X Rebirth

X Rebirth

Faster Ships
51 Comments
TTYTT123 1 Apr, 2017 @ 4:04am 
The speed of the medium ship did not increase
Browser_ice 26 Mar, 2017 @ 11:18am 
Noticed a bunch of errors in the debug log.

They are of the format :

[General] 74770.71 ======================================
[] 74770.71 Cannot match path '//acceleration[@forward='16']' in patch file 'extensions\fasterships\assets\props\enginesystems\macros\engine_size_s_04_macro'. Skipping node.

same for size 04, 03, 02, 07, 06 and 01
kelmenwong 14 Jul, 2015 @ 6:19am 
hi, suggest improve the drone speed as well, especially the cargo drone

if i want to this myself, do u know what below value for the cargo done?
- assets/props/EngineSystems/macros/engine*
Conbadicus 26 Mar, 2015 @ 1:31am 
Unless the game decides whether or not it takes highways based on distance vs speed...
keriv136  [author] 25 Mar, 2015 @ 6:13pm 
This mod only changes the speed of engines for ships so it is fully compatible with all versions of X. This mod does not make ships ignore highways or anything else.
даблдубащитбл 24 Mar, 2015 @ 10:59am 
Hello, this mod is compatible with 3.5+ ? :)
Conbadicus 19 Mar, 2015 @ 7:35am 
Is it possible that this mod is making ships ignore highways and try to cut across empty space?
NonameFTW 18 Dec, 2014 @ 11:23am 
I instantly subscriibed to this. Egosoft can fix the game all they want if the capital ships take ages to build your station. If it was me I would balance speed through acceleration not max speed. So capital ships can also fly quite fast but they take ages to get to that speed and they turn slow. Thats even more realistic I think.

I really hope this mod will fix one of the biggest flaws in the game. Not having to wait two hours or more to get the ressources for your station with mulitiple ships and mass amount of cash. Always having to resort to a savegame editor is not the way this game should be played.
keriv136  [author] 13 Dec, 2014 @ 7:21am 
I dont think that is because of my mod. I do not change anything with boosting or attacking.
Brian 12 Dec, 2014 @ 10:43am 
Great mod man thanks for the update on the teladi ships. Those guys were too slow! I've noticed some odd occurences though. It doesn't happen very often, but sometimes if you tell a ship to engage a target while it's currently boosting into the zone, it will change its course and barrel directly into the enemy ship, knocking the enemy ship flying out of the zone... It's pretty hilarious to watch, but a tad inconvenient when the enemy ship is an assasination target lol.
keriv136  [author] 7 Dec, 2014 @ 8:43am 
Next version will also include Teladi ships (I have already done it in my game)
Destroyer 27 Nov, 2014 @ 5:48pm 
*Thumbs up* =)
keriv136  [author] 27 Nov, 2014 @ 5:27pm 
I upped the speed of medium/small freighters to be much faster (240 top speed now).
Destroyer 23 Nov, 2014 @ 2:32am 
Maybe setting small freighters to be lot faster than capitals may give them a meaning to exist.
Destroyer 23 Nov, 2014 @ 1:21am 
Could u make a variation of this mod with even increased foward thrust / turning for freighters (capitals and small ones) and miners?

I´d say that the when trading/mining... cap ships do greatly when moving between sectors or zones, but when they start moving within a zone... man... this is boring as hell!!!... The ships may take quite a looooong time to dock or get to the asteroids fields. Small freighters are always slow... exageratedly slow (i dun even bother using them).

I would appreciate the game to be mre dynamic, at least when trading / gathering goods.

The military ships I guess they are ok for their purposes.

So... could u do it? xD
keriv136  [author] 31 Oct, 2014 @ 11:25am 
Unpack the files with the official tool and just tweak it yourself.
Sumeragy 31 Oct, 2014 @ 9:08am 
I would like to tune some of the ship myself, could u tell me wich of the line presents wich ship?
keriv136  [author] 17 Oct, 2014 @ 6:19pm 
I will have to look into drones at a later time but I will consider it.
Booster 17 Oct, 2014 @ 3:12am 
Just out of curiousity...how do you use cargo collect mode? xD
Malkevin 17 Oct, 2014 @ 1:32am 
Trading is fine, its using the cargo collect mode to order your capital freighter to pick up dropped crates where UAVs are too slow.

They're slower than a stock speed Rahanas, so you'd order a slaved ship to pick up a crate and the Rahanas would reach you before the UAVs do. If you're picking up multiple crates you end up with a conga line of UAVs behind the trade ship.

Its a bit dumb TBH
keriv136  [author] 16 Oct, 2014 @ 5:04pm 
Trading goes pretty fast with the faster ships, though, even with the URVs being so slow. I will think on it though. I do not have a lot of free time so don't expect it that soon.
Malkevin 16 Oct, 2014 @ 2:01pm 
Could you make a mod to increase the speed of cargo lifter UAVs?

Cargo collect mode on freighters is unbelievably slow
keriv136  [author] 7 Oct, 2014 @ 4:48pm 
I will consider when I have time.
Swatti 7 Oct, 2014 @ 8:54am 
REQUEST:
can you make a mod giving most cap-ships more hull HP, about 2x all around. Balors maybe a bit more even, the poor sobs get eaten quite fast.
keriv136  [author] 4 Oct, 2014 @ 5:21am 
It depends on what engine you have installed in your ship I think. I haven't really looked into it but it is definitely one of those macro files.
Raven Fire_BI 28 Sep, 2014 @ 11:07am 
I have installed (I do not know what it is called correctly in English) forced Mk-4 - 320 meters per second. The only file with the same velocity parameter engine_player_spe_mk4_macro.xml is this file and I correct.
I found a ready mode, which increases the speed boost, but it does not work.
keriv136  [author] 28 Sep, 2014 @ 10:37am 
Well, each engine has a different macro. What engine are you using? Did you edit the correct one?
Raven Fire_BI 27 Sep, 2014 @ 2:55pm 
I found a file (01.dat \ assets \ props \ EngineSystems \ macros \ engine_player_spe_mk4_macro.xml), in charge of the motor parameters, which is mounted on the skunk, but after changing the speed indicator - in the game there are no changes. What could be the problem?
keriv136  [author] 27 Sep, 2014 @ 9:17am 
You would have to look for the engine files for the skunk in the assets folder. I do not know where exactly at this moment. I might consider doing something like that but not at this time and not for this particular mod since many do not want a faster skunk.
Raven Fire_BI 26 Sep, 2014 @ 11:37am 
so at the expense of increasing the speed of player's ship? you will be doing this mod? If not, could you tell me where exactly to change it, I would have done everything I need, please.
keriv136  [author] 26 Sep, 2014 @ 10:50am 
Yes, increasing the speed makes trading go much quicker (which is a good thing). Before it was just killing me heh.
bm01 25 Sep, 2014 @ 2:19am 
I tried to find a good solution for making trading a little faster. The whole "parking" part takes too much time in my opinion. But unfortunately it doesn't seem possible to rewrite it and the only solution I found was to simply remove parking. That felt a little cheaty, basically the trade was immediate as soon as the ship entered the zone (I kept this for refueling though).

Increasing the speed feels so much better.
Raven Fire_BI 22 Sep, 2014 @ 11:27pm 
And unless a large ship can be controlled directly as a skunk? I am interested to fly to objects located very far from the systems, but at the present rate, even with the booster, it will be very long. After all, there is almost limitless space.
sorry for the English, if anything, Google Translate)))
keriv136  [author] 22 Sep, 2014 @ 9:52am 
I could increase the players ship but why? The Albion skunk already goes fast especially with boosting. Hop on a capital ship if you want to go around the universe faster
Raven Fire_BI 22 Sep, 2014 @ 5:52am 
Cool. But can you increase the speed of player's ship in 2 or 3 times?
NIS LordJack 20 Sep, 2014 @ 11:33pm 
XRebirth definitely needed this. All the capital ships were ungodly slow. Unbearable.
keriv136  [author] 14 Sep, 2014 @ 4:37pm 
Yeah. It might be because the ships are moving faster, even out of docking with the shipyard. This may be why it is clipping because egosoft didn't account for the speed or something. Either that or it is a vanilla bug. Only way to fix it in the latter case would be to slow them down coming out of the dock
ffxfan 9 Sep, 2014 @ 4:32am 
Yeah really enjoyable :) Things are a lot faster now. Had some bugs btw, some ships are clipping trough the shipyard sometile wheb built, especially the Arawn.

I think this is more an Egosoft bug than one of your mod.
keriv136  [author] 8 Sep, 2014 @ 4:04pm 
Sure, I am enjoying this myself.
Wintermute 8 Sep, 2014 @ 6:26am 
Thanks for the mod.
OLIVEIRA(PT) 7 Sep, 2014 @ 4:40pm 
i use both and mod Faster Ships come 1 so it replaçe tue other mod
ffxfan 7 Sep, 2014 @ 9:21am 
I was editing the same thing too, It should be fine for both of the mods. I think no crash are in sight. X-rebirth has a nice modding system, quite unefficient with low end computers though.
keriv136  [author] 7 Sep, 2014 @ 8:30am 
Right but in your case you may have just "added" a function to it but speedy delivery and this edit the same thing. Not sure which one will take precedence or what.
ffxfan 7 Sep, 2014 @ 6:37am 
if ur using <replace> only the capital freighters should be affected by Speedy Delivery.

I have 2 mods that tweaking the plasma Cannon. One is increasing the overall fire power, the other makes it mine asteroids.

I created the first one, I will not upload it because it's way too cheaty.
keriv136  [author] 7 Sep, 2014 @ 6:18am 
Speedy delivery and Faster ships edit some of the same ships. Using speedy delivery along with this will cause conflicts. Speedy delivery makes Capital ship freighters go super fast and turn super fast where I made Capital ship freighters go faster and turn slightly faster for, what I feel, is more realistic. You probably shouldn't use both together as I do not know what will happen or if it will even work.
Guardian protector 6 Sep, 2014 @ 3:47pm 
I LOVE THIS MOD! and the one that helps compet this mod is Speedy Delivery
Chew Ass and Kick Bubblegum 6 Sep, 2014 @ 7:18am 
I think they should implement this to the base game...
ffxfan 6 Sep, 2014 @ 6:58am 
Ok :) I tested it and, well that goes incredibly faster :) Thanks for the mod :)
keriv136  [author] 6 Sep, 2014 @ 6:45am 
The only ships which did not get speed increases are fighters.
keriv136  [author] 6 Sep, 2014 @ 6:45am 
Yes, all Gigurum ships have their speeds increased. They are much faster than before and yes it makes that escort plot mission go faster heh.