0.96.9: Fixed Nebulon B Patrol mass. Updated for Reaper's Ship Pack 1.86. 0.97.0: Fixed Raider V, GS90 and weapons in Reaper's Ship Pack.
Feel free to comment below or join the SWI discord if you want support/feature requests or notice a bug; there is a Dangerous Interworlds thread in #modding-and-patches channel.
Beautiful modification, I love it. Would it be possible to have an update with the Reaper's Ship Pack (SWI) mod? The TIE FIghter First Order doesn't advance like the others. Thanks in advance
Thanks for the heads up. I must have missed that ship! edit: I must have overwritten the .xml's accidentally for 4 small ships in Reaper's ship pack. Updating now.
Hi, question. How would I go about reducing fighter speed? They're far too fast for my liking, turns fighter vs fighter into the ultimate space jousting experience and makes PD & anti-fighter turrets fairly useless. Thanks!
If you are jousting I would recommend you turn before the enemy does and get behind them. It takes practice but once you get the hang of it you can out fly most enemies if you are in a similar ship.
The best anti fighter weapon is another fighter. I want large ships to be quite inaccurate to emulate old naval combat. If you think point defense weapons need faster projectile speed, I can look into that.
To reduce fighter speed you will want to edit their forward drag and maybe increase their mass. This mod initially had much lower speeds for ships but it was deemed to slow paced.
edit: I am uploading a version with vanilla ship speeds and travel enabled.
I like your changes, feels more like X wing VS Tie Fighter, but how can I restore travel drive by modifying your files, I've searsh a bit and didn't find it. Because the obvious reason is that most of the game you fly, and until you got teleportation it's already painfully slow to cross the universe, and hyperspace, it's Star Wars. It would be bice to have travel speed back, except for some fighters which do not have it. Besides, regarding your idea as dangerous, it would only help S ship, as all the other ones have travel time delay, and arrestor that make their escape in time travel unlikely.
Thanks! To restore travel drives you will want to delete the engines and units folders. This will have ships behave like vanilla. If you want to keep the higher ship speeds with travel drives then you will need to create your own custom travel macros.
Hey there, liking the mod but I was wondering, is there a way to get flight assist back? I prefer not sliding sideways when I'm trying to get into a docking bay. :P
Sorry, I am kinda unsure what you mean (I need coffee). You want to prevent ships docking quickly when AI pilot them? Or are you having issues flying the ship itself?
The flight physics that are normally negated by flight assist. If I'm flying at speed and make a turn, I keep going in the direction I had been flying. Normally with flight assist active, it negates your previous direction when you turn.
Hmm, that doesn't sound normal. If you have flight assist on then that behavior should still be occurring. What ship are you in that is having this issue?
edit: Feel free to join the SWI discord if you want faster responses; there is a Dangerous Interworlds thread in #modding-and-patches channel.
When you activate autopilot it should not be activating travel drive nor should it be able to be activated manually. What ship are you in that is having this behavior?
Thank you for the info. The only thing I can think of is you have another mod modifying engine_razorcrest_macro.xml - both the Boost and No Boost version of this mod appear to have travel disabled for that engine.
Message Spardok* on SWI Interworlds discord. they made a patch from this mod that does that and they can send you it.
I can also ask if they want to send me it and I can give them credit for making it and put it here. edit: They sent me it, I can upload it and make them the author.
Hello, I'm wondering how this style of mod would feel with about 50% reduced speeds. I feel like 3km/s is a bit too fast for the npcs to effectively utilize. Right now the mod is essentially broken down as such that XL ships have about 1k top speed, L - 2k, M - 2.5k, S - 3.5k. I'm wondering if a spread more akin to 800, 1k, 1.2k, 1.5k for XL, L, M, S size ships would allow for the benefits of a no travel drive run without slowing down the universe too much due to lower speeds and lack of travel drives. Laser damages and projectile speeds would need to be adjusted as well as ship mass, acceleration etc. --------------- Is there an easier way to make these adjustments to your mod, or in other words, did you end up using a more standardized formula to adjust the ship's values, or are they somewhat all over the place due to vanilla-SWI's values? It wouldn't be too difficult to achieve what I'm looking for if I just need to drop everything by 50% for example, but if ship X was adjusted to have +20% mass, while ship Y adjusted for +70% mass, then things get a bit more complicated and time consuming to test out. Hope that makes sense. Thanks in advance for your help!
This mod is based on X - Dangerous and that mod originally had a 0.5x speed modifier on all ships. It was too slow for my liking, so about a year into development the speed doubled.
To get the speeds to your liking you will need to edit the ships’ forward drag, reverse drag, and mass in the units folders. Many of the ships have had their mass and speed balanced so they fit in with their classes. Altering all of this will be time consuming, but it isn’t bad if you watch a movie or tv show while doubling forward drag and reverse drag.
I would highly recommend Notepad++ and using the ship showcases to see the ship encyclopedia. You can make mass .xml edits on the fly and reload your save without restarting the game.
Is there any chance the Gage-Class transport from the Active Sith sub-mod could be supported?, unfortunately the only place this mod exists afaik is on the SWI discord server, not easiest to find
Haven't heard of it yet before, but support can absolutely be added. It is tough to keep up to date with the latest discord-only ship releases; that's for sure!
130 comments
0.96.9: Fixed Nebulon B Patrol mass. Updated for Reaper's Ship Pack 1.86.
0.97.0: Fixed Raider V, GS90 and weapons in Reaper's Ship Pack.
Feel free to comment below or join the SWI discord if you want support/feature requests or notice a bug; there is a Dangerous Interworlds thread in #modding-and-patches channel.
Beautiful modification, I love it.
Would it be possible to have an update with the Reaper's Ship Pack (SWI) mod? The TIE FIghter First Order doesn't advance like the others.
Thanks in advance
edit: I must have overwritten the .xml's accidentally for 4 small ships in Reaper's ship pack. Updating now.
The best anti fighter weapon is another fighter. I want large ships to be quite inaccurate to emulate old naval combat. If you think point defense weapons need faster projectile speed, I can look into that.
To reduce fighter speed you will want to edit their forward drag and maybe increase their mass. This mod initially had much lower speeds for ships but it was deemed to slow paced.
edit: I am uploading a version with vanilla ship speeds and travel enabled.
Besides, regarding your idea as dangerous, it would only help S ship, as all the other ones have travel time delay, and arrestor that make their escape in time travel unlikely.
If you want to keep the higher ship speeds with travel drives then you will need to create your own custom travel macros.
edit: Feel free to join the SWI discord if you want faster responses; there is a Dangerous Interworlds thread in #modding-and-patches channel.
I may have missed the answer but autoPilot still uses travel mode and I can still activate it manually. Is it normal ?
I am currently using the Razor Crest. I added the mod in an already existing save (if it changes anything).
Thank you.
I can also ask if they want to send me it and I can give them credit for making it and put it here.
edit: They sent me it, I can upload it and make them the author.
edit: https://www.nexusmods.com/x4foundations/mods/1496/
---------------
Is there an easier way to make these adjustments to your mod, or in other words, did you end up using a more standardized formula to adjust the ship's values, or are they somewhat all over the place due to vanilla-SWI's values? It wouldn't be too difficult to achieve what I'm looking for if I just need to drop everything by 50% for example, but if ship X was adjusted to have +20% mass, while ship Y adjusted for +70% mass, then things get a bit more complicated and time consuming to test out. Hope that makes sense. Thanks in advance for your help!
This mod is based on X - Dangerous and that mod originally had a 0.5x speed modifier on all ships. It was too slow for my liking, so about a year into development the speed doubled.
To get the speeds to your liking you will need to edit the ships’ forward drag, reverse drag, and mass in the units folders. Many of the ships have had their mass and speed balanced so they fit in with their classes. Altering all of this will be time consuming, but it isn’t bad if you watch a movie or tv show while doubling forward drag and reverse drag.
I would highly recommend Notepad++ and using the ship showcases to see the ship encyclopedia. You can make mass .xml edits on the fly and reload your save without restarting the game.
edit: I uploaded the new patch.
Much appreciated, thank you!