X Rebirth

X Rebirth

MIS: Hot Engines
62 Comments
Axeface Oct 31, 2019 @ 10:39am 
Hello, is there a video of this mod in action anywhere?
NoLiMiT72X Jan 10, 2019 @ 4:55pm 
Realy thank you for making this mod. What an must have is. And even XR 4.3 it's still working nice. Sounds and effect perfect with betty's voice warning from heat. Even today XR with nice mods is better than X4. Graphics and gameplay superb.
Axeface Oct 29, 2018 @ 4:30pm 
They did indeed add a similar effect into the base game, but it doesnt have the effects you added with this mod. Its a real shame imho because this mod was FUN. Thank you for it, and I hope maybe one day you feel like updating it to just add the effects alongside the base games heat feature.
I_Synthwave Apr 21, 2016 @ 11:40am 
Ein schöner effekt, macht die sache gleich etwas autänthischer :)
Hyperion Mar 11, 2016 @ 2:38pm 
This mod is much more immersive than the default damage efects which came with 4.0. It's a shame they added no rumble nor temperature simulation. If you could combine this mod's effects with the vanilla game hot engine functionality, that would be perfect!
bioscmos303 Mar 6, 2016 @ 8:50am 
Just to let you know and to update you about your mod - that for me you mod was better then the one that comes with Xrebirth4 .. yours use better damage effect and more realistic. But that's me
HammerFoot  [author] Mar 6, 2016 @ 8:35am 
Correct. Engine Heat was added in 4.0. This mod is no longer needed.
Teizan Mar 5, 2016 @ 9:22pm 
They've added proper heat damage into game and this mod isn't needed anymore? - not sure
HammerFoot  [author] Feb 17, 2016 @ 2:55pm 
It does. This mod should no longer be needed!!!! :)
bioscmos303 Feb 16, 2016 @ 12:42pm 
beta 4 - Added heat damage from engine jets.
superlgx Feb 13, 2016 @ 9:27am 
谁能翻译一下这是什么mod呀
Dark-Chummer Mar 18, 2015 @ 5:16am 
Sehr heiße Mod! :-)
76561198029690070 Jan 31, 2015 @ 2:44pm 
Hi paris_england
Verstanden Danke.
Got Danke.
HammerFoot  [author] Jan 31, 2015 @ 2:36pm 
IIRC those are created because the playership doesn't exist (eg at the start of a new game or if you're blown up). They can be ignored, no harm done.
76561198029690070 Jan 31, 2015 @ 2:33pm 
Hi paris_england
Error in MD cue md.MIS_HotEngines.MIS_HotEngines<inst:3b95f>: Evaluated value 'null' is not of type component\
Error in MD cue md.MIS_HotEngines.MIS_HotEngines<inst:3b95f>: Invalid space for <find_ship>\
HammerFoot  [author] Jan 31, 2015 @ 2:13pm 
Should be fine with all versions :)
76561198029690070 Jan 31, 2015 @ 2:09pm 
Hi paris_england
Nein ich meinte.
No I meant.
Publicc_beta-3.10 und 3.20 RC4
HammerFoot  [author] Jan 31, 2015 @ 1:40pm 
I'm sorry, my German isn't ver good... but you mention 3.10, so my guess is you're asking if it works with 3.1? If so, the answer is yes :) Should also be fine with 3.2
76561198029690070 Jan 22, 2015 @ 12:43am 
Super! Vielen Dank für diese Modifikation und tolle Arbeit!
Gleich probiert und gefällt mir sehr.
? Jetzt nur noch ein update Für x-Rebirth 3.10 und ich bin ein glücklicher Mann.
HammerFoot  [author] Sep 10, 2014 @ 3:18pm 
@Kobold - no, other ships are not effected, just the skunk -- otherwise there'd be carnage everywhere ;)
Kobold Sep 7, 2014 @ 6:38am 
what about other ships? will they get damaged to if they are to close to each other?

Could be a Problem if u got some ships together in a group or?
PitchBlack Sep 5, 2014 @ 5:07am 
I translatet ur post in to German language. PM me and i post u the translation. i can´t post it here couse i have a letter limit of 1000 for that standart posts here ;)
HammerFoot  [author] Sep 4, 2014 @ 9:31am 
I'm sorry -- my language skills are poor so I can't translate ... and I don't trust google translate for the description here .... but if anyone want's to translate, feel free. That said, the mod shopuld work in all languages ;)
argon_01 Aug 14, 2014 @ 9:28pm 
und bitte auch in "deutsch" ^^
PitchBlack Aug 13, 2014 @ 6:56pm 
lol that makes clear :)
HammerFoot  [author] Aug 13, 2014 @ 6:48pm 
@argon_1 ... if you fly behind a large ship's engine you'll get burnt to a crisp ;)
argon_01 Aug 11, 2014 @ 4:59am 
Die Beschreibung ist sehr dürftig und sagt nichts aus
Deteil bitte kurz, knapp und übersichtlich das fehlt hier
Entropy Jul 8, 2014 @ 10:26am 
It was fixed in x3 terran conflict remember, you bump into your enemy and blow up.
HammerFoot  [author] Jul 8, 2014 @ 9:33am 
True ;) But I think I'll let Egosoft fix the model geomentry :D
Entropy Jul 7, 2014 @ 1:12am 
Regardless of the fact you can hide behind enemy ships, you can still go back there to quickly go through their hull, and blow them up from the inside. :)
HammerFoot  [author] Jul 3, 2014 @ 5:29pm 
*meant eliminate the engine BLINDSPOT* derp
HammerFoot  [author] Jul 3, 2014 @ 5:26pm 
@Rethys: wow, thanks for the input! What you've pointed out is how this works, it's just a case of balance. An 'ionizing stream' is indeed jetted out from the engines -- it's not so much a stream as a beam -- and instantaneous at that.In effect, the engine works as a beam weapon with a linear falloff with the nozzle being 100% temperature and the zero point being (engine size * engine speed *15)m from the nozzle. The temperature felt by the Skunk is calculated as the inverse square of its distance from the nearest point on that beam (there's a slight conical shape to it, but you get the gist). I can certainly shorten the length of the gradient 'beam' and increase the output temps... the only two bounds I'm trying to remain within are 1) eliminate the engine hotspot and 2) make sure the Skunk blows up within about a minute if it's in the danger zone.
Valdyr Jul 3, 2014 @ 3:36pm 
@paris_england: At any rate, this is just my two cents as a physics student so take it for what it is. :-P Great work on the mod, I'm really enjoying the added difficulty of Skunk solo capital ship hunting. Makes for a much more challenging play than the simple dodge turret, V-Crusher strafe, pop marines and watch experience that vanilla play offers. :-)
Valdyr Jul 3, 2014 @ 3:36pm 
@paris_england: All things considered I kind of feel like the distance of the wake fall off should be shortened slightly from what it is now. This might be nitpicking for the purpose of ultra-realism, but it does seem that the Skunk could easilly shrug off the wake generated by all but the largest of engines at distances approaching ~500m +/- 200m. This would leave quite a bit of wiggle room of course for differing wake characteristics depending on the size and heat output of the engines in question. To be fair it would seem that the only engines that should be powerful enough to weaken hull plating and structural bulkheads are the larger capital ship boost engines and only when powered up to a moderate level. At the lower in-system cruise levels the Skunk should realistically be able to get well within a Km of the nozzle with little to no effect on the hull. The shields, however, would likely be stripped away at distances of up to 3Km by ionizing radiation.

Valdyr Jul 3, 2014 @ 3:35pm 
@paris_england: As far as the wake being a temp issue; yes, right up on the nozzle it would be hot enough to melt hull plating since it's not tempered for high heat exposure. However, in open space the heat would dissipate exceedingly quickly into the extreme cold of vacuum. Granted vacuum is a great insulator (thus the need for heat sinks to radiate off excess heat from spacecraft), however, given the temperature disparities involved the median temps just a few hundred meters away from the nozzle would drop to well within tolerable temperature ranges. Let's not forget that the Skunk is armored against energy weapons which would give some level of heat protection. Though certainly not the kind of heat dissipation afforded by reentry tiles they would, however, be more durable and able to take kinetic as well as thermal punishment.

HammerFoot  [author] Jul 3, 2014 @ 2:40pm 
@Rethys: Yes, the wake needs the engine to exist and producing thrust -- so destroy the engines :)
HammerFoot  [author] Jul 3, 2014 @ 2:35pm 
@Rethys -- I agree Devries is a problem. Judging by the color, that star would be similar to our own sun -- in fact it's stated that this star is a G2V like our sun. The space shuttle *could* get to around 2.1 million KM from our sun before frying @4,500 C (but the shuttle's also designed to survive re-entry which the skunk isn't). Doing a quick visual analysis, (assuming the Devries star to be similar to the sun), I'd guess it's approximately 1.3 million KM away in a place like Glaring Truth -- that'd put the temperature up to around 18,000 C.

I was thinking of adding in this factor, but it makes no sense -- it's just too hot. The star needs moved, as you say, about twice as far from habitat zones and probably be a red/brown dwarf.

As for engines being far cooler? I think that's open to discussion -- these engines *could* reach fusion temperatures (100,000,000 C). Currently, a larger engine at full speed will give a temperature around 75,000 C when right up against the nozzle.
Valdyr Jul 1, 2014 @ 10:59pm 
Also, does the wake disappear after the engines are destroyed? If so, it would be simple to just drop a few Nova Drones on them before approach.
Valdyr Jul 1, 2014 @ 10:57pm 
So the Skunk can survive indefinitely in the corona of a star in DeVries but not in the far cooler temperatures of a ship's engine wake? This mod is a cool idea but if you want to go with true immersion I would think that a mod changing the distance from the star in DeVries would be more effective. Good work though and I DO like this idea, I just wish they hadn't made the DeVries system so unrealistic...
HammerFoot  [author] Jun 25, 2014 @ 6:30am 
Quick update: Engine wakes have been reduced by half and temperatures doubled to accomodate :)
Rysten Jun 20, 2014 @ 11:52am 
I would say (especially considering the length of the larger ships) that 1/2 to 1 ship length should be enough to destroy the Skunk. While it probably wouldn't be 100% realistic, it puts the Skunk far enough back that the turrets can hit it (which is why I suggest 1/2 ship length) since the blind spot has been eliminated. (To be honest I haven't used the mod yet, waiting on a new GFX card for XR) In addition this would also eliminate accidental damage via npcs (or your ships) maneuvering around stations etc.
HammerFoot  [author] Jun 19, 2014 @ 10:02pm 
Hey Storm,

Temperature decreases inversely proportionate to the distance from the source, so yes it does decrease quickly. But the source doesn't necessarily need to be the engine itself -- it could be a particle plume ejected from the engine. If you think of the ship engine as a lit bunsen burner the hottest point will be near the tip of the flame, not near the burner itself.

There's enough scope within physics, sci-fi and lore for some creativity. We can consider the reaction process (the engine) or the ejecta to be the hot point and work out the inverse square from there.

The math is in place to model different engine dynamics. The aim is to stop blind-spots and add immersion so you can't park in an engine nozzle - after all the Skunk can't survive re-entry.

Personally, I think 1/2 a ship's length is too short as blind spots would still exist?

The question is, how far behind a ship engine should you be to be destroyed within about a minute? Is 1/2 a ship's length enough?
Rysten Jun 17, 2014 @ 9:56pm 
@paris_england I would say at most the length should be half the ship length. If i understand your mod right the main purpose to add a heat effect to the engines and prevent the hide in wake trick used by the Skunk against larger ships. Given my limited understanding of the physics and temperatures involved, I believe the heat would dissipate fairly fast
HammerFoot  [author] Jun 8, 2014 @ 12:42pm 
@bmhein1: Interesting ... would make that 22Gs come in around 3.3G
HammerFoot  [author] Jun 8, 2014 @ 12:40pm 
@Petithardcard:

Third: Yes, the wakes are very long ... how long do you think would be the ideal length? Currently, they're set to 70x the engine width (so for a larger ship, that could work out to 5km) Open to suggestions :)

The Skunk will only be increasing in temperature if the cockpit is shaking. If it's not shaking, you're out of the stream and it'll be cooling off (but you may still be taking damage due to the 'fork effect' mentioned above)
HammerFoot  [author] Jun 8, 2014 @ 12:40pm 
@Petithardcard:

Second: Imagine holding a metal fork in a fire -- it takes a while to heat up...and when removed, it takes a while to cool down. You can still get burnt (damaged) by the fork if you pick it up even after it's been removed from the flame because the heat hasn't dissipated. The Skunk works in the same way as the fork -- it takes a while to cool down, and while over a certain temperature threshold will take damage. Would that account for the damage you're experiencing outside the wake?
HammerFoot  [author] Jun 8, 2014 @ 12:40pm 
@Petithardcard: Thanks for the testing!!!

Let me ask a couple of questions: (I'll have to post them esperately due to character count)

First, there is a bubble surrounding each engine - a sphere which is very hot and can be felt in any direction (including infront / behind / beside ) This sphere shouldn't be too large (iirc it's about 5x the engine size in radius, so that'd be around 300-400m on a larger ship). Would this account for what you're experiencing in terms of taking damage from in front / to the sides of the engines?
bmhein1 Jun 4, 2014 @ 11:46pm 
on warehouse 1 they explained that a gov. built UFO anti-gravity generator reduced the internal G force's by 85%. just in case anyones interested!!!
van Leeuwenhoek's mustache Jun 4, 2014 @ 10:11pm 
Hey paris_england, after hours of testing I've realized that engine wakes for XL ships are too wide and too long. I mean, they can be felt from a few km away and the propagation angle is just crazy, is isn't a cone, it's almost a 180º straight line (the wake can be felt from positions directly above and below the engines of XL ships). I'm guessing that's not what you intended, right?
Miniding Jun 3, 2014 @ 3:26pm 
As said... will test it soon.... Will feedback obviously! And for the French language too ;-)