X4: Foundations

X4: Foundations

Weapon Ranges x4
72 Comments
Reclaimer 117 Sep 14 @ 8:21am 
Any chance of an update for this?
NoDMoD  [author] Dec 6, 2024 @ 5:29am 
Right now, I have no idea where this code is implemented. I will have a look at it, at some point.
NorYa Dec 6, 2024 @ 5:11am 
Hi. I noticed an issue with both the light and heavy guided missile. The weapon range is increased but the lock on range is still at 3km and 5km respectively.
NorYa Dec 4, 2024 @ 12:45am 
Thank you. I manage to do it.
NoDMoD  [author] Dec 3, 2024 @ 10:15pm 
@NorYa
First you need to make a folder inside the folder "extensions", with the same name as the mod and add it to dependencies in content.xml.

Then inside macros (\extensions\ship_mod\assets\fx\weaponFx\macros) copy the macro file with the same name and change following lines with diff replace.

Depending on if it's a beam weapon or not you change different values. Example gatling:
<diff>
<replace sel="//bullet/@speed">5760</replace>
<replace sel="//bullet/@lifetime">3.33</replace>
</diff>

The formula is: Range = Speed x Lifetime.

So you have to use it to recalculate range, speed and lifetime. Lifetime extends range, but then you also have to increase speed. For beams only replace like so:
<diff>
<replace sel="//bullet/@speed">5.99585e+08</replace>
<replace sel="//bullet/@range">17456</replace>
</diff>
NorYa Dec 3, 2024 @ 7:34pm 
How would I go about creating a compatibility for a modded ship with a new weapon? I tried following this guide I saw on reddit but I'm having trouble trying to find out what to put for the weapon range and speed for the weapon. Website link . The mod I am trying to work on is the Argon Basilisk ship mod that has a new main gun.
Sayuri Oct 17, 2024 @ 5:29am 
No worries, thanks for the response.
NoDMoD  [author] Oct 17, 2024 @ 3:38am 
@Sayuri
I can't build it in, I would have to make completely new mods for it, as VRO changes everything about weapons.
Sayuri Oct 17, 2024 @ 1:37am 
Selfish request, but would you be willing to add a patch or add a built-in comparability for the VRO mod to both your X4 and X2 range mods?

I know VRO messes with weapon range already, but it still feels a little short for my liking.
NoDMoD  [author] Sep 20, 2024 @ 4:52am 
CPSDO is not from my mod and not from any compatible mods.
Only mods listed in the Build in compatibility section will work.
Kotonoha-Enka Sep 18, 2024 @ 7:15pm 
Hmmm... I just checked the compatibility list and it's not in the compatibility list... The weapon I'm using is supposed to be a “CPSDO” turret, and since it's my first time using this mod I'm not really sure if it's from this mod or not!
NoDMoD  [author] Sep 18, 2024 @ 8:33am 
@Kotonoha-Enka
"ecause my range isn't increased when using other mod's weapons,"

Is the mod listed under "Build in compatibility:"?
Kotonoha-Enka Sep 17, 2024 @ 7:57pm 
Hmmm...I may be running into some obvious problems, I'm getting shot down mercilessly because my range isn't increased when using other mod's weapons, but not wanting to give up longer range fights I'm wondering if there's anything I can do to fix this?
󠀡󠀡 Aug 9, 2024 @ 12:05pm 
ya also increase the speed of proton, sometime misses moving L/XL target, since AI aim is shit
[RoTA] BarricadePrime Aug 9, 2024 @ 11:00am 
speed is vanilla like and should be betwen 1000 and 2000 ms
NoDMoD  [author] Aug 9, 2024 @ 9:54am 
What speed do the missiles have and what should they have?
[RoTA] BarricadePrime Aug 9, 2024 @ 8:23am 
are you sure? it seems unchaged
NoDMoD  [author] Aug 9, 2024 @ 7:59am 
@[TA] BarricadePrime
Already done so.
[RoTA] BarricadePrime Aug 9, 2024 @ 7:12am 
when do you give all missiles/torpedos x3 on speed?
NoDMoD  [author] Jul 27, 2024 @ 8:55pm 
@Smooth-Kahuna
Which weapons should be slowed down besides plasma?
Smooth-Kahuna Jul 27, 2024 @ 5:45pm 
Yeah, been busy IRL, but that was the suggestion. The bigger the gun the harder to hit fighters. That could also help with fighter speed increase. But that would make more work....:steammocking:
Droll Jul 27, 2024 @ 9:40am 
@NoDMoD If you aren't sure go for the least extreme change for the large anti-capital turrets, 2.5 should be fine.
NoDMoD  [author] Jul 26, 2024 @ 8:45pm 
@Droll
Personally I am using the 2x version. So I haven't tested the 4x version much. I can lower the values but I think 1.5 would be too slow for max range. Maybe 2x or 2.5x would work. Whta do you think?
Droll Jul 26, 2024 @ 2:03pm 
@NoDMoD Do you think they'd be useless against other capitals as well? The point is to make the big anti-capital turrets not be able to reliably hit and one-shot fighters while still being effective against other capitals.

Mind you I'm taking @Smooth-Kahuna at face value here. If you think fighters are doing just fine then that's cool.
NoDMoD  [author] Jul 26, 2024 @ 1:56pm 
@Droll
Ok, but I think 1.5 will be useless at max range, much too slow, for the distance.
Droll Jul 26, 2024 @ 11:58am 
@NoDMoD He means 1.5x the projectile speed etc. etc.
Essentially slowing down the projectile speed of large turrets so they don't invalidate fighters..

I would add that you probably should only apply this to actual anti-capital weapons. It makes sense that the speed of large anti-fighter turrets would be a little less extremely affected.
NoDMoD  [author] Jul 22, 2024 @ 10:21pm 
@Smooth-Kahuna
Thanks for the feedback, what do you mean with "at 1.5" exactly?
Smooth-Kahuna Jul 13, 2024 @ 11:41am 
Great Awesome Mod, really enjoy it this mod is great because "muh realism". Keep the range, but what about slowing down the XL/L, and M weapons respectively to their original speed or some variation? Maybe XL and L at 1.5, M at 2 and S and 2.5. Right now the Cap Ships can pop fighters with their L weapons at ease. Yes a Capital Ship with a BFG should hit another cap at 32k away, bout 20 miles in American, but maybe not a small nimble fighter. Slowing down the weapons XL, L, and M comparatively just a bit more might make it better and more immersive Fighters now are just fodder. Thought I could be Luke Skywalker with this mod running but NOPE...lol. Right now the npc's don't really miss. Slowing it down might make for moar visuals and a pretty pretty light show. Just a thought. FYI don't try the Terran play-through with this mod till after going into Yaki Space.
NoDMoD  [author] Jul 1, 2024 @ 7:09am 
@[TA] BarricadePrime
Can do, when I have some time.
[RoTA] BarricadePrime Jul 1, 2024 @ 7:08am 
@NoDMoD

could you do the same thing with all missiles? x3 on speed?
NoDMoD  [author] Jun 29, 2024 @ 1:44pm 
@Kotonoha-Enka
I increased all bullet speed to x3, let me know if its better.
Kotonoha-Enka Jun 28, 2024 @ 2:19am 
Thank you very much.
NoDMoD  [author] Jun 28, 2024 @ 1:52am 
@Kotonoha-Enka
I can make an ADD ON for it, but it will take a while.
Kotonoha-Enka Jun 28, 2024 @ 1:24am 
I don't know as it's just my feelings and preferences.

It's your mod I guess you have the right to decide, but I would think that a longer range with faster bullets should be more capable of securing a weapon hit? After all, our enemies are very flexible.

But I don't really know if this will lead to tougher fights and if it's suitable for balance.

Maybe you could create a new copy for subscription? I'd appreciate it even more if you could, because the range increase is enough for me to thank you, because I don't like VRO too much, but I'm craving for more long range "space battles"!

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Kotonoha-Enka Jun 28, 2024 @ 1:20am 
Well, that was his problem, I removed the "increased rate of fire" and went to a fight and found my range back.

Thanks again for the answer, I appreciate it.
NoDMoD  [author] Jun 28, 2024 @ 1:14am 
@Kotonoha-Enka
I haven't changed the bullet speed from x2, but I can change these values. I figured it would be enough. So I should buff the speed for all weapons?
Kotonoha-Enka Jun 28, 2024 @ 1:03am 
I've noticed that the bullet speed seems to be a bit slower at quadruple range, maybe it's just an illusion but my attacks seem to be more easily dodged or deflected by the AI, so I'm looking for a faster ballistic speed. But so far it seems like removing "Projectile Speed Increased" won't fix my range... Maybe I need to start a new game again?I don't know, maybe I should try but it's a long lead time activity as I have no way of acquiring AEGS ships anytime soon!

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Kotonoha-Enka Jun 28, 2024 @ 1:02am 
@NoDMoD
thanks for the answer.

Maybe it's the "Projectile Speed Increased" mod that's causing the problem, it's the only other mod I have that involves weapon data.
But after I tried to remove this mod... at least checking the wiki in-game shows that the weapon range doesn't change at all. I don't know if it's just a display error, because I was new to the game when I installed this mod only, and after only two small battles, I realized that my range seemed to be disabled when I used the mod ship and the accompanying weapon [currently using the Star Citizen Ship weapon from the "AEGS" mod].

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NoDMoD  [author] Jun 27, 2024 @ 11:58pm 
@Kotonoha-Enka
I just checked all the values in creative mode, everything is working as expected.
If you are using any mods that change the bullet files, they might be overwriting the mod.
NoDMoD  [author] Jun 27, 2024 @ 11:52pm 
Also, are you using any other mods that change weapons?
NoDMoD  [author] Jun 27, 2024 @ 11:51pm 
@Kotonoha-Enka

All the listed mods are supposed to work. Did you make sure the mod is checked and active?

Either way, I will double check again, if any of the last updates maybe broke something.
Kotonoha-Enka Jun 27, 2024 @ 11:00pm 
@NoDMoD
Oh, sorry, I'm not an English user I'm using translation software, I didn't check that "modules" are "mods" listed as "weapon pack" or "Weapon Variatlion Expansion" and also other weapons in ship packs that add weapons. "Weapon Variatlion Expansion" also other weapons in the ship packs that add weapons. Do those weapons get the 4x range effect? I was looking at the in-game data and noticed that they still have a range of a few kilometers.Includes original game weapons

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NoDMoD  [author] Jun 27, 2024 @ 8:49pm 
@Kotonoha-Enka
What do you mean by other modules?
Kotonoha-Enka Jun 27, 2024 @ 3:35pm 
Does it apply to weapons from other modules? The in-game profile doesn't look much different
[RoTA] BarricadePrime Jun 24, 2024 @ 8:49pm 
take your time :)
NoDMoD  [author] Jun 24, 2024 @ 8:27pm 
I got the DLC, as it was available with a discount.
But it will probably take a few days before I can add the other weapons.
NoDMoD  [author] Jun 23, 2024 @ 10:44am 
Well, I didn't plan on buying timelines.
How many weapons are there?

I would for modding purposes though, but I really don't care about that DLC.
[RoTA] BarricadePrime Jun 23, 2024 @ 9:53am 
ah yeah i mean all weapons that came out with timelines
NoDMoD  [author] Jun 23, 2024 @ 9:39am 
This mod was made using 7.0.
Do you mean Timelines?
[RoTA] BarricadePrime Jun 23, 2024 @ 9:06am 
all weapons that came with 7.00