X4: Foundations

X4: Foundations

Terran capital ship kitbash and minor adjustments
64 Comments
Sandwych May 29 @ 1:58am 
Could be even better if the S ship storage for Tokyo stays the same as the vanilla version. Egosoft buffed Tokyo so now it can store 72 S ships.
Darth_Venath Apr 29 @ 12:48pm 
Glad I happened upon this MOD. The asymmetrical aesthetics of the vanilla Terran capital ships really irritated me, especially when compared to the rest of Terran architecture like their space station modules.

Looks like you fixed most of my gripes.

Now, can you see about fixing the Kukri? If not, it's fine cuz I mostly use Takoba anyways. 🤣
Lupercal  [author] Feb 21 @ 5:01pm 
@Strategist Bu Shia
Tested just now and the cockpit/bridge is where it should be, not inside the geometry.
The only way for what you are describing to happen is to enable the mod mid playthrough, contrary to my recommendation from the description.
Any Honshu class ships built after the mod was enabled should have the cockpit in the proper place. The ones built before the mod was enabled will have the cockpit sunken inside the geometry.

@Enterprise1959
No I cannot make it.

@father.nikifor
I'm satisfied with current values and shape.
To edit the speed value please change the forward/reverse drag values in: zterran_kitbash\extensions\ego_dlc_terran\assets\units\size_xl\macros\ship_ter_xl_carrier_01_a_macro.xml
To change the size of any element of the model you could use Blender.
For relevant tools and guides please refer to the modding forum:
https://forum.egosoft.com/viewforum.php?f=181
Strategist Bu Shia Feb 21 @ 4:15pm 
Hey, you should probably take look at the cock pit view for the Honshu, as it's bridge currently looks like it trapped in a giant metal create. It has no possible view of space through the bridge window.
enterprise1959 Feb 11 @ 3:22pm 
Hi Lupercal I'm going to try your mod but I do have to ask and tell you about my Love. My Love is to be on the bridge of the ship Yamoto or Captain Harlock ship I love that ship with big gun turret so can you make it.
father.nikifor Oct 7, 2024 @ 6:47am 
@Lupercal
Good afternoon, mod creator! Can you make a couple of changes or help maky them by myself?
For Tokyo can you make speed X2.5 from vanila, for Honshu donut/ring/saucer section make bigger may be X1.5 from vanila or your mod?
Lupercal  [author] Sep 5, 2024 @ 11:23am 
@knightphantom420
I think it is, as far as I can tell.
If you notice anything weird then plase report here.
knightphantom420 Sep 4, 2024 @ 4:40pm 
7.0 compatible?
Lupercal  [author] Aug 8, 2024 @ 10:53am 
I had to remake the Tokyo from scratch. This means it will have different hardpoints. I couldn't find enough real estate to slap the L turret anymore, so I removed it as well. I hope this doesn't cause any serious issues in your game. If yes, then please let me know. I think i still have the old .cat files so I could upload them somewhere for you if needed.
Lupercal  [author] Jul 15, 2024 @ 11:23am 
@ARandomDuckX
No, haven't heard of this before.
As a first troubleshooting step, could you please try disabling this mod and then check if the mission progresses as expected? The ships will look weird, but it shouldn't break the game.
I don't know a second thing about mission logic, however all this mod does is replace models and add some hardpoints. As far as ship type or classification is concerned, that is untouched, so it isn't clear to me how this mod could affect them.
ARandomDuckX Jul 9, 2024 @ 2:47pm 
The game is not recognizing my Osaka as a ship in a gather fleet in distant system mission are you aware of this issue?
Lupercal  [author] Jun 25, 2024 @ 10:31am 
Please continue to report any weird or unexpected behaviour from the modded ships.
「Hliey」 Jun 25, 2024 @ 10:12am 
Wow, I wasn't sure what to expect, but thank you!
Lupercal  [author] Jun 25, 2024 @ 10:09am 
@ 「Hliey」
I now changed the drag values to 2x vanilla value (since there are two engines now), so it should behave like in vanilla now (speed wise).
「Hliey」 Jun 25, 2024 @ 8:19am 
I love the redesigns, but regarding balance. I kinda dislike the Tokyo being faster, myself. As now it's faster than every other capital that it might have as escorts when leading a fleet, resulting in fleet cohesion issues.
Lupercal  [author] Jun 25, 2024 @ 6:01am 
I updated the loadouts.xml file which governs Plot specific ships and what they spawn with. Now the Tokyo and Osakas the player gets as part of one Timelines specific nodus are properly outfitted.

If you spot any crashes related to plot-relevant Terran capital ships please let me know.

@c.olivie23 all L turrets should have the same tags now, if the issue persists then please let me know

@Nopeleus I fear that would be beyond what I can do in Blender myself. I will see over the weekend if there are some other bits that I can use from the ship to plug those gaps. Depending on the results I might update the Osaka in this mod or upload it separately.
Nopeleus Jun 23, 2024 @ 11:49pm 
Hi,

Are you still playing or working on mods for X4? If so, I have a request. Could you possibly create another version of the Osaka ship? This time, could you extend the middle part so that it flows into the round structure at the rear end of the ship? The front part should remain unchanged.

In the end, it should resemble a "U" shape or a meat fork. I can add the weapon hardpoints myself, so that's not an issue, but Blender is currently beyond my skill level.

I would greatly appreciate it if you could consider this request. Thank you for taking the time to read it, and I hope you have the time and inclination to work on it.

Thanks in advance.
Lupercal  [author] Jun 22, 2024 @ 3:54am 
@jradjohnso
I think it works fine with latest DLC. I haven't noticed any issues but I haven't tested thoroughly.
If any are present please list them here.
jeradjohnso Jun 4, 2024 @ 11:08pm 
Would it work with 7.0 ?
Nicaine Feb 19, 2024 @ 4:14am 
The biggest thing I don't understand about the game's XL extreme boats is that the larger the boat, the fewer engines it has(only one). This is not a very safe approach in any way (and it doesn't look pretty). The engines are also exposed and not protected by some hull. If damaged, it will be completely unable to move.
c.olivie23 Jan 2, 2024 @ 6:12pm 
the L2 slot for the osaka is missing a missle tag that the L1 slot does have
Artyom Jul 25, 2023 @ 1:13pm 
Could you please fix the Jian gunboat? I suggest removing the two rear turrets and mirror duplicate the top of the module with the turrets down and add 4 turrets at the bottom.
Momo May 22, 2023 @ 10:51am 
Gonna need a version that doesn't just replace the existing ship versions, love these designs!
WillyWonka™ May 10, 2023 @ 10:39am 
a standalone version of this would really be awesome
Vollhov May 7, 2023 @ 6:21am 
@Droll Works with VRO. The only difference is the number L of turrets on Osaka
Lupercal  [author] May 7, 2023 @ 3:29am 
@Droll
This mod works with VRO and shouldn't need any compatibility patches.
Droll May 6, 2023 @ 6:04pm 
Does this mod not work with VRO? I feel like if VRO doesn't add any new turrets it should be fine based on the description but VRO also changes other aspects of ships so I wasn't sure.
Jacqués Latrine Apr 30, 2023 @ 2:03am 
i wish ego wouldve hired you as ship designer...:steamthumbsup:
Vollhov Apr 29, 2023 @ 6:26am 
He appears in the first quest to open the gate to Boron.
I've already completed this quest chain. According to my observation, all the ships "Tokyo" that appear according to the script look good.
Lupercal  [author] Apr 29, 2023 @ 3:58am 
@Vollhov
I updated the loadouts.xml file which determines the equipment of quest related ships. The Tokyo from your screenshot should not longer spawn with 1 engine, it should have 2.
I don't know which plot involves it so I can't tell if it works. Please let me know which plot causes that ship to spawn so I can check.
Lupercal  [author] Apr 12, 2023 @ 11:39am 
@Vollhov
Thanks for letting me know, I'll look into which .xml files determine their loadout and whether they can be modded. If yes, and once the new modding tools/guide are released this should be addressed in the next update of this mod.
Vollhov Apr 12, 2023 @ 9:56am 
The NPC has problems with engines: https://i.imgur.com/XjQLR2T.jpg
As I understand it, this is due to the fact that the ship was not built, but appeared according to the script.
All ships that are scripted at the start of the game have this problem.
Lupercal  [author] Apr 8, 2023 @ 6:01am 
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天旭 Apr 8, 2023 @ 4:11am 
There is a problem with the parking path at the left hangar entrance in Tokyo. When players are on site, the carrier based aircraft cannot dock properly and cannot enter the hangar
lovkiyLaska Apr 7, 2023 @ 1:09am 
really good work, having the same problems with the vanilla terra ships. hope you put the work on the other ships too
pappabean30 Feb 22, 2023 @ 6:27am 
i was so hoping these were as well as originals i would use if could have both types but the originals are still prettier
Luna Feb 10, 2023 @ 2:26pm 
just vro alone works fine. Reason i ask if these can be made independant is because i use the additional turrets mod to add to capital ship and due to that these ships have floating guns. Without said mod capital ships are rather weak in VRO.
Lupercal  [author] Feb 10, 2023 @ 10:53am 
@Luna and locknload409586
I just started a new game with this mod and VRO active. The connections/hardpoints all spawn where they should.
The only remaining reasonable explanation is that you might be using some other mod(s) which replace/change the Tokyo .xml file. Please try disabling everything other than this mod and VRO to figure out if those two are the root cause. I also recommend you use the cheat mod or some other tool that lets you get a Tokyo to spawn right after you start a game to check this quickly.
Luna Feb 9, 2023 @ 8:38pm 
Seeing same problem as Locknload. Also does not play nice with some VRO mods that use the same ships as a base.
locknload339 Feb 9, 2023 @ 4:40pm 
even made a new game and still happening
locknload339 Feb 9, 2023 @ 3:34pm 
for the Tokyo the hard-points from the vanilla model are still there
[Avolition] Yugen Feb 8, 2023 @ 6:56am 
a standalone of this version would be superb
Luna Feb 7, 2023 @ 7:57pm 
Is there any chance you can make these standalone ships? They look really good, and that much more reinforcement would make good reason for some stat changes.
Lupercal  [author] Feb 7, 2023 @ 2:31pm 
I shared it now, please try again.
Nopeleus Feb 7, 2023 @ 2:55am 
As said, keep up the good work.

If you ever get into Blender, I hope you will do even more stuff

And the bridge - Thats an absolute valid point. Your crtique points would rather be my points for using them on a terran advanced ship. But this is for everyones liking. Don't worry, either bridge is good for me as long these ships looking this fine :D
Lupercal  [author] Feb 7, 2023 @ 1:32am 
@Erebus
I have no plans for kitbashing stuff to make a battleship. I will make a replacement for the Asgard main gun sound with FS2 beam cannon sounds.

@Nopeleus
Thanks for the feedback.
Transforming the mesh to look like the Arawn is beyond what I know how to do at this point in Blender.
Personally I think the Osaka is fine as is but I will probably post here a link to a version that has 4L turrets.
I'm sorry but I don't like the Paranid bridges. They look great in an art gallery or a custom pleasure yacht, but I don't think they fit on a military ship.
They seem to prioritize form over substance. There is way too much empty space. There are no railings and it looks like the crew could fall into some nasty crevasses and get easily injured. Lastly and most importantly, I really do not like the concept of holographic displays which are nearly everywhere on Paranid bridges. Reading any information displayed on them must be hell due to lack of contrast.
Nopeleus Feb 6, 2023 @ 9:14pm 
Ah as I saw it right now - a better fitting bridge woulld be the Paranid bridge in my Opinion. The paranid bridge is what egosoft should have for the terran battleships. Just my Opinion
Nopeleus Feb 6, 2023 @ 9:12pm 
This is wonderful. A few days ago I posted such an Idea on discord. This looks stunning. Thanks.

I would ask just about some minor adjustment please.

For the Tokyo: If you ever try to get more into "ship construction" would you consider to move the engines even further out to the sides to make a entry for the ships to land at the back of the ship. Like the arawn. The side entries are so slow and also dont look this nice. Don't know what egosoft was thinking. With this long tunnel then, you can place the s landing pads in there. 3*18 landing pads over the lenght of the tunnel.

For the Osaka: The Osaka was fine for me, but there are already good sugestions here in chat. Just don't make them OP. We don't need GOD ships.

For the Honshu: LOVE IT!!

As I said this mod is what the terran ships should look like. I hope that you get even more help of the modding community the perfect your skills. Thanks
Erebus Feb 6, 2023 @ 12:57pm 
That looks sexy. Maybe make some kinda battleship based on that?
Dreamweaver Feb 6, 2023 @ 12:02pm 
@TRON You should know that most mods aren't compatible with beta tests by default. Betas change too quickly, so unless a mod specifically says it is compatible with a beta - assume it's not. Author did nothing wrong here.