Very important change in ships' physics. Version 7.50 of the game introduces a kind of friction applied on steering (yaw, pitch, roll etc.) that increases with speed. So the faster you go the bigger this friction. This of course makes ZERO sense in actual space physics. You cold go at almost speed of light and the turning or rolling of ship would require the same identical force as going very slow, you do not apply a force contrary to the main vector when rolling or yaw. This happens on contrary in atmosphere where the faster you go the bigger the friction given by air around the ship, which is indeed used to fly with wings.
So I remade the entire steering friction force. Up to top booster speed (2000 ms avg), steering resistance is the same (no increase), while beyond, in travel mode speed, the friction is huge. This is very immersive, travel drive acts as an hyperdrive where ship is pushed in a sort of channel in space so this resistance makes sense. This effect of course is perfect if you use REM Hyperdrive too with its very high speeds.
Other new new features of 7.5. REM fully uses the new physics added by ego in 7.5, but also adds some tricks as: - the Booster Keeps Momentum feature and - the increased inertial top speed in flight assist off Ships and engines have been all reworked, engines are now compatible with ships by OTHER MODS out of the box, no need to adapt them. !!! REM Inertia is NO MORE NEEDED when using normal REM, which already has inertia as default !!!
Lot of fixes for Timelines' ships and loadouts (it should be possible to do the entire Timelines game with REM installed). Other modular addons that can be added to REM HIGHER TRAVEL SPEED >> REM Hyperdrive SHIP DAMAGE EFFECTS >> Smoke in the Cabin
LIST OF CHANGES BY THE MOD - Added inertia to all ships, higher in "engine off" mode - Increased top speed (depending on the version of the mod) to similar values for all ships. - Reworked booster logic and duration. Mk3 engines have almost unlimited booster that acts as Afterburner - Increased a lot the power of Thrusters to cope better with high inertia - Increased the range (speed) of guns and missiles 4X to cope with the higher speeds - Reworked all thruster's and engine's classes and their prices/materials and names. There are only 3 engine kinds (not 9!), as in Boron DLC - Increased shields for bigger ships (M,L,XL) - Increased all cargo sizes for trade ships only (all classes) to 2X (for XRSGE Universe) - Increased basic scanner to 10X (300-500km) - Increased satellites's range 10X (250-350km) - Changed many small things to help with faster ships, such as: * better mouse wheel increments, *larger aim, *superhighway's speed exit, *increased looting distances, *decreased cargo mass, *bigger fight music range, *increased distance for hazard/collision warning, *reduced docking speed in station, *reworked AI skills, *reworked OOS combat - Longer range scanner are not changed, they are changed in XRSGE. If you use REM alone, you can reactivate it by opening libraries/parameters.xml and remove the: <!-- --> - Re-modelled a lot of hardpoints for M,L,XL ships. I've gone further than only adding turrets. Shields, L turrets, main lasers, and a general rebalance of every aspect of the ships, prices included, to have each a niche of use. - Gunboats too now have a specific role as bomber, they carry many missiles and are very bulky (strong hull) while frigates carry much less missiles but more drones and more shields. - Many guns have been rebalanced and especially M ships are very effective. - Added XL battleships using vanilla units for Argon and Teladi. This is to let the mod 100% save compatible, some new model added. Colossus Vanguard and Condor Vanguard are battleships, not carriers. They lack front guns but have all other features of battleships. Both variants are so available, sentinel and vanguard, each one in Antigone/Argon or Teladi/Ministry. - Zeus E mounts frontal guns, so will the next battleships I'll add. Condor Vanguard and Colossus Vanguard at the moment cover that niche, they don't mount frontal guns but have plenty of L turrets and a lot of space for missiles and drones, but few space for ships in hangar. - L Destroyers are very powerful, many frontal guns have been added and L turrets, also their weapons rebalanced and made very lethal. - Many ships have been added, mostly XR Pack ships (Credits to Max Bain to have made them packed and suited to X4..thanks!). - A custom model I did is the The Titan, an M2+ battleship very-well shielded, small hangar but lot of drones, based on the Nomad model. It is a middleground between a destroyer and a battleship - Added mostly: ARMOURED TRANSPORTERS, both L and XL. - Khaak Destroyer has been added too and remade to work specifically in REM. Changed into an heavy frigate in version 7.0 - better fighting drones to be used instead of small ships. Together with the bigger hangar for drones in L and XL ships, this feature helps in no more wasting tons of S ships + trained pilots. Fighting drones have 3x hull, mounts MK3 engines and Mk2 laser. They are very effective against small ships. Tested against S khaak and Xenon, one drone could even kill 2. - Changed X4 into X3 mechanics by making ALL ITEMS race-unique and class-specific: weapons, turrets, engines, shields, thrusters. NO MORE YOU CAN MOUNT EVERYTHING ON EVERY SHIP
- Every race has unique pros and cons, some have special items and let them available to mount for some ships from other races (e.g. Split Mk4 engine). Everything has been rebalanced around it to avoid weakness to some class or race. - Combat ships and trade ships mount different engines/thrusters/shields etc. This allows better refinement of behaviors for different kinds of ships. Trade ships typically have slow engines, NO booster, but good travel speeds. - Combat ships have more choices, they have good booster (different race to race, f.i. Argon have high boosters but less higher speed, while Paranid have higher speeds but a bit less booster. Teladi have lower both, but better travel...and Teladi are weak for big engines but good for small ones, they also developed a special Enhanced Mk3 engines that rivals with SPlit Mk4...you got the picture). - Shields are different, as for engines etc. no more Mk1 Mk2 etc but specialized items. Slow shields have even higher charge but the recharge is slow so they are fit for casual fight (traders), while combat shields are a tad less charged but are very fast. - Missing classes of items have been added/filled, as f.i. 2 classes of XL engines, so on... - Pirate factions have special items, piratesque thrusters (big push but bad maneuverability, etc.). - Gun's slots are not the same so as turrets. As in X3 a ship can have some guns/turrets that mount more powerful guns while others that can mount the lighter ones. For instance the Pulsar that has well 6 frontal guns, of these 4 2 can mount #power and #plasma guns, 2 can mount #power, 2 can mount only the light no plasma guns. - I've made a custom SHIPICONS PACK - ALL ships have cargo highly increased, from 2 to 3 times vanilla. This copes well with my XRSGE 8 mod where I removed some ships from the universe to increase performance. - Added the feature: BOOSTER KEEPS MOMENTUM for player and NPC ships. After boosting the ship keeps going at the booster's speed unless the pilot changes course. This works for all ships the player can pilot, NOT for Khaak and Xenon, to avoid unbalances. - Added the feature: ship keeps momentum in flight assist off. When you cut engine the ship does not return to normal speed but remains within the booster speed cap, so much higher.
REM is NOT compatible with XR Ships Pack because some of its models have been used in different roles, different specs etc. I think I have made the best choice of LIMITED added ships, only those really needed, they each have a role and a faction's usage. Other XR ships are not needed, to my eyes. REM is always planned as the best ships overhaul to cope with my xrsge (galaxy overhaul) mod
Awesome Mod! I'd like to play it together with CPSDO so I assume all of the modships/mod engines need to be adjusted regarding their top speed? Is there a guide somewhere on how to make other mods compatible?
often times abandoned ships with XRGSE are spawning in without engines or thrusters. how am I supposed to get them to a station to fit them out if they cant move and are in the middle of nothing? Recently found a Sturgeon but cant figure out if there is anything I can do with it since it cant move.
I must be doing something wrong but this mod makes the game unplayable for me. I boost in a direction, then try to change direction and nothing, throttle does nothing, strafing does nothing, i just keep moving in on direction, helpless. As far as i understand, newtonian physics should work in a way that, when i accelerate enough in a new direction, i should go in that direction. The only way to stop drifting and change direction is to boost again but boost is limited, so... Another thing is, toggling flight assist off and then on again immediately snaps my ship in the direction i'm looking at? I just spend an hour trying to shoot a crystal on an asteroid with no success (using a gamepad) :D Another thing is with asteroid fields and the inhibition of travel mode. Good idea on paper. In reality i just flew into an steroid field by accident (while exploring a new sector) and then spend 20 minutes just staring at my monitor while my ship slowly made it's way out of the field. I played your REM mod for Rebirth and didn't had these problems. Or maybe i just doing it wrong?
EDIT: other than that, i must say, in combination with XRSGE this makes X4 feel almost like a new game. The greatly expanded distances and new flight model really changes the feel of the game overall and convinced me to start a new playthrough.
Yes something is off with your REM. The ship keeps momentum if you don't touch the throttle otherwise it goes as normal and is pushed forward. This is the only "weaker" difference but also you have very powerful thrusters so the ship is a lot easier to maneuver than in vanilla. Also there is no artificial friction at high speed so the ships can turn better than in vanilla. Asteroid fields can be navigated around if you go up or down
About the asteroid fields, yes, i found that out. Stupid me, they can be circumvented by flying above or below them, for example. Maybe i just have to adjust to the new flying model. I'm beginning to get the hang of it, Just one more thing though. I just found my first abandoned ship, claimed it, got a captain and then ordered him to dock at a station. At first everything works fine, but when he reached the station he zips right through the station and then just keeps going, ourside the sector and refuses any orders from me. Happened twice now, even after restart and reloading. He just flies sideways away from the station.
EDIT: nevermind. I just ignored him and he eventually docked. X4 just being X4, i guess.
Yes it is a X4 thing, pilots going in the mesh of objects :) btw REM with poweful thrusters makes ships even better than vanilla during docking, contrary to the previous versions. Did you figure why throttle does not interrupt inertia? It has to, it is even quite fast at doing. Do you use any other mod that changes or adds ships?
This is my exact experience as well. Also, AI and autopilot are using boost, but they are not disabling assist, and loose any inertial speed they build, which causes them to retry and use up all boost fuel, causing them to travel at slow speeds in nebula. I am getting used to using boost to change my directions while assist is of, but the AI not working in nebula is game breaking for me.
EDIT: Im testing right now, but I think I may have solved the boost issue by removing two mods changing recycling behavior, (AI Imitate and Improved Recycling).I suspect the first of these mods (AI Imitate) to be a potential culprit.
So what is the point of boost now ? It seems that regular acceleration with flight assist off is just as efficient. Boost only makes sense in flight assist nowadays with REM ?
Well...not, booster provides minimum 2X the acceleration rate in both scenarios. Also booster allows you to go beyond the top normal speed and to keep that vector. What has been reduced is the difference between f.a.off and on because also the latter allows keeping momentum if you don't activate throttle. Which is very accurate indeed for space avionics and eventually reduces the gap between player and npc, the latter being not capable to use f.a.off. but can keep high speed momentum too.
Not sure if its in base or a mod conflict, but flight assist off ships have a top speed they won't go past instead of infinitely boost-accelerating using just this mod and not hyperdrive. Also like that if I just use Hyperdrive and not this mod.
At least with the boron starter thresher and mk1 engines
Edit: Seems to be that case with both too.
I can confirm that the mod is working though considering I got comedically goblin-ejector seated out of the local system at 30km/s by a weird collision with the boron Menelaus' Reminiscence doing some sort of hyper-speed strafting maneuvers. Don't know if that big-ass ship is supposed to move like that.
Vanilla ship f.a.off are capped at normal speed, 200-300 ms, after boost they return to that max. REM ships are capped at booster speed, i.e. they keep going at max c.a. 2000 ms, which is high enough to not feel the artificial brake. To have highest momentum you need to use travel mode and cut engine by remaining in travel mode, identical as in vanilla, both in overhaul and/or hyperdrive. Hyperdrive will immediately stop the ship if you exit travel mode or brake. REM Overhaul adds another thing: ships keep momentum with f.assist ON. As long as you don't increase throttle or use thrusters, the ship keeps going on the vector it was. As it has to be in space. Also, REM ships have much better thrusters than vanilla. The avg acceleration of thrusters is similar to frontal acceleration (not boosting). I suppose ego also implemented a better use of strafing by AI.
This would be my general comment on the XRSGE ecosystem of mods.[
---
Even if you made them hard dependencies of XRSGE, it seems, with my current knowledge of the XRSGE ecosystem of mods, that it would beneficial to split flight model/Engines, Ships and Weapons into their specific modules.
Maybe a set of documents consolidating your major design decisions, vision for XRSGE and functionality of its components would be helpful for yourself and might allow more helpful feedback and even help from those that may be interested in your mods.
!!! Following from the posts in the REALSPACE mod page.
Please consider these constructive...
Checked REM Overhaul both in clean vanilla and XRSGE with the current mod versions.
-- For me the speeds and inertia settings and resulting handling seemed balanced and usable (with familiarization :) ) in vanilla and XRSGE. In XRSGE, REM + Hyperdrive would have to be a must in my collection - With Hyperdrive installed in XRSGE, could not get a Crane E to mine using the Local Automine behaviour. have not tested for other miner sizes, trade behaviours,...
-- Could not understand the rationale for the range of engines available for different ships/factions Probably related to lore I'm ignorant about
-- Could not understand what is the current rationale between different faction's engines, different types of engines It's documented in various posts but have the impression that the information may not be up to date with the recent iterations or it would be helpful for me, maybe others if it was consolidated in a single post or document.
- The Ship Expansion, is in itself another level of complexity and being coupled with REM may make even harder to manage and document both The information and documentation for the ships seems to be in the same conditions as the engines.
Yes of course, beta version is the latest, the only one I'll be updating btw. It modulates the new features of the booster and removes the jerk factor ego added which is pointless (physics in rem is more accurate). ;-)
Thanks for the update! Btw, is it safe to add midgame? Probably it'll only affect ships produced after mod installation right? Also, not native speaker here, what do you mean by jerk??
Yes can be added or updated. Problem is if you remove it for the custom ships are lost. Jerk is the term used by ego for the newly added drifting factor, which is pointless because in rem ships drift because of natural physics not an added effect, so I removed it. If you follow the beta forum you'll know that it is problematic, one for all: it affects only f.a.on so the result is weird, two different physics are applied. In REM they are the same
No never other mods as vro, they overlap. Yes custom ships but if they use vanilla engines they will be very slow. "REM-izing" custom ships is easy, I did in the past but I can't follow any ship update, it should be care by the author of the ship's mod to provide a version for rem, not me. As they do for vro. If you want a specific custom ship you can learn how to reduce its drag factor (friction) inside that mod or ask the author to do it.
207 comments
Very important change in ships' physics. Version 7.50 of the game introduces a kind of friction applied on steering (yaw, pitch, roll etc.) that increases with speed. So the faster you go the bigger this friction. This of course makes ZERO sense in actual space physics. You cold go at almost speed of light and the turning or rolling of ship would require the same identical force as going very slow, you do not apply a force contrary to the main vector when rolling or yaw. This happens on contrary in atmosphere where the faster you go the bigger the friction given by air around the ship, which is indeed used to fly with wings.
So I remade the entire steering friction force. Up to top booster speed (2000 ms avg), steering resistance is the same (no increase), while beyond, in travel mode speed, the friction is huge. This is very immersive, travel drive acts as an hyperdrive where ship is pushed in a sort of channel in space so this resistance makes sense. This effect of course is perfect if you use REM Hyperdrive too with its very high speeds.
Other new new features of 7.5.
REM fully uses the new physics added by ego in 7.5, but also adds some tricks as:
- the Booster Keeps Momentum feature and
- the increased inertial top speed in flight assist off
Ships and engines have been all reworked, engines are now compatible with ships by OTHER MODS out of the box, no need to adapt them.
!!! REM Inertia is NO MORE NEEDED when using normal REM, which already has inertia as default !!!
Lot of fixes for Timelines' ships and loadouts (it should be possible to do the entire Timelines game with REM installed).
Other modular addons that can be added to REM
HIGHER TRAVEL SPEED >> REM Hyperdrive
SHIP DAMAGE EFFECTS >> Smoke in the Cabin
- Added inertia to all ships, higher in "engine off" mode
- Increased top speed (depending on the version of the mod) to similar values for all ships.
- Reworked booster logic and duration. Mk3 engines have almost unlimited booster that acts as Afterburner
- Increased a lot the power of Thrusters to cope better with high inertia
- Increased the range (speed) of guns and missiles 4X to cope with the higher speeds
- Reworked all thruster's and engine's classes and their prices/materials and names. There are only 3 engine kinds (not 9!), as in Boron DLC
- Increased shields for bigger ships (M,L,XL)
- Increased all cargo sizes for trade ships only (all classes) to 2X (for XRSGE Universe)
- Increased basic scanner to 10X (300-500km)
- Increased satellites's range 10X (250-350km)
- Changed many small things to help with faster ships, such as:
* better mouse wheel increments, *larger aim, *superhighway's speed exit, *increased looting distances, *decreased cargo mass, *bigger fight music range, *increased distance for hazard/collision warning, *reduced docking speed in station, *reworked AI skills, *reworked OOS combat
- Longer range scanner are not changed, they are changed in XRSGE. If you use REM alone, you can reactivate it by opening libraries/parameters.xml and remove the: <!-- -->
- Re-modelled a lot of hardpoints for M,L,XL ships. I've gone further than only adding turrets. Shields, L turrets, main lasers, and a general rebalance of every aspect of the ships, prices included, to have each a niche of use.
- Gunboats too now have a specific role as bomber, they carry many missiles and are very bulky (strong hull) while frigates carry much less missiles but more drones and more shields.
- Many guns have been rebalanced and especially M ships are very effective.
- Added XL battleships using vanilla units for Argon and Teladi. This is to let the mod 100% save compatible, some new model added. Colossus Vanguard and Condor Vanguard are battleships, not carriers. They lack front guns but have all other features of battleships. Both variants are so available, sentinel and vanguard, each one in Antigone/Argon or Teladi/Ministry.
- Zeus E mounts frontal guns, so will the next battleships I'll add. Condor Vanguard and Colossus Vanguard at the moment cover that niche, they don't mount frontal guns but have plenty of L turrets and a lot of space for missiles and drones, but few space for ships in hangar.
- L Destroyers are very powerful, many frontal guns have been added and L turrets, also their weapons rebalanced and made very lethal.
- Many ships have been added, mostly XR Pack ships (Credits to Max Bain to have made them packed and suited to X4..thanks!).
- A custom model I did is the The Titan, an M2+ battleship very-well shielded, small hangar but lot of drones, based on the Nomad model. It is a middleground between a destroyer and a battleship
- Added mostly: ARMOURED TRANSPORTERS, both L and XL.
- Khaak Destroyer has been added too and remade to work specifically in REM. Changed into an heavy frigate in version 7.0
- better fighting drones to be used instead of small ships. Together with the bigger hangar for drones in L and XL ships, this feature helps in no more wasting tons of S ships + trained pilots. Fighting drones have 3x hull, mounts MK3 engines and Mk2 laser. They are very effective against small ships. Tested against S khaak and Xenon, one drone could even kill 2.
- Changed X4 into X3 mechanics by making ALL ITEMS race-unique and class-specific: weapons, turrets, engines, shields, thrusters. NO MORE YOU CAN MOUNT EVERYTHING ON EVERY SHIP
- Every race has unique pros and cons, some have special items and let them available to mount for some ships from other races (e.g. Split Mk4 engine). Everything has been rebalanced around it to avoid weakness to some class or race.
- Combat ships and trade ships mount different engines/thrusters/shields etc. This allows better refinement of behaviors for different kinds of ships. Trade ships typically have slow engines, NO booster, but good travel speeds.
- Combat ships have more choices, they have good booster (different race to race, f.i. Argon have high boosters but less higher speed, while Paranid have higher speeds but a bit less booster. Teladi have lower both, but better travel...and Teladi are weak for big engines but good for small ones, they also developed a special Enhanced Mk3 engines that rivals with SPlit Mk4...you got the picture).
- Shields are different, as for engines etc. no more Mk1 Mk2 etc but specialized items. Slow shields have even higher charge but the recharge is slow so they are fit for casual fight (traders), while combat shields are a tad less charged but are very fast.
- Missing classes of items have been added/filled, as f.i. 2 classes of XL engines, so on...
- Pirate factions have special items, piratesque thrusters (big push but bad maneuverability, etc.).
- Gun's slots are not the same so as turrets. As in X3 a ship can have some guns/turrets that mount more powerful guns while others that can mount the lighter ones. For instance the Pulsar that has well 6 frontal guns, of these 4 2 can mount #power and #plasma guns, 2 can mount #power, 2 can mount only the light no plasma guns.
- I've made a custom SHIPICONS PACK
- ALL ships have cargo highly increased, from 2 to 3 times vanilla. This copes well with my XRSGE 8 mod where I removed some ships from the universe to increase performance.
- Added the feature: BOOSTER KEEPS MOMENTUM for player and NPC ships. After boosting the ship keeps going at the booster's speed unless the pilot changes course. This works for all ships the player can pilot, NOT for Khaak and Xenon, to avoid unbalances.
- Added the feature: ship keeps momentum in flight assist off. When you cut engine the ship does not return to normal speed but remains within the booster speed cap, so much higher.
REM is NOT compatible with XR Ships Pack because some of its models have been used in different roles, different specs etc. I think I have made the best choice of LIMITED added ships, only those really needed, they each have a role and a faction's usage. Other XR ships are not needed, to my eyes.
REM is always planned as the best ships overhaul to cope with my xrsge (galaxy overhaul) mod
As far as i understand, newtonian physics should work in a way that, when i accelerate enough in a new direction, i should go in that direction.
The only way to stop drifting and change direction is to boost again but boost is limited, so...
Another thing is, toggling flight assist off and then on again immediately snaps my ship in the direction i'm looking at?
I just spend an hour trying to shoot a crystal on an asteroid with no success (using a gamepad) :D
Another thing is with asteroid fields and the inhibition of travel mode. Good idea on paper. In reality i just flew into an steroid field by accident (while exploring a new sector) and then spend 20 minutes just staring at my monitor while my ship slowly made it's way out of the field.
I played your REM mod for Rebirth and didn't had these problems.
Or maybe i just doing it wrong?
EDIT: other than that, i must say, in combination with XRSGE this makes X4 feel almost like a new game. The greatly expanded distances and new flight model really changes the feel of the game overall and convinced me to start a new playthrough.
Asteroid fields can be navigated around if you go up or down
Maybe i just have to adjust to the new flying model. I'm beginning to get the hang of it,
Just one more thing though. I just found my first abandoned ship, claimed it, got a captain and then ordered him to dock at a station.
At first everything works fine, but when he reached the station he zips right through the station and then just keeps going, ourside the sector and refuses any orders from me. Happened twice now, even after restart and reloading. He just flies sideways away from the station.
EDIT: nevermind. I just ignored him and he eventually docked. X4 just being X4, i guess.
Did you figure why throttle does not interrupt inertia? It has to, it is even quite fast at doing. Do you use any other mod that changes or adds ships?
EDIT: Im testing right now, but I think I may have solved the boost issue by removing two mods changing recycling behavior, (AI Imitate and Improved Recycling).I suspect the first of these mods (AI Imitate) to be a potential culprit.
Boost only makes sense in flight assist nowadays with REM ?
At least with the boron starter thresher and mk1 engines
Edit: Seems to be that case with both too.
I can confirm that the mod is working though considering I got comedically goblin-ejector seated out of the local system at 30km/s by a weird collision with the boron Menelaus' Reminiscence doing some sort of hyper-speed strafting maneuvers. Don't know if that big-ass ship is supposed to move like that.
REM Overhaul adds another thing: ships keep momentum with f.assist ON. As long as you don't increase throttle or use thrusters, the ship keeps going on the vector it was. As it has to be in space.
Also, REM ships have much better thrusters than vanilla. The avg acceleration of thrusters is similar to frontal acceleration (not boosting). I suppose ego also implemented a better use of strafing by AI.
This would be my general comment on the XRSGE ecosystem of mods.[
---
Even if you made them hard dependencies of XRSGE, it seems, with my current knowledge of the XRSGE ecosystem of mods, that it would beneficial to split flight model/Engines, Ships and Weapons into their specific modules.
Maybe a set of documents consolidating your major design decisions, vision for XRSGE and functionality of its components would be helpful for yourself and might allow more helpful feedback and even help from those that may be interested in your mods.
!!! Following from the posts in the REALSPACE mod page.
Please consider these constructive...
Checked REM Overhaul both in clean vanilla and XRSGE with the current mod versions.
-- For me the speeds and inertia settings and resulting handling seemed balanced and usable (with familiarization :) ) in vanilla and XRSGE.
In XRSGE, REM + Hyperdrive would have to be a must in my collection - With Hyperdrive installed in XRSGE, could not get a Crane E to mine using the Local Automine behaviour. have not tested for other miner sizes, trade behaviours,...
-- Could not understand the rationale for the range of engines available for different ships/factions
Probably related to lore I'm ignorant about
-- Could not understand what is the current rationale between different faction's engines, different types of engines
It's documented in various posts but have the impression that the information may not be up to date with the recent iterations or it would be helpful for me, maybe others if it was consolidated in a single post or document.
- The Ship Expansion, is in itself another level of complexity and being coupled with REM may make even harder to manage and document both
The information and documentation for the ships seems to be in the same conditions as the engines.
- The same for the weapons.
Thanks for the update! Btw, is it safe to add midgame? Probably it'll only affect ships produced after mod installation right? Also, not native speaker here, what do you mean by jerk??
Jerk is the term used by ego for the newly added drifting factor, which is pointless because in rem ships drift because of natural physics not an added effect, so I removed it. If you follow the beta forum you'll know that it is problematic, one for all: it affects only f.a.on so the result is weird, two different physics are applied. In REM they are the same