation leader. Open the order window and check the option "J U M P "
By default the leader won't jump (to avoid leaving subordinates behind) but as soon as you thick the option, even if the ship is already moving, it will stop and jump instead. Subordinates are not restricted, they follow the ship without jump but if you command them to" fly to" or "dock" they will jump alone (if they have the jump drive installed, of course).
The JUMP option for the leader is available also for other orders as attack and follow. If the ship is not a leader, the option makes no difference ON or OFF, the ship will jump if having the jump drive.
New mining/collecting stations by sprIder integrated inside XRSGE. Stations are generated at start or built with time in current game. Helium stations are built in solar sectors, ice mines are built in far sectors as oort belts etc., far from the sun. Ore and silicon mines are in medium to far sectors. All stations are not in the core of the sector.
I also added the ships sprIder re-made as traders, i.e. normal miners that act as trader instead (as in Rebirth). They are added to the jobs and to shipyards to buy, player can build them too. There are some XL traders too, made from the auxiliary ships. I integrated them with XRSGE by adding the jump drive and updated them to version 7.6 of the game.
To make these ships have even more meaning, I decided to REMOVE the jump drive from mining ships. I see the mining ships as specialized bulky ships not made for galaxy crossing. Now that these mineral/gas traders are available and can jump. If you use REM, it adds some XL miners from Rebirth that have big storage and can jump.
Remember to sell the jump drive installed in your miners before updating the mod ;-)
I DON'T LIKE THE TRAVEL LIMITATIONS IN ASTEROID FIELDS ETC. I made small mod to remove them; for a piece of cake experience in The Expanse. Download in the optional files. Install it as another mod... SINCE VERSION 8.2.6 TRAVEL DISRUPT IS LIMITED TO PLANET'S LOW ORBITS, GAS POCKET, DEBRIS AND SMALL DENSE ASTEROID POCKETS. NO NEED OF THE MINI MOD TO REMOVE THEM
ADDING JUMP DRIVE TO CUSTOM SHIPS BY OTHR MODS ? Other ships mods can not work out of the box, but adding the software is very easy and everyone can do it in new ship mod's folder after extracting it and removing the cat file. Add the following to XL ships in the <software> ... </software> space <software ware="xrsge_software_jump_xl" compatible="1" /> Add the following to L ships in the <software> ... </software> space <software ware="xrsge_software_jump_l" compatible="1" />And the same to S/M ships with: <software ware="xrsge_software_jump_s" compatible="1" />
CAN IT BE USED WITH VRO ?
Yes, but use REM Hyperdrive and set dependency of Hyperdrive from VRO as optional, see in the mod's discussion. If VRO does not add new ships, you still need to make XRSGE load after VRO or the jumpdrive won't be available and probably a lot of AI issues will occur. So set also dependency of XRSGE from VRO, as optional of course. Adding this to XRSGE's content.xml should suffice (I will add too in next update): <dependency id="ws_1696862840" optional="true" name="VRO"/> Always check that the ID is correct in latest version of the mod you use. As general rule, XRSGE is an overhaul that has to touch any aspect of the game, so making it load AFTER any mod you use is a good idea to avoid bad conflicts. My mods are internally related with dependency, so do not need any change XRSGE-->REM Overhaul-->REM Hyperdrive and the various smaller ones. Other mods that could potentially conflict must ALWAYS have the dependency (optional="true") in XRSGE to be sure that XRSGE is loaded AFTER.
Im unclear if this is related to XRSGE or not, but after a few hours of a new game I noticed all ships entering Black Hole Sun IV getting stuck at a highway when trying to exit. Even when I reassign my ships route to exit a different gate, it gets there, then turns around and goes back to the stuck gate and stops there. I havent tested without other mods yet, but wanted to see if this was known, with a solution before going there...
EDIT: Resolved: This issue is due to Kuda AI Tweaks.
Using AI mods on top of XRSGE and Hyperdrive mods means trying to break the game :) If you want to do it anyway, please add the DEPENDENCY in XRSGE (See above sticky)
I saw that you added modules for mineral/gas traders and stations in your latest releases. I thought the non-space features were in REM OVERHAUL and that XRSGE was dedicated to everything related to space and sectors. Would you be able to create a more maintainable version of XRSGE with exclusively "space and sectors" features? Don't worry, I will completely understand if you refuse, given the amount of work you've putted in, and I won't be offended :-)
But maybe I will make a smaller-scoped mod to increase space size (or a patch for XRSGE, if you're okay with it) :-D
If you do it I can upload it here as a patch. Removing ships is easy, just remove their entries in the macros. Also redoing wares.xml will do. If you do it as a patch, not a separated mod, you can simply take those two files from xrsge, remove the entries, then pack them with a number higher than last in xrsge folder (now it is dat/cat_03).
Or you can make a mod that removes those entries (this is longer to do but will remain compatible with future updates of xrsge). You can publish it in your page, no problem. I have a certain vision for the mod but every player has his taste ;-)
Btw I was unsure to add ships here, I meant xrsge to be not featuring any ships. But mineral traders are strictly connected with new mine factories, that I had also developed as single ore stations (not module) before this new addition of modules. The idea of expanding economy and going back the X3 route a bit was here. In REM they make no sense without these stations (you can use REM or XRSGE or both).
Hi! I've been thinking: can we possibly at some point get a separate "jumpless" version of the mod?
Don't get me wrong, I like the jump drive mechanic, it adds an additional dimension to route planning, and it fits in lore-wise. But, part of me also wants to have a "challenge mode" where it doesn't exist - either for me, or for the NPCs. A mode where space really is as vast and isolating as it looks, with no convenient shortcuts. You know what I mean?
Could you maybe factor out all the jump-related content into a separate mod, which will have a dependency on the main XRSGE? That would include the jump drive equipment, the portal stations, as well as the relevant AI scripts.
I won't do that (making Jump drive separated) but what I can do is a patch you can use to remove all jump scripts from the mod. This will make all npc ships fly without using portals. And the player's jump suite too.
Does XRSGE change research or HQ in any way? Starting a sandbox game with default state for the HQ quest the following happens:
- The HQ is not listed as property as it should be - The HQ is not visible as it should be - The research button yet is enabled - I can click on the teleportation 1 research button and Boso will say his text about it
I double checked if I use another mod that changes HQ or research, but nothing obvious to me at least. Anyone knows the issue?
Have you installed latest version of XRSGE? I previous updates there were some custom game starts involving a custom hq, now these starts are no more and the vanilla starts are used, unless some other mod alters them. Speaking of which, my XRSGE Tweaks mod and my HQ2 mod could both change that, check if they are installed
Hello to all Space Tycoons,I'm playing X4 with the XRSGE seven mod so I can use it with VRO.I know that XRSGE consumes a lot of processing power. X4 with VRO but without XRSGE seven = 70-90 FPS X4 with VRO and XRSGE seven = 20-40 FPS
I also know that the lower FPS is due to the increased number of jobs. Does anyone have any ideas what I can tweak in X4 or the mod to get a few more FPS? Average CPU load is 40-50% The graphics card runs at around 40-50%
My system:
7800X3D 32 GB RAM RTX 4080
AND AGAIN, THANKS SO MUCH FOR THIS MOD, EUCHARION. PLAYING X4 WITHOUT THIS MOD IS UNIMISSABLE FOR ME
If you want steady fps with any compatible mods and you can spend 5 USD get Losless scaling from steam. Is wondeful i used to play at 15-20 fps (50+mods) and now i can play at 55-60 even in big battles. Btw how do you play with old mods? Didnt update to 7.6?
What version of the mod do you use? You wrote Seven, so I suppose you refer to the previous. In latest XRSGE 8 - The Expanse, performance is much better. Still hitting some slowdown in late game, but that is also un vanilla. Seven had a lot of ships around..
Correct me, but I think that lossless scaling reduces the load on the graphics card rather than the CPU, which has to work the most at X4.What exactly does lossless scaling do at X4?
Yes, exactly. I'm playing with the previous version of XRSGE (version 7.5.5). I'd like to play with your current version, but as far as I know, I couldn't play it with VRO.For me, XRSGE and VRO are a MUST-HAVE; I can hardly imagine playing X4 without the two mods.
In general, after I changed from an Rx 580 to an Rx 7800 xt I can say by direct knowledge that GPU is totally NOT relevant in X4. If in other games my fps increased four times, here it did not change. The only benefit is the frame generator, otherwise the two cards would be..identical! Since the limiting factor is the CPU, a good thing is removing any v-sync or anti-lag and use a cap instead. I cap my frames at 60 (30 with frame generator) and the game runs much smoother. A strong card can indeed cause more stuttering because has high peaks while the cpu causes many lows, resulting in a bigger variation than when you have a weaker gpu that has lower peaks.
In your case, the 7800 cpu should be a beast, I still use the old ryzen 3600 that bottlenecks the gpu. In XRGE 8 you'd have doubled fps.
So, I've given THE EXPANSE a chance now and I have to say that the FPS has improved considerably. With SEVEN, I started the game at 40 FPS, but after about 30 hours of playtime, I only had 25 FPS with a lot of stuttering. With THE EXPANSE, I now have 80-90.I'm playing it with your REM HYPERDRIVE mod and VRO and many other mods, but none of them change the NPC AI.
Same problem here, all ships mine and AI after some time seems to stay stuck in the jump command. Mu traders and miners stay in "dock*jump" command. I assume AI ships have the same problem. Seems like it happends when they are on a fleet
Ok, thanks for reporting. I am adding the condition to be group leader or alone to the various scripts in order to use the jump drive. I also think I will remove the jump drive from miners entirely (ok for traders).
------------------------
I've ended doing a simple thing: formation ships WON'T jump, only single ships will jump. Check version 8.2.9e and report..
Hello again^^ i found somthing weird in the Terran sectors. Some stations are way over 50.000 Km away from the higways. is that realy intended?. It semes a bit missplaced. And i dont know if it is intended, but in Event Horizon is the ,,No Travle drive Zone,, Extreme. What i mean is, that you are veeeery clunky at turning or the engine is stottering.
What Terran sectors? Some stations can be distant yes but not 50.000! Event horizon is meant to be the core of galaxy, with massive gravity waves by the mass of surrounding stars, so the effect...
I'm not sure if it's this mod or a different one. But I'm seeing a few issues. There's lots of fighters just stagnant at gates. Not moving at all or going anywhere. Also, when I try to do the boron storyline, I get to the gate and the Teladi say their line then nothing happens. I flew around, docked with the Wayfinder, reloaded an old save and tried again. I've noticed that the Terran intervention corps Tokyo is not present when I'm doing this so maybe that's an issue? Just thought I'd let you know about these issues incase they haven't been discussed.
I had faced this issue too with Emergence start. Others had not, to be sure (I played all the Boron plot already twice) is starting with a custom game. About patrol ships, I notices them too. While some are added by me as patrolling that specific zone, others seem lost. The huge distances of sectors maybe...but it happens only at superhighway's gate in my game, not at normal gates.
The recommended mods are alright, is it possible to create a Xlsx file or a list to show other mod compatibilities? this would help when editing the xml file for load order in xrsge content.
i dont know if thats a knowing issiue, but i cant stand up some times. i can see the option to leave the pilot seat, but it dose not work. it just dose nothing
It is very rare but can happen, yes. Still have not figured out why. Some people have more, I have it very rarely..my suspect for now is the cheat mod, I activate it only to fix things and noticed it happening. Do you maybe use the cheat mod?
nope, i dont. But i have some script mods installed. but none dose affect the faction AI. I thought it was maby loading order error or somthing. can i fix that issiue with teleporting out of the seat?.
Okay i am able to replicate this bug. it happens, if i fly in a super higway, and some times accelerators and gates to. but most of the time the Superhigways
What do you mean, ships? Sectors are 1000x bigger, ships are all in the specific zones where stations are. Try putting sats at every gate/superhighway, it is full of ships...and zoom in, the sector you see is not as as vanilla, it is zoomed out 1000x, indeed, to contain 1000x the space of vanilla
sorry i am stuped...didnt think that far. nice work with the mod!. Even if you sunk a lot of time in this Special project, i realy hope you have some joy with it. I needed my time, but now i also enjoy it.
546 comments
All the ai npc ships use the jumpdrive if installed and use the portals as arriving point. To avoid conflicts, lags and general slowdowns that happen when you add the jumping function inside the general move scripts, I edited the main commands. So ship will jump when one of these orders is given (by player or by ai) or with some internal orders:
- dock to ..
- fly to position or fly to object (station, ship)
- follow..
- various patrol commands, both as default or as direct order (defend)
- various attack orders, attack single ship or in range
- both default routine for trading and mining (these requiring the expert level to jump to several sectors anyway)
- many other internal orders such as the defend leader ship or seek for enemies
I've done two kinds of coding for each file: one for player's subordinates, one for ai npc ships.
While ai orders are melted within the single order, for the player I made the jump part be a separated order that is added before the specific command, so if you e.g. command a ship to dock to a station, two orders will be executed, the first one is a fly to (with jump). This has changed a bit in latest updates
I've added a small chance that the jumping fails and you end jumping to an anomaly instead of a portal (which is a structure that surrounds an anomaly indeed), the chance is minuscule for npc ai while is a bit more for any ship where the player is on board.
I've also worked on a routines, i.e. the ship will make multiple jumps if the target is very far, using all the portals it meets along the path. After each jump there is a cooldown phase that is shown by various effects and messages in the cabin, if player is on board, or external effects if not.
Some orders have simplified routines, for instance the trade/mine routine have a single jump only (no repeat) because these commonly have a range of max 9, so no need to overdo. Of course if you want a ship to go beyond that you can command it to fly, it will perform multiple jumps up to destination (if a portal is closer than destination).
All ships having a jump drive can jump TO a portal, but player and subordinates can also perform FREE jumps FROM a portal.
A little bonus for the player that should not be too cheaty but allows to speed up things. When close to a portal (within 8km) you can activate the special commands (already in previous XRSGE). Start guidance using the map, when map closes the jump menu will appear.
New is instead the jumping suite of commands that you can use for your subordinates, by calling them:
This allows to speed thing up because subordinates will use the portal as STARTING point to reach you:
- will jump and follow (but not join squad)
- will jump and join
- will perform an EMERGENCY jump! (very useful..)
- will jump to you as fast as possible
- last order is disabled for now
The idea behind the emergency jump is of course that with the jump drive the ship needs a portal to focus a long jump but can make an unfocused very short one to escape. It will indeed jump to a few kms and will do only if the player commands it. This emergency jump will totally drain ship's shields...so be careful.
I wrote the suite before working on the many ai scripts, so some of these are a bit redundant (if you command any ship to follow, it will jump to a portal first if shorter, anyway). But these special commands allow the ships to perform FREE jumps, i.e. to points in space where the player is, so combining the two (first jump to a portal then command to jump to you, you can reunite your followers in short time (with 2 commands). Hopefully not too cheaty..
I've also injected in many commands, and in the general moving command either, the function TRAVEL to END that should make the ships more reactive in using the travel drive up to destination. This latter is to be tested, but in conjunction with jumping that is used so often the travels will be shorter for sure.
With this patch:
- video notifications are optional, you can thick the box in the command's interface. Default is silent. If you have a large fleet, notifications can be a spam
- added ship's name to the hud notifications
- removed the bug of player jumping to ANY station (already in patch 8.2.2)
-------------------------------------------------------
!!! PLEASE DELETE EXT_03 IF YOU HAVE IT IN YOUR MOD !!!
-------------------------------------------------------
With this patch:
- hud notifications (texts) are also optional (as video comm), by default they are silent, you can activate them clicking to expand and inside the order Fly to - Jump
- added compatibility with Hyperion (delete the compatibility-patch if you added it)
- many small fixes
- removed ALL BIG DISRUPT ZONES (let alone those around planets and moons, sun coronas and gas/roids pockets, debris fields)
Reason of change?
The disrupt zones are recorded in the save file when a ship enters them so the save file ends being bloated. It causes NO LAG, only a big save file..
The alert for player remains so as the disrupt for AUTOPILOT when close to stations or asteroid or to mine fields, for player only. If you fly without autopilot you can travel inside asteroids as a good pilot. Your pilots do it too.
I will re-add some small no travel zones in strategic places. These were nice also to make ambush to ships to board...
NO MORE NEED OF THE "Travel as No tomorrow" mini-mod.
How to update an old save?
It should happen automatically but if you want to mess with the save to remove the leftover of the disrupt zones, do this:
1) backup your save file
2) extract it and open it
3) delete every <influences> and every </influences> (be aware, influenceS..with S final). This can be automated, so just a few clicks
4) save file and zip it again in the correct forma gzip
5) in game, of course after loading the modified save, save it again and see if the size has reduced (it should significantly)
Or you can simply check the new save after the update, it the file has reduced then the above procedure is not necessary
I found another superhighway that makes this strange thing, in Great Profit IV, the north-west superhighway. It had overlapping entrances but also after fixing them the ships got stuck, the only way to solve it was removing it and moving the gate closer to the others. I'll do the same for Black Hole Sun superhighway.
I don't see any other superhighway making this glitch but please take a look in some advanced game of yours...I don't mean a couple of ships stuck or the patrol ships awaiting at entrances, they could take long time close to a gate, I mean something biblical as in the picture above
I found the cause for black hole sun glitch, but not for Great Profit one. I decided to remove the NE superhighway in B.H.Sun anyway, it brings no real strategic or cosmetic change on map. Please keep an eye on any other entrance where the glitch could happen...checking all superhighway's entrances is beyond my two eyes only
--------------------------------------------------
Download the PATCH for The Expanse v.8.2.7
- small various fixes
- removed a superhighway in B.Hole Sun and one in Greater Profit (gate moved accordingly)
Ships could take long before returning to their course, I think the AI must reset.
If you want to speed up things, you can use the cheat mod, selecting the ship/change ownership (set faction) then by targeting one by one each stuck ship you can re-assign the race to each, identical as it is. This will make the ship restart the commands and AI.
ALL REPACKED, so delete mod's folder first
FIXED PARANID PLOT
There are many small fixes. Subordinate ships following a leader with attack command will not have a fly_to (jump) anymore, only the leader will have. They remained waiting at the destination sector, so had to change it.
If you started the Paranid plot, it is enough if you load a save one step before you go scanning the monument with space suite
Please update also STARS (patch provided, very light) and REM Hyperdrive (for better behavior of big ships at gates)
For now, I've removed the jump action from ships that are in formation. Single ships will jump normally if jump drive is installed.
- formation leader will not jump, this should fix subordinate patrol ships stuck at gates and mining/trading subordinates
- reduced sector-range for advanced mining/trader
- various minor fixes
-------------------------------------
I had an idea, so download also latest PATCH 8.2.9f
The PATCH is to be added after you downloaded the full repack version 8.2.9e. Then replace the Ext_03
I added the OPTION to activate jumpdrive for the formation leader.
Open the order window and check the option "J U M P "
By default the leader won't jump (to avoid leaving subordinates behind) but as soon as you thick the option, even if the ship is already moving, it will stop and jump instead.
Subordinates are not restricted, they follow the ship without jump but if you command them to" fly to" or "dock" they will jump alone (if they have the jump drive installed, of course).
The JUMP option for the leader is available also for other orders as attack and follow. If the ship is not a leader, the option makes no difference ON or OFF, the ship will jump if having the jump drive.
features
New mining/collecting stations by sprIder integrated inside XRSGE.
Stations are generated at start or built with time in current game.
Helium stations are built in solar sectors, ice mines are built in far sectors as oort belts etc., far from the sun. Ore and silicon mines are in medium to far sectors. All stations are not in the core of the sector.
I also added the ships sprIder re-made as traders, i.e. normal miners that act as trader instead (as in Rebirth). They are added to the jobs and to shipyards to buy, player can build them too. There are some XL traders too, made from the auxiliary ships. I integrated them with XRSGE by adding the jump drive and updated them to version 7.6 of the game.
To make these ships have even more meaning, I decided to REMOVE the jump drive from mining ships. I see the mining ships as specialized bulky ships not made for galaxy crossing. Now that these mineral/gas traders are available and can jump.
If you use REM, it adds some XL miners from Rebirth that have big storage and can jump.
Remember to sell the jump drive installed in your miners before updating the mod ;-)
These ships have already been "REM-ized" in REM Overhaul, so download it too
https://www.nexusmods.com/x4foundations/mods/848
I DON'T LIKE THE TRAVEL LIMITATIONS IN ASTEROID FIELDS ETC.
I made small mod to remove them; for a piece of cake experience in The Expanse.
SINCE VERSION 8.2.6 TRAVEL DISRUPT IS LIMITED TO PLANET'S LOW ORBITS, GAS POCKET, DEBRIS AND SMALL DENSE ASTEROID POCKETS. NO NEED OF THE MINI MOD TO REMOVE THEMDownload in the optional files.
Install it as another mod...
ADDING JUMP DRIVE TO CUSTOM SHIPS BY OTHR MODS ?
Other ships mods can not work out of the box, but adding the software is very easy and everyone can do it in new ship mod's folder after extracting it and removing the cat file.
Add the following to XL ships in the <software> ... </software> space
<software ware="xrsge_software_jump_xl" compatible="1" />
Add the following to L ships in the <software> ... </software> space<software ware="xrsge_software_jump_l" compatible="1" />
And the same to S/M ships with:<software ware="xrsge_software_jump_s" compatible="1" />
CAN IT BE USED WITH VRO ?
Yes, but use REM Hyperdrive and set dependency of Hyperdrive from VRO as optional, see in the mod's discussion.
If VRO does not add new ships, you still need to make XRSGE load after VRO or the jumpdrive won't be available and probably a lot of AI issues will occur. So set also dependency of XRSGE from VRO, as optional of course.
Adding this to XRSGE's content.xml should suffice (I will add too in next update):
<dependency id="ws_1696862840" optional="true" name="VRO"/>
Always check that the ID is correct in latest version of the mod you use.As general rule, XRSGE is an overhaul that has to touch any aspect of the game, so making it load AFTER any mod you use is a good idea to avoid bad conflicts. My mods are internally related with dependency, so do not need any change XRSGE-->REM Overhaul-->REM Hyperdrive and the various smaller ones.
Other mods that could potentially conflict must ALWAYS have the dependency (optional="true") in XRSGE to be sure that XRSGE is loaded AFTER.
to the stuck gate and stops there. I havent tested without other mods yet, but wanted to see if this was known, with a solution before going there...
EDIT: Resolved: This issue is due to Kuda AI Tweaks.
If you want to do it anyway, please add the DEPENDENCY in XRSGE (See above sticky)
I'm almost sorry to ask this.
I saw that you added modules for mineral/gas traders and stations in your latest releases. I thought the non-space features were in REM OVERHAUL and that XRSGE was dedicated to everything related to space and sectors. Would you be able to create a more maintainable version of XRSGE with exclusively "space and sectors" features? Don't worry, I will completely understand if you refuse, given the amount of work you've putted in, and I won't be offended :-)
But maybe I will make a smaller-scoped mod to increase space size (or a patch for XRSGE, if you're okay with it) :-D
Or you can make a mod that removes those entries (this is longer to do but will remain compatible with future updates of xrsge). You can publish it in your page, no problem. I have a certain vision for the mod but every player has his taste ;-)
Btw I was unsure to add ships here, I meant xrsge to be not featuring any ships. But mineral traders are strictly connected with new mine factories, that I had also developed as single ore stations (not module) before this new addition of modules. The idea of expanding economy and going back the X3 route a bit was here. In REM they make no sense without these stations (you can use REM or XRSGE or both).
Don't get me wrong, I like the jump drive mechanic, it adds an additional dimension to route planning, and it fits in lore-wise.
But, part of me also wants to have a "challenge mode" where it doesn't exist - either for me, or for the NPCs.
A mode where space really is as vast and isolating as it looks, with no convenient shortcuts. You know what I mean?
Could you maybe factor out all the jump-related content into a separate mod, which will have a dependency on the main XRSGE?
That would include the jump drive equipment, the portal stations, as well as the relevant AI scripts.
- The HQ is not listed as property as it should be
- The HQ is not visible as it should be
- The research button yet is enabled
- I can click on the teleportation 1 research button and Boso will say his text about it
I double checked if I use another mod that changes HQ or research, but nothing obvious to me at least. Anyone knows the issue?
I previous updates there were some custom game starts involving a custom hq, now these starts are no more and the vanilla starts are used, unless some other mod alters them. Speaking of which, my XRSGE Tweaks mod and my HQ2 mod could both change that, check if they are installed
X4 with VRO but without XRSGE seven = 70-90 FPS
X4 with VRO and XRSGE seven = 20-40 FPS
I also know that the lower FPS is due to the increased number of jobs. Does anyone have any ideas what I can tweak in X4 or the mod to get a few more FPS?
Average CPU load is 40-50%
The graphics card runs at around 40-50%
My system:
7800X3D
32 GB RAM
RTX 4080
AND AGAIN, THANKS SO MUCH FOR THIS MOD, EUCHARION. PLAYING X4 WITHOUT THIS MOD IS UNIMISSABLE FOR ME
Seven had a lot of ships around..
In your case, the 7800 cpu should be a beast, I still use the old ryzen 3600 that bottlenecks the gpu. In XRGE 8 you'd have doubled fps.
I also think I will remove the jump drive from miners entirely (ok for traders).
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I've ended doing a simple thing: formation ships WON'T jump, only single ships will jump. Check version 8.2.9e and report..
i found somthing weird in the Terran sectors. Some stations are way over 50.000 Km away from the higways. is that realy intended?.
It semes a bit missplaced.
And i dont know if it is intended, but in Event Horizon is the ,,No Travle drive Zone,, Extreme.
What i mean is, that you are veeeery clunky at turning or the engine is stottering.
Event horizon is meant to be the core of galaxy, with massive gravity waves by the mass of surrounding stars, so the effect...
About patrol ships, I notices them too. While some are added by me as patrolling that specific zone, others seem lost. The huge distances of sectors maybe...but it happens only at superhighway's gate in my game, not at normal gates.
I thought it was maby loading order error or somthing.
can i fix that issiue with teleporting out of the seat?.
Okay i am able to replicate this bug. it happens, if i fly in a super higway, and some times accelerators and gates to.
but most of the time the Superhigways
Becaus of the feature of changing faction relation with money
Even if you sunk a lot of time in this Special project, i realy hope you have some joy with it.
I needed my time, but now i also enjoy it.