X4: Foundations

X4: Foundations

Reactive Docking
117 Comments
AtaKosh 2 May @ 10:53pm 
This Mod should be vanilla. Dockingbays other than on carriers are so obsolete for fleets. Thanks for the work!
Stroichik 23 Apr @ 2:50am 
tried launching wings with leaders from ISD, half launched ok, but quite slowly. several wings (about 30%) didn't launch at all. Probably some vanilla scripts problem. I suppose i have to forget idea of having fighter wings for now.
Stroichik 21 Apr @ 7:36am 
Update: i think that behaviour happens when i load full fighter capacity on a ship and then try to launch them. for example - i got 24 S storage capacity + 5 landing pads. so i have 24 fighters on a ship all docked.
Stroichik 21 Apr @ 7:05am 
Hello. thanks for great mod. I wanted to ask a thing about docking with subordinates. I`m playing SWI and i want to make cinematic fighter wings. They do work if i assign 4 fighters to a squadron leader fighter and make them fly in V formation. With this mod those fighter wings dock nice, after their squad leaders dock. However, when i try to launch those fighter squadrons only those that are not in internal storage are launched. Maybe because their squad leaders were first to land and are inside internal storage.

I know that this kind of setup is not intended by Egosoft or you. But is it possible to do something about it, and make those fighter squadrons launch properly when i switch to "Launched" state?
Runekn  [author] 10 Apr @ 10:10am 
@Virkful Not really intended. Mostly just consequence of vanilla code for carriers. Not sure I want to fix it though since fighters can easily get stuck on the XL while trying to dock with M that is itself docked on XL.
Virkful 10 Apr @ 3:41am 
Not sure if it's intended or not, all ships are docked at the commander instead of their group leader.
For example, I have a XL ship as commander, and a medium frigate in XL's group, and a small fighter in medium frigate's group.
Suppose M is docked at XL and S docked at M, but no, both M and S are docked at XL.
Runekn  [author] 5 Apr @ 12:38am 
I'm talking about the Extension settings, which is added by SirNuke API mod. Without SirNuke API Mod Reactive Docking will still work, but you just can't change the settings since the menu item is gone.
Konaan 4 Apr @ 9:24pm 
@Runekn, let me get clarification. By change default settings, what did you mean by that? What settings?

I loved how I could set destroyer to reactive (and carriers for that matter). I know there are some settings in the extension settings that I played with a little.

If you can clarify your statement a little more, I would love to reinstall the mod.
Cinnebula 4 Apr @ 9:42am 
@Konaan https://www.nexusmods.com/x4foundations/mods/552?tab=files&file_id=3153 Kuertee's UI extensions and HUD fixed the issue i had

@Runekn in my experience, say I was in Hatikvah's Choice I, and a xenon SE passed by on the highway, appearing in range for about 4 seconds. my fighter escorts would undock, and by the time they undocked, the SE on the highway would be long gone. they would promptly redock, since there are no longer any targets in range
Runekn  [author] 3 Apr @ 10:56pm 
@Konaan SirNuke API was actually no longer a requirement. Only needed if you want to change the default settings. I had forgotten to remove it from steam requirement list, but did just now.

@Cinnebula Reactive ships should actually ignore highway targets. Are they not?
Konaan 3 Apr @ 7:37pm 
Sadly I have removed this mod. Not because it isn't working. It actually works very well after the last updates the author made and I really appreciate it. I had to remove it because of the inability to right click on ships with inventory so I can add/remove them from fleets or tell them to deposit inventory. I don't believe this is an issue with this mod. I think it is more the issue with Sir Nukes UI mod which makes me disable the UI protections to work.
Cinnebula 3 Apr @ 3:28pm 
if you take suggestions, what about a delay for ships with reactive docking to launch and dock?

i.e. if an enemy ship remains on radar for 5 seconds, the ship launches (was imagining this could prevent fighters from undocking whenever a xenon ship speeds by using the highway, for example)
if no enemies are spotted within 5 seconds of the last known one being destroyed, the ship re-docks (was imagining this could prevent ships immediately docking again when their target is destroyed - just to re-launch thanks to another potential target still existing)
Nanobot 28 Mar @ 4:20pm 
Hey there, just commented on Nexus Mods about an issue I´ve come across with Aux ships not using reactive docking properly, nothing happens S and M ships don´t dock up they just stay in formation, setting and resetting fleets didn´t fix it. If i switch it to vanilla "launched" then only S ships dock up as usual. Good luck and thanks for adding another great mod to X4!
Konaan 26 Mar @ 1:14pm 
I rarely do the betas. They change too much. Will wait for it to be released more polished.
Runekn  [author] 26 Mar @ 11:28am 
Looks like there are no changes needed for 7.60 beta compatibility. But let me know if something stops working.
Konaan 23 Mar @ 6:48pm 
I still haven't done the Protect Station role yet on a new station, but my larger ships are no longer trying to dock with my PHQ now when they are set to Defend.
Konaan 23 Mar @ 3:11am 
Awesome. Thanks for the updates. I will continue to try them out and provide feedback.
Runekn  [author] 23 Mar @ 1:29am 
For station defenders I had also included capital ships in the reactive docking logic. But I had forgotten that the game only allows one defend group per station, meaning you can't separate fighters from capital. Your problem of capital defenders taking up all piers made me realize that this would be a problem even if it works right. So I have just deployed another update to exclude capitals from docking, along with some other fixes.
Runekn  [author] 23 Mar @ 12:27am 
@Konaan it only affects subordinates assigned to "Defend".
Konaan 22 Mar @ 7:03pm 
I think it is working better. By the time you did the update and I re-added it, I had already finished the piers on the station they were trying to dock at so can't be sure. I still saw "docking" in their actions, but those could have been left over from before I removed the mod. I cleared out those orders.

I am going to be building some more stations so will set up a ship to "protect" it and watch what it does.

Thank you for the quick turnaround on an update. I will follow up as soon as I can on what it looks like from my end.

To add to what you said about station traders, in the Extension settings it shows a box for stations. If this doesn't work for station traders, then what does it affect?
Konaan 22 Mar @ 2:02pm 
Certainly. I will try it again and hopefully come back with a positive result. Thank you for taking a look at it. I really like this mod.
Runekn  [author] 22 Mar @ 12:35pm 
@KaneDraco no it is only for subordinates of auxiliary ships. To make them stick close to the ship. In the future I'll probably look into extending the logic to station traders.
KaneDraco 22 Mar @ 12:21pm 
Would the auxiliary trader settings work for ships assigned to trade for station? ex my trade station has assigned M traders that will dock when unable to find any trades?
Runekn  [author] 22 Mar @ 12:17pm 
@Konaan. Oh my. Sorry about that. I've deployed a fix. Let me know if there are still issues.
Konaan 22 Mar @ 10:04am 
Unfortunately I had to remove this mod for now. Ever since the update, all my carriers and non carriers just want to dock with no enemies around. While this, in itself is fine (I just have to build more docks/piers), it causes me spam when I have ships protecting a station that doesn't have any docks/piers yet because it is being built (Paranid Civil War for example).

I even turned off all the settings in the extension to make reactive NOT be the default for everything. Still the spam comes. So currently I can't use "Protect Station until further notice" nor defend commander (until I build a lot more piers) with the mod in its current state. I look forward to using it again when there is another update, or someone explains what I may be doing wrong or missing.
Runekn  [author] 22 Mar @ 2:02am 
New big update. Also rewrote much of the description, and updated the images. Please read the new description, as there is some info regarding a data migration that will occur when you play with the new update.

@Serter8 The update adds reactive docking for auxilliary traders. I could probably extend this logic to station traders and miners.
Serter8 10 Feb @ 10:40am 
Is it possible to add this to stations like the PHQ so all my squishy miner's and trader's don't aimlessly fly outside the station and present themselves as a juicy sitting duck for any pirate or kaahk that may come across them?
Runekn  [author] 21 Dec, 2024 @ 12:57pm 
@KagedDaemon It's technically possible, but will require you to execute an external program (see sn_x4_python_pipe_server_exe [www.nexusmods.com]) to collect the custom key inputs while having the game running. You will also need to specify what exactly you want the hotkey to do in what contexts.
KagedDaemon 21 Dec, 2024 @ 10:57am 
would it be possible to have a hotkey set for this? I understand if(as this is your first mod) if you are unable to accomplish this, but if so that would be AWESOME! Not to mention a time saver
Styx River Gynoid 24 Oct, 2024 @ 8:42pm 
This is your first mod?? You don't believe in doing things the easy way do you, and starting off with something way less complex a task than re-writing AI behavior and procs!

Just a thought about #1 on your FAQ list. I *think* it's default sequencing for the game, to make sure the player's ship is stowed out of the way on single-pad ships, before sequencing the AI ships launch/landing cycle. It'd make sense the devs just apply it to all pads, instead of trying to make it specific to single-pad circumstances, and they'd make it global so they'd not have to add extra logic to see if a player's ship is on the pad.
DasMoss 31 Aug, 2024 @ 11:30am 
is it possible to extend this function for traders assigned to supply ships?
Runekn  [author] 12 Jul, 2024 @ 12:57am 
@Nightshade does it work if you give the fighters a move order and then delete it again?
i have big black tits 11 Jul, 2024 @ 3:37am 
My fighters are using a destroyer carrier, i have them set to attack then reactive but they still wont dock
intra 26 Jun, 2024 @ 7:59am 
thanks for that patch haha was wondering why my UI was buggin out and randomly checked em all. great ass mod btw
Malakie 25 Jun, 2024 @ 12:30pm 
Thanks! Love your mod.. Would love to see this work on stations too.. it would help reduce game load FPS if we could get those damn ships to dock on their own.
AzoorFox 24 Jun, 2024 @ 5:59am 
THANKS.
Runekn  [author] 23 Jun, 2024 @ 11:19pm 
Uploaded a fix for the dock menu (enter key)
AzoorFox 23 Jun, 2024 @ 3:23pm 
UPDATE WHEN??????????????
Malakie 22 Jun, 2024 @ 4:49pm 
Previous version does not work either. It is breaking panels in the map and other locations.. Kuratee found it fixing his mod and once i disabled Reactive Docking.. sure enough that fixed the break in 7.0
Runekn  [author] 22 Jun, 2024 @ 9:29am 
Okay I'll look into that. In the meantime you can download the previous version (2.1) on nexusmods: https://www.nexusmods.com/x4foundations/mods/676?tab=files
-Norbert- 22 Jun, 2024 @ 4:06am 
Same for me. I tried opening the quick menu with the enter key, or via the radial menu, but neither brings it up, meaning if you are on a station, you are stranded there, since the unlock option is only in that menu.
dubius 22 Jun, 2024 @ 2:51am 
@Runekn
Mod was somehow working fine for me before your update, despite the other people having issues. But after the update this morning, the mod is breaking the cockpit control panel after opening and closing the map (won't even come up when hitting enter). Have had to disable the mod for now, hope you're able to hunt down the issues.
Runekn  [author] 22 Jun, 2024 @ 1:08am 
Uploaded a fix for 7.0. Sry for the delay.
Chico Rodriguez 7 May, 2024 @ 10:01pm 
This breaks the map functionality in beta 7.0. M will no longer work.
Kalisa 6 Jan, 2024 @ 2:51pm 
this mod seems to cause UI issues, some menus fail to auto close, if hitting confirm on something it remains open and needing to X out after, this and Kuertee's signal leak hunter increased seem to cause the same issue, so perhaps a conflict with the API somewhere?
Flicker 13 Jun, 2023 @ 7:33am 
As person who just dload the mod but never commented, this is one of those mod that I would highly recommend because this mod prevents my fighters on my carriers becoming an absolute idiots by undocking for no reason. 10/10 must have mod
Malakie 5 Jun, 2023 @ 5:08pm 
I second the forcing ships to move to internal storage bays/hangars.
Chico Rodriguez 5 Jun, 2023 @ 3:25pm 
Any chance of adding an option to force all docked ships to internal storage, automatically? This would be very useful for ships with launch tubes.
Titan Nya 12 May, 2023 @ 7:05am 
Finally figured out it was in loadout (tested with a couple ship before creating my fleet)
Now gonna wonder if the mod that allow restock of subordinate will work without a problem (gonna be a pain to make each sub commander enable the restock but that's a me problem :p)
baaam 29 Apr, 2023 @ 5:01pm 
@Runekn yeah I did. After update, it works fine thank you.