X4: Foundations

X4: Foundations

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Weapon Ranges x4
   
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Jun 18, 2024 @ 12:55pm
Jul 23, 2024 @ 2:43am
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Weapon Ranges x4

Description
All weapon's ranges have been increased by x 4, which drastically changes combat engagement ranges.

- Weapon speed has been trippled for all weapons.
- Weapon ranges have been quadrupled for all weapons where applicable.
- Missile ranges have been quadrupled for all missiles.
- Missile drag reduced by half.

- This mod is compatible with all DLCs.

- Savegame compatible.

- For version 7.0

Build in compatibility:
Boron Weapon Additions
Weapon Variation Expansion
Weapon Pack
Veil Cartel Faction

Weapon Ranges x2 version:
Weapon Ranges x2

Updates:
- v1.3 Missiles fixed, Timelines support added
- v1.2 Compatibility added for Veil Cartel Faction & all bullet speeds increased to x3
- v1.1 ARG fast proton bulletspeed decreased
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.