X4: Foundations

X4: Foundations

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X3 ATF/USC Ship Pack
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345.442 MB
18 Nov, 2021 @ 6:16am
27 Jul @ 9:50am
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X3 ATF/USC Ship Pack

Description
A collection of X3 Terran ships that I've ported to X4

>>VRO version here<<

>>Nexus version here<<[www.nexusmods.com]

============== Update 1.60 (READ ME FIRST) ==============

All the ships have been updated to utilize the recent 7.50 flight model updates.

Performance will be the next major focus as I need to optimize the jolt collisions for the larger ships to reduce the performance impact on lower-end systems and hopefully resolve the possible crashing when near the Valhalla or Kyoto.

====================================================

This mod is largely a WORK IN PROGRESS; several things still need updating and fixing so expect things to change here and there. Fixes will take priority over adding new ones so please be patient when it comes to new ships :).

=================== KNOWN ISSUES ===================

- Despite the new docking system, some of the stuff regarding it remains a mystery and I am still looking for the cause of the weird AI behavior for the Kyoto's docks.

- Some areas of the ships might not have complete collisions. Due to how difficult it is to create the right ones, sometimes I have to cut some corners to get around it.

- The Odin and the Kyoto are a bit too wide for the XL fabrication bay; while you can build them there, I suggest you let them undock in OOS.

====================================================

CURRENT PRIORITY

- Optimized jolt collisions for improved performance

====================================================

ATF SHIPS
Ship
Role
Restrictions
Tyr
Battleship
Capital License (Not available for sale on shipyards)
Valhalla
Superheavy Battleship
Capital License (Not available for sale on shipyards)
Skirnir
Missile Destroyer
Capital License (Not available for sale on shipyards)
Odin
Heavy Carrier (M)
Capital License
Woden
Heavy Carrier (S)
Capital License
Verdandi*
Medium Heavy Fighter
Military License

USC SHIPS
Kyoto
Superheavy Battlecarrier
Capital License (Not available for sale on shipyards)
Mobile Mining Base-Ship
Dual-Purpose Miner
None

*Ship is not part of the base X3:R/TC/AP/FL game

====================================================

Notes


Verdandi
As my first attempt at "porting" an S/M ship to X4, the iteration of the Verdandi fighter in X4 is not of great quality as it involves a lot of modeling stuff to get right. The fighter will most likely not get any major changes from this point until I can recreate it from scratch due to the process involved in making such ships.

Currently as it stands, the ship has no proper entrance/exit, broken AI pathing inside, and no proper wreck but besides those, it is perfectly functional.

TO EXIT THE SHIP, crouch towards the cockpit panel and exit through the windshield. (If you're having trouble, try following this[imgur.com])

TO ENTER THE SHIP, either Shift+D or use the spacesuit dock located below the cockpit.


Scale
As you might have noticed, the scale of most of the ships are vastly larger compared to the X4 ships; this is due to how differently both games are scaled so I had to downscale the large X3 ships by 50% to X4. Putting them on a similar scale proved to be hard with module placements as they are not meant to have surface modules.


Ship sizes
Since 6.00, the Kyoto is capable of traversing the gates thanks to convex hulls. The Valhalla on the other hand is a hit or miss - sometimes it can fit, sometimes it can't. On certain cases, it can jump but will get stuck on the gate (just like in X3).

To counter this, you could let the AI pilot it through them, or use the following mod below that disables collision for gates, accelerators, and superhighways:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2626168206


Valhalla
The Valhalla's size makes it weird to be able to be built on XL bays and even dock on some piers. To solve these problems, I made an "XXL-sized" fabrication bay where it will only be able to dock and be built.

The Valhalla also uses a custom engine, which blueprints would need to be bought alongside the ship blueprint to create a functioning ship.

The Valhalla only supports construction and docking for repairs/upgrades on its own Valhalla Fabrication Bay. As a result, it cannot dock to any pier anymore except for stations that have the bay.

To get the ship to dock, you can order the AI captain to dock it as it may not work if the player does it (you can try this out on a station with an XL fab only on an XL ship).

NOTE: You can start construction of the Valhalla on a shipyard without the fab HOWEVER it will not be built unless you have its fabrication bay.


Skirnir Missile Barrage
Is it as OP as it was in X3TC? No, but it is definitely OP by X4 standards ;)


====================================================

Everything else

As always, thanks to the people in the Egosoft discord for helping me out with my endless messages and problems. Without them, I would still be stuck figuring out the tons of problems that will further delay this project.

Special thanks to aurum, UniTrader, Shuulo, TheShooter36, Axeface, DeadAir, and many more for their extensive help with the various difficulties and other stuff that I cannot do on my own. Honestly there are too many people to list!

Credit also goes Cadius for their version of the Odin that I used for this mod
https://forum.egosoft.com/viewtopic.php?f=94&t=308762

and also to Expnobody for their X3 ship mod collection.
https://forum.egosoft.com/viewtopic.php?f=94&t=309793
Popular Discussions View All (11)
21
28 Jan, 2023 @ 2:22am
PINNED: Suggestions/Feedback
⁄⁄⁄\ | dtaco™ ❸
1
10 May @ 6:09am
Timelines loading screen what is the Red ship
Ulfar
4
27 Apr, 2023 @ 12:00pm
RUS LNG UPD 1.42
aladinaleks
274 Comments
WyrmVonSturm 23 Jun @ 11:16am 
All good, it's a minor point. Thanks for all your work.
⁄⁄⁄\ | dtaco™ ❸  [author] 23 Jun @ 6:21am 
The cockpit location was supposedly going to be raised to closer mimic the original position it had in TC, but since I cannot retroactively apply changes to its position I just left it as to not break the existing ones on peoples' saves.

Regardless, the ship functions fine as turrets should have full coverage around the ship and I guess you could use the external camera as well if you really want to see stuff directly in front of the ship.
WyrmVonSturm 23 Jun @ 4:22am 
Finally built up my economy and got a Valhalla. 656 m/s....in travel mode. 26 m/s standard. Brother, this isn't a battleship, it's a slightly mobile space station.

Honestly though with this level of firepower I can understand. What I don't understand is why you used the middle bridge. 2/3 of the view is blocked by the superstructure on the sides and the forward bridge. How am I supposed to enjoy my glorious dakka without being able to see what I'm even shooting at? (Or where I am going, seriously you'd think going that slow I wouldn't be able to hit anything....)
⁄⁄⁄\ | dtaco™ ❸  [author] 1 Jun @ 10:38pm 
@SuperGripper I think there are people reimagining them already but I might be wrong.
⁄⁄⁄\ | dtaco™ ❸  [author] 1 Jun @ 10:36pm 
It uses the same XL speed modifiers as the other ships as of 7.50, and I reduced its overall maneuverability to ensure its size is really felt but its not as sluggish as its ATF counterpart.
Duke Flapjack 1 Jun @ 6:11pm 
The Kyoto is *slower* now?? Lol. It already took all day to get anywhere.
SuperGripper 25 May @ 10:41am 
I would love to see the classic Argon ships from X3 modernised like the Titan and Colossus as well as some XRM ships like the mighty Atlas
Duke Flapjack 10 May @ 6:16am 
Ships that have a more balanced turret design I find highly appealing. Vanilla ships certainly favor all their turrets on one side. The Terran Cruiser mod is good for balance, for example.
⁄⁄⁄\ | dtaco™ ❸  [author] 10 May @ 6:10am 
I'll see about doing that, it might be actually better, thanks.
Duke Flapjack 10 May @ 5:24am 
A thought if you ever update this: it would be visually more appealing to have two of the MMBS mining turrets on the underside of the ship rather than all four on top.

Still very nice work! The Kyoto is absolutely a *unit.*