X4: Foundations

X4: Foundations

Better Missiles [6.0]
61 Comments
Alex_GranD 8 Nov, 2024 @ 6:52am 
с 7,1 работает?
[TAR] BarricadePrime 28 Jun, 2024 @ 7:40am 
the missiles should be faster for my opinion
Astarte 23 Jun, 2024 @ 12:56am 
Does this work with 7.0?
Hippo 26 Apr, 2024 @ 2:46am 
But the locking distance of the missile remains unchanged at all, 5 kilometers, which is too short!
aladinaleks 11 Apr, 2024 @ 9:59pm 
Не еби сам. Кто тебе под бэту будет что то делать. включи свой мозг.
Juggernaut 10 Apr, 2024 @ 9:04am 
Уже 7.0 вышла, автор не еби вала
meolan 29 Dec, 2023 @ 12:50pm 
Is this working for anyone else in 6.2?
Moonpaw 9 Nov, 2023 @ 12:33am 
VIEL zu stark. Ein Basilisk mit tracking und dumbfire turrets macht andere L klasse Schiffe in 3-4 Sekunden kaputt
Artyom 5 Oct, 2023 @ 5:30am 
Этот мод позволяет NPC стрелять ракетами с дальности более 4км?
flatbush71 25 Sep, 2023 @ 9:58am 
will it be possible to get this updated to 6.2 ?
Please
[Micky] The Wolf 9 Aug, 2023 @ 10:27pm 
:0
Prior Micha  [author] 27 Apr, 2023 @ 12:38pm 
When most issues with the mods around [6.0] are solved, I will update this mod to include the newest missiles since Split Vendetta.
Prior Micha  [author] 27 Apr, 2023 @ 12:35pm 
It' just changing some parameters. So yes, it should be.
(If not, please report. Ididn't have trouble with the mod in [6.0])
Thor 26 Apr, 2023 @ 8:10pm 
Is this compatible with the latest version of the game?
Prior Micha  [author] 17 Dec, 2022 @ 2:39pm 
Hey... I wasn't planning anything this way. I am also not aware of any such mod. I also do not know if that somehow impacts the game more than intended (missions etc.).

Otherwise it would certainly be easy (and dirty) to simply delete all missiles from the Wares. But you would have to think about how the game would react to that. Did you call the modders community via Discord? I think, I am out of that and cannot help.
knightphantom420 17 Dec, 2022 @ 12:12pm 
hi ... I have a request.. Any change you can make a .... No missile mod? (or at least just for pirates) cuz pirates seem to use a lot of missile spam and your traders have very little chance of getting away .. and the ai in this game sucks! and a destroyer should be able to handle a few fighters and 1 or 2 med gunship or corvetts but even a carrier barley can survive if the enemy uses a lot torp/missles...whick is such b.s.
BLKCandy 23 Aug, 2022 @ 11:28am 
Mod looks nice. I used X customizer to do similar thing myself. Vanilla missiles are just not worth it.
Prior Micha  [author] 21 Jul, 2022 @ 12:14pm 
Prior Micha  [author] 21 Jul, 2022 @ 6:24am 
Which speed-factor do you prefer?
x 1,5?
x 2?
x 3?
x (...)?
Prior Micha  [author] 21 Jul, 2022 @ 5:46am 
Okay. I will have a look at it. But at the moment I'm very busy, so the next update will require some patience. I haven't forgotten about it, though, and I'm putting it on my to-do list. Thanks for the feedback! :-)
JIM 20 Jul, 2022 @ 6:01am 
No, I didn`t change the missiles engines.
But it's worth considering for one of the next updates. ;)

To all: is this desired?



YES!!!!!
Prior Micha  [author] 30 Jun, 2022 @ 5:07am 
No, I didn`t change the missiles engines.
But it's worth considering for one of the next updates. ;)

To all: is this desired?
Kurama 29 Jun, 2022 @ 5:25pm 
does this increase the missile speed as well? Thanks!
Prior Micha  [author] 1 Apr, 2022 @ 5:14am 
Private time was locked. I must take a look to 5.0 first to see the changes.
Runekn 26 Mar, 2022 @ 9:07am 
Why not also increase the lock ranges?
manetherin4 26 Mar, 2022 @ 6:11am 
I'll second the missile range issue noted earlier, post-5.0 all heavy missile ranges are down to roughly 1/4-ish what they used to be with this mod
Si Cwan 25 Mar, 2022 @ 5:54pm 
not seeing it listed, but do these do anything w/ the speed? missiles seem to be way too slow
ORLYARLY 18 Mar, 2022 @ 11:07pm 
Tried to take a construction ship with marines. Little did I realize that it had 4 or 5 tracking turrets. Turned my little pirate party to mush within moments. Missiles are really strong.
Prior Micha  [author] 2 Mar, 2022 @ 1:27am 
Ok thanks for your checkaround. I will check the stats again. Maybe a letter-bug or stuff...
JRJ 1 Mar, 2022 @ 12:30am 
I've disabled all mods except this one, restarted the game and started a new game, still the same. Really no idea now XD

Anyway the light missiles now are good enough already so it's ok.
JRJ 28 Feb, 2022 @ 11:46pm 
It's very strange because I had vanilla range before installing this mod and other mods did not change missiles. I'll try to dig around by disabling other mods.

Thanks for checking :)
Prior Micha  [author] 28 Feb, 2022 @ 8:05am 
The range specs of the mod:
heavy swarm missile: 13.040 m
heavy cluster missile: 26.000 m
heavy smart missile: 10.000 m

It seems, there is another mod in your game that changes the range values. (?)
Prior Micha  [author] 28 Feb, 2022 @ 1:37am 
Hi JRJ, thank you for your feedback!

The mod works with and without VRO. (I don't know if it is well balanced for VRO - I don't play VRO).

I did not intend to change anything about the missile costs. My thought was rather the other way round: For the money I want decently usable missiles.

And lastly, I like to look at the heavy missiles again. Maybe I forgot to adjust a value somewhere. Which rocket does that concern?
JRJ 27 Feb, 2022 @ 8:01pm 
Hi, does this mod require VRO to function properly?

in my game the light missiles are much stronger now but the heavy missiles have ranges like 4 or 5 km only, lower than vanilla.

Also would you consider increase the missile costs in future updates? Seems they are too cheap after the enhancement.

All in all great mod, thank you :)
Prior Micha  [author] 27 Feb, 2022 @ 6:36am 
@ Core: No I don't have.
But the mods update just at gamestart. If you don't want to, just desubscribe the mods and they will stay on theire status without updating.
Core 27 Feb, 2022 @ 5:12am 
Hey thank you for this mod! Do you have a separate download location beside steam? Maybe on nexus or something? I can't log in to steam workshop because it will update my mods and I don't want my game to bug with updates.
Fabian 26 Jan, 2022 @ 7:33am 
im editor von nexusmods kann ich sie aber laden und sehe auch alle werte.
Fabian 26 Jan, 2022 @ 7:30am 
Micha ich habe auf basis der s,m,l,xl schilde jeweils mk3 mk2 schilde erstellt also neue "ware" und neue macros für die jeweiligen dazu die erhöhte kapazität und die zuordnung wo zu kaufen. soweit so gut doch egal wie viel ich versuche sie erscheinen nicht im spiel als kaufbar oder "scriptbar"
Prior Micha  [author] 25 Jan, 2022 @ 4:01pm 
Hallo Fabian, was hast du genau vor? Neuer Schildtyp ode einen bestehenden ändern?
Ich habe hier die bestehenden Raketen in ihren techn. Werten abgeändert. Also per <diff>
Fabian 25 Jan, 2022 @ 1:14pm 
@Micha im Moment versuch ich ja SPL-Schild Mod zu basteln aber irg. häng ich fest bzw finde den fehler nicht. wie hast du dein Mod gebaut?
aladinaleks 23 Jan, 2022 @ 6:28am 
@Fabian

This mod does not change the speed of missiles. There are two options.
1) Bug in the game
2) Bug in VRO mod
Fabian 23 Jan, 2022 @ 1:11am 
hi, i dont know its a bug oder a little mistake... the cluster missle top speed is 36 m/s
Prior Micha  [author] 12 Jan, 2022 @ 11:17am 
It should be by tracking launcher.
Troubleshooter 11 Jan, 2022 @ 3:12am 
As the cluster missile is now "guided", does that mean it requires a Tracking Launcher to fire, or is it still fired by the Dumbfire Launcher?
Prior Micha  [author] 2 Jan, 2022 @ 1:21am 
Hello Heisenquark, if I make it I want to make a VRO version of each of my weapon mods next week. Please be patient. Best regards!
Heisenquark 1 Jan, 2022 @ 10:37am 
Could you also make a vro compatible version? :)
Prior Micha  [author] 17 Dec, 2021 @ 5:48am 
Dear Sanguine,

please excuse me! I accidentally deleted your 2nd post. :steamfacepalm:
Your opinion and hints are very important to me - it was not intentional. Of course you will get my answer anyway.:steamthumbsup:


So thank you very much for your opinion and the hint with the Disruptor; I'll have another look at it. I see it the same way as you, the ego rockets are actually good for nothing. Therefore this mod.

...deep in space, in the distant future - and missiles are still unguided?... Not in my space :steammocking:

I'll gladly take any hints for improvements. Especially for your "balancing-feeling". So I will have another look at the missile-speeds. Suggestions are welcome!

PS: What do you mean by "I hope that the title is in german will not restrain the spread of this mod."?
The mod is in GER,ENG,RUS. In-game the set game language is used (it runs without separate t-file).
Sovereign 17 Dec, 2021 @ 5:28am 
I always wondered when finally someone does a mod to buff up missiles I mean anyone with a sense for balance should know that they are severly underpowered and not good for nothing besides some meme loadouts for the Rattlesnake or Raptor. And Egosoft has not done a thing for real ingame combat balance for ages now... I hope that the title is in german will not restrain the spread of this mod.
DAvE_D 15 Dec, 2021 @ 5:09am 
Thanks a lot. A lot better without guessing the type :D