X4: Foundations

X4: Foundations

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X3 ATF/USC Ship Pack
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345.437 MB
Nov 18, 2021 @ 6:16am
Jul 27, 2023 @ 11:07am
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X3 ATF/USC Ship Pack

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

Partially compatible with 7.50, but a full update is in progress.

>>VRO version here<<

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

============== Update 1.50 (READ ME FIRST) ==============

The remainder of the ATF ships have been set to use the Reunion textures.

This should improve the visual quality of the Valhalla, Woden, and Skirnir compared to their original textures.

The Kyoto has been updated with an early version of the 6.00 Boron docking system.

Existing ships will have 1 medium pad missing on each side and will require a new Kyoto to be built to function properly!

There are currently issues with the AI and the system, possibly due to the distance but I am still finding the cause of the problem. Nonetheless, it is a major improvement from before when it had no waypoints.

And the Mobile Mining Base-Ship now has fixed waypoints! Now it will work IS, but as a balancing feature, the drones will take a long time to empty its storage.


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

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 :).

Cheat Menu support added! (Although the Valhalla is currently exempted as it does not spawn with engines)


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

- Improvements and adjustments to the Laevateinn Multi-Missile and ATF TACMS
- General changes to ATF ship maneuverability


UPCOMING UPDATES

- Optimized jolt collisions for improved performance
- Kyoto hangar lights
- Proper Valhalla, MMBS, Kyoto waypoints for drones/resupplying

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

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://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 (10)
21
Jan 28, 2023 @ 2:22am
PINNED: Suggestions/Feedback
⁄⁄⁄\ | dtaco™ ❸
4
Apr 27, 2023 @ 12:00pm
RUS LNG UPD 1.42
aladinaleks
3
Nov 19, 2022 @ 8:39am
nexxus uploads
Mijati_GER
264 Comments
⁄⁄⁄\ | dtaco™ ❸  [author] Apr 18 @ 8:11am 
My mod shouldn't affect docking behavior as I am not modifying any scripts.
强人锁男 Apr 18 @ 7:24am 
他有时候会随机影响别的船,无论是战斗机还是运输船
强人锁男 Apr 18 @ 7:21am 
MOD会导致停靠异常,无论是大船还是小船,不停的重复停靠
⁄⁄⁄\ | dtaco™ ❸  [author] Apr 8 @ 1:14am 
You will need to buy the ATF Magni engine blueprints for the Valhalla as well.
Commissar [GSF] Apr 7 @ 10:14pm 
missing engines
⁄⁄⁄\ | dtaco™ ❸  [author] Mar 19 @ 3:10am 
Hey there, you can purchase the blueprint from the Terran representative, but you will have to build the ship yourself with an XL Fabrication Bay.
Frankenllama Mar 19 @ 3:03am 
i've just started playing and came across this mod. I'm just curious, but if i cannot purchase the Tyr, how do i get one? Does it have to be spawned in?
镜の魔术师 Feb 28 @ 12:24am 
Thank you very much for your reply. It’s really such a shame; the Valhalla in XTM is so beautiful.
⁄⁄⁄\ | dtaco™ ❸  [author] Feb 27 @ 10:48pm 
The original plan was to use the XTM Valhalla (the ship in the image), but since I cannot contact the model creator and the assets are not publicly available, I cannot use it unfortunately.
镜の魔术师 Feb 27 @ 12:42pm