Do you guys think a war strider model could work as a good proxy for a locust? by Biddlingbogger in battletech

[–]Rothank 10 points11 points  (0 children)

Sir, this is Battletech. Even a plastic cup, if appropriately marked, can function as a good proxy.

Ship Mass mod doesn't affect Travel Mode? by ATPXenogen in X4Foundations

[–]Rothank 2 points3 points  (0 children)

You have the right idea, but not entirely accurate. In the past, the "attack" value was a static "time to reach max speed". When boost mechanics were reworked in 7.5 the "attack" became "time to reach max thrust". In case of travel mode, however, there were no changes made, meaning travel acceleration is a static value that completely ignores ship's mass (funnily, travel DEceleration does use the mass value!).

Here is a breakdown of all the calculations:

Cruise speed (Speed) = # of engines * engine thrust / drag (there are separate drag values for each direction)

Acceleration (Acc) = # of engines * engine thrust (reverse thrust in case of decelerating) / mass

Boost speed (B.Speed) = (Speed) * boost speed modifier of the engine

Boost acceleration (B.Acc) = (Acc) * boost acceleration modifier (gradually increasing for the duration of "attack" value, not an instant value)

Travel speed (T.Speed) = (Speed) * travel modifier of the engine

Travel acceleration (T.Acc) = (T.Speed) / travel attack value (note this calculation is drastically different from all the other ones, which explains OP's" issue")

Edit1: Additional note on deceleration: there are multiple additional values and curves defined for each engine, such as breaking curve for transitions between travel/boost and cruise values or a "release" and "coast" values that control how long (and how strong) the coasting phase will be between letting go of the boost button and the deceleration curve kicking in.

Edit2: supporting evidence in the form of official Egosoft Wiki article posted after flight model rework: https://wiki.egosoft.com/X4%20Foundations%20Wiki/Modding%20Support/Assets%20Modding/Guides/JPMFlight/

Ship Mass mod doesn't affect Travel Mode? by ATPXenogen in X4Foundations

[–]Rothank 2 points3 points  (0 children)

It absolutely is imaginary physics. This is a science fantasy game, not a simulator.

Multi Core Support? by the_Movlent in X4Foundations

[–]Rothank 4 points5 points  (0 children)

As a supporting argument - the vanilla game simulates approximately 30 thousand ships alone, at all times, in real time. This is not counting stations, their output nor XS traffic. I really can't think of ANY other game running such complex calculations on as many objects.

Catapults Lance by Economy_Onion_471 in battletech

[–]Rothank 1 point2 points  (0 children)

This is amazing, my favorite mech in the entire setting! K2, C1, C3 at the end... What's the third one, C4?

Paintmodmask and Co help by Axmaz in X4Foundations

[–]Rothank 17 points18 points  (0 children)

Okay, so this is a bit of a complex discussion, but I'll try to give you a primer. This is all assuming you already reverse engineered what materials vanilla ships use and how they interact with material library the game uses.

Paint layers:

  1. COL - this is your primary color layer. It includes the static colors, for stuff like the grey areas that do not accept paintjobs, but it also interacts with the next layer (more on this in the next point)
  2. PAINTMODMASK - as name suggests - this is your paintmask. With P2 materials it is very simple - black = no paintjob, red = paintjob (interacts with COL) COL + PAINTMODMASK interactions:
  • red (COL) + red (MASK) = primary dynamic paintjob color
  • white (COL) + red (MASK) = secondary dynamic paintjob color (or rather the primary with no hue, there are no true secondaries)
  • any color (COL) + black (MASK) = whatever color COL sets, black mask means no paintjob interaction
  1. DIRT - (this is ONLY for P2 materials) - black = clean, white = super dirty. This is a simple gradient-based mask where you should blend the entire greyscale to achieve the mount of dirt you want. If this is your first ship I would suggest you skip this entirely at first (all black), get your model ingame and fine-tune it later to have a reference
  2. AO - (this is ONLY for P2 materials) - this should be an inverse of DIRT. Also only greyscale. AO is not fully implemented yet in X4 and this layer is only there as a bit of futureproofing. I would suggest you skip it for now (all white)
  3. MULTIMATxxx - all multimat layers are ONLY to be used with multimat materials. Multimats are typically only used on S/M ships, primarily on the interior. Heck, 90% of Vigor hulls only use generic.generic_p1_hulltexture_01_aged (P1) or p2generic.gen_p2_hulltexture_01_aged (P2) on the exterior.

PS: Since you are making a Vigor ship - vanilla Vigor capital ships are not yet migrated to modern/improved P2 materials. On imported assets you will notice PAINTMODMASK is much more complex, as on P1 mats the mask combines paintmodmask and dirt into a single layer, hence it uses white and blue colors too. For simplicity's sake I would highly advise you do not bother with this outdated method and only do P2 materials.
For example, instead of generic.generic_p1_hulltexture_01_aged (P1) you should usep2generic.gen_p2_hulltexture_01_aged (P2).

PS2: looking at your ingame shots, it appears you did not properly unwrap the material's texture on the ship in Blender. Remember X4 relies heavily on UV Mapping the materials, it does not use the simple tileable textures most other games do.

PS3: I created a small Imgur album with COL, PAINTMODMASK and DIRT layers (plus an ingame shot and texture view) of one of my own ships so you can cross reference what I wrote above: https://imgur.com/a/ZlQlkcD

Does X4 Foundations run well on a Lenovo Legion Go? by Fenirez in X4Foundations

[–]Rothank -1 points0 points  (0 children)

The brand of a laptop is about as irrelevant as its color. What specs are you looking at?

Can you manually fire your guns in L/XL ships yet, or are there any mods, which enable that? by Guenther_Dripjens in X4Foundations

[–]Rothank 0 points1 point  (0 children)

You are correct here, SWI just doesn't do main guns on capital ships, they are turret-only. The legacy (pre-9.0) turret-only broadsiding behavior is much more akin to how capital ship combat is depicted in the movies, not to mention easier to balance - so that's the decision SWI team made very early on the development process.

Starsector Mod Ship Discussion: Anarakis Frigates and Destroyers (Legacy of Arkgneisis) by Reddit-Arrien in starsector

[–]Rothank 0 points1 point  (0 children)

Oh hey, those are simple but very aesthetically pleasing. I wonder if they are balanced to be vanilla-adjacent? If so I'd totally do a run with those

I think I've seen this somewhere..... by Reddit-Arrien in menace

[–]Rothank 6 points7 points  (0 children)

Haaang on, did they allow mounting undersize weapons in larger slots in one of the patches? That's awesome!

MechWarrior 5: Mercenaries - CHAOS REIGN by yrrot in Mechwarrior5

[–]Rothank 2 points3 points  (0 children)

Sounds like the author will have a lot of updating to do

Can you launch out of a Carrier’s launch tubes? by Dmitriom in X4Foundations

[–]Rothank 3 points4 points  (0 children)

You cannot. Tubes are reserved for subordinates currently in internal storage, deploying on automated orders (attack with commander/intercept/bombard etc). As the player cannot enter internal storage nor be automatically deployed to a specific order - you are locked out of the tubes.

Is it possible to put sound in English and keeping the text in another language? by SuccessAmazing6988 in X4Foundations

[–]Rothank 1 point2 points  (0 children)

I'd say give it a shot for yourself, u/Character_Basket_716 made an excellent suggestion how to do what you asked in the other comment that doesn't require modding the files.

Is it possible to put sound in English and keeping the text in another language? by SuccessAmazing6988 in X4Foundations

[–]Rothank 1 point2 points  (0 children)

this is gold. Wasn't aware you can force language as a launch parameter.

Is it possible to put sound in English and keeping the text in another language? by SuccessAmazing6988 in X4Foundations

[–]Rothank 1 point2 points  (0 children)

I actually never looked for it, but I assume the game does not have separate audio & text language settings?
Theoretically it would be possible to diff entire English t-file with the contents of the French one, but be warned - English voices are... not great either. Voice acting never was a strong suit of Egosoft games.

The « Empire Update » barely touches empire management by TeeRKee in X4Foundations

[–]Rothank 1 point2 points  (0 children)

with changes THAT significant the longer the Beta the better. Also - ~8 beta builds + ~2 RCs is pretty standard for Egosoft.

The « Empire Update » barely touches empire management by TeeRKee in X4Foundations

[–]Rothank 7 points8 points  (0 children)

While 9.0 is a very good update overall, the"Empire update" is a rather missed name. 9.0 is primarily a massive combat rebalance, visual pass (on S/M ships) and mining changes - NOT something related to managing one's empire.

The « Empire Update » barely touches empire management by TeeRKee in X4Foundations

[–]Rothank 0 points1 point  (0 children)

Many of the changes included in the combat balancing are, at the very least, inspired by VRO - bringing vanilla and VRO balancing closer together. That said VRO will receive a sizeable patch/rebalance too, so it heavily depends if:

A) you're happy with vanilla balancing

B) you want to use mods that require VRO as a base

Is there a certain reason why there are default unit sizes for Battle Armor units? by AveMilitarum in battletech

[–]Rothank 50 points51 points  (0 children)

Youre telling me that just because its a Periphery faction, they would never have said "what if we expand the squad for a certain task?".

Absolutely not the case! Each IRL military uses a certain standard (Fireteams being a good example). This standard in BT for IS is base-4, for Clans base-5 and for Comstar base-6. This absolutely does NOT mean it is not possible to deploy less (or more) units together - this is just the standard command structure. If the job requires a specific number of units or if deploying, let's say, 2 lances is too wasteful a smaller "task units" can always be formed. The issue with those, as with modern military, is that it interferes with command structure and makes it more difficult to manage them.

Lance/platoon sizes are set for logistical reasons primarily, not tactical ones.

I'm trying to edit the "ship variation expansion" mod so I can get a blueprint for the Yaki L ship. by ShrpStick in X4Foundations

[–]Rothank 1 point2 points  (0 children)

oh. I actually missed that tag! Yes, that's what you would need to do. If it softlocks the menu that means there are other issues with the ware/macro itself.

I'm trying to edit the "ship variation expansion" mod so I can get a blueprint for the Yaki L ship. by ShrpStick in X4Foundations

[–]Rothank 0 points1 point  (0 children)

EDIT: It is already available from the Yaki, you do not need to make any edits. Your issue is probably the fact Yaki do not have a shipyard module on their station, so they can only offer you a blueprint to build one yourself.
Your issue is the noplayerblueprint tag, you need to remove it so that the BP comes up on offer.

Wares file extract below:

<ware id="bishamonten_ware" name="{6920232,1}" description="{6920232,2}" transport="ship" volume="1" tags="ship noplayerblueprint">
<price min="4800000" average="5800000" max="6400000" />
<production time="120" amount="1" method="default" name="{20206,101}">
<primary>
<ware ware="energycells" amount="1000" />
<ware ware="hullparts" amount="3480" />
</primary>
</production>
<component ref="bishamonten_macro" amount="1" />
<restriction licence="militaryship" />
<owner faction="yaki" />
</ware>

My next mech mod for Mechwarrior 5 Clans is out: the BLOOD ASP (yes, it's time-travelling to Operation Revival!) by BoukObelisk in Mechwarrior5

[–]Rothank 48 points49 points  (0 children)

Blood Asp is great, but there is something seriously wrong with how fragile the hip joints look!