Search found 6108 matches
- Fri, 3. May 24, 13:52
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
Re: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
Back to Test scenario 01 (https://drive.google.com/drive/folders/11bDe3z3elc0GPy1TXzXvawWeJkoznYd5) for a trial of 7.00 Beta 4 Skipping the detailed breakdowns because a lot of details remain unchanged. I may or may not go back to these for full writeups. Test run 1 - https://youtu.be/Lp6ByN_CcBo Te...
- Sun, 28. Apr 24, 07:03
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
- Sun, 28. Apr 24, 06:42
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
Re: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
Test conclusions: Longstanding issues persist: "waggling/waving/nodding" at targets, unnecessary repositioning maneuvers, failing to fire main batteries when in a clear position to do so. "Coordinate Attack" is liable to cause egregious collision scenarios between NPC ships. Additional test runs of ...
- Sun, 28. Apr 24, 06:35
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
Re: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
New test scenario: 7.00 Beta 3, Test 03 A fleet consisting of 6 Behemoth Es and 28 Nova Vanguards, led by 1 Colossus E. 1-2 average crew skill across Behemoth Es, lower than those of Test 01 in the original post, but equipment and turret commands are the same. Target is one Xenon I. All Novas begin ...
- Thu, 25. Apr 24, 06:37
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [#2169][7.00 Beta 3] Xenon F front landing gear animation missing?
- Replies: 0
- Views: 47
- Thu, 25. Apr 24, 05:26
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [#1991]Ships ignore attack / fly to command on construction sites. - fixed in future update
- Replies: 2
- Views: 103
Re: [#1991]Ships ignore attack / fly to command on construction sites. - fixed in future update
Retested the above save in 7.00 beta 3, issue appears to be resolved.
- Thu, 25. Apr 24, 05:20
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [6.20 beta 5] ships ordered to attack don't use travel mode - Fixed in 7.00
- Replies: 20
- Views: 3156
Re: [6.20 beta 5] ships ordered to attack don't use travel mode - Fixed in 7.00
Is this line from the beta 3 changelog referring to this issue?
In preliminary testing, I'm getting the same results in beta 3 that I did in beta 2. But I'm not sure if that's what this patch note is about.[Beta 3] Fixed excessive travel-drive dropouts for small/medium ships during dogfights.
- Thu, 25. Apr 24, 05:04
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
Re: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
Beta 3 test conclusions: NPC destroyers do seem to use their main batteries more consistently once in position, there are improvements there. But there are still issues with getting into position. The intersection of capital AI maneuvering limitations (maximum/minimum pitch angles) and the Xenon K's...
- Thu, 25. Apr 24, 04:57
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
Re: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
New round of tests for beta 3. Same save file as the original test, all test parameters maintained. Test run 1 - https://youtu.be/uQSvKN-gGys 00:40 - Closest Behemoth travel drives to approach the K. Overshoots, but less so than in previous tests. 01:28 - Other Behemoths activate travel drive to app...
- Tue, 23. Apr 24, 20:47
- Forum: X4: Foundations
- Topic: [Request] Dock direction indicators in build mode
- Replies: 4
- Views: 253
Re: [Request] Dock direction indicators in build mode
Yes. And I build stations to accommodate behaviors/limitations of the AI, to keep traffic flowing smoothly around busy stations.
Which is why I would like clearer indications of how docks work in station planning mode.
Which is why I would like clearer indications of how docks work in station planning mode.
- Tue, 23. Apr 24, 11:33
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2] Capital ship fleet collision at gate
- Replies: 0
- Views: 58
[7.00 Beta 2] Capital ship fleet collision at gate
In this save, a group of Behemoth Es in Argon Prime owned by the player are returning to their default fleet behavior, flying back into formation with their leader in Hatikvah's Choice I. The six Behemoth Es all fly toward the same point around the gate, causing a series of collisions. Video: https:...
- Tue, 23. Apr 24, 11:06
- Forum: X4: Foundations
- Topic: [Request] Dock direction indicators in build mode
- Replies: 4
- Views: 253
Re: [Request] Dock direction indicators in build mode
Only the player is free to face either direction when docking on a landing pad, or use both sides of an equipment dock/wharf/Terran dock module as entry and exit points. NPC-controlled ships always land facing "forwards", and use the designated "enter" and "exit" lanes when present.
- Tue, 23. Apr 24, 11:03
- Forum: X4: Foundations
- Topic: Any Idea why a dock is unplaceable here...
- Replies: 4
- Views: 312
Re: Any Idea why a dock is unplaceable here...
As of 7.00 beta 2, there are still two "dead zones" where dock modules are shown as invalid, even though nothing appears to be blocking the docking lanes. Video It's only an issue for modules that have docking functionality (dock, pier, wharf, etc.) when their docking lane intersects with spaces "no...
- Sun, 21. Apr 24, 03:17
- Forum: X4: Foundations
- Topic: Existential crisis: What happened to Boso's voice?
- Replies: 2
- Views: 248
Re: Existential crisis: What happened to Boso's voice?
It's placeholder audio.
viewtopic.php?f=192&t=460709
viewtopic.php?f=192&t=460709
You should read more.Known Issues:
- Voices being played are still WiP
- Sat, 20. Apr 24, 00:05
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
- Replies: 20
- Views: 571
Re: [7.00 Beta 2][Feedback] NPC-controlled capital ship combat in high attention
Is there a reason, why this evasion behaviour is still in the game? What is the reasoning behind it? (Maybe we miss something) I believe it was chosen as the default behavior for capital ships when X4 began development. It made sense for most combat-oriented capital ships in previous X games, as th...
- Fri, 19. Apr 24, 23:44
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.0 Beta 2] External camera orientation changes based on targeted object
- Replies: 3
- Views: 51
Re: [7.0 Beta 2] External camera orientation changes based on targeted object
Video demonstrating parallax compensation: https://youtu.be/5lTFs2W7yTw You can see that without it, the Elite very close to the player ship appears under the crosshair, and the Behemoth very far from the player appears above the crosshair. In both cases, the player ship is pointing at the target sh...
- Fri, 19. Apr 24, 23:33
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.0 Beta 2] External camera orientation changes based on targeted object
- Replies: 3
- Views: 51
Re: [7.0 Beta 2] External camera orientation changes based on targeted object
I'm certain this is intentional functionality to compensate for parallax caused by an offset third person camera. Without it, the crosshair would not center on targets that are too close to the player ship, or too far from it.
- Fri, 19. Apr 24, 17:27
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2] "Reset to Top View" no longer function in map menu (WAI?)
- Replies: 3
- Views: 71
Re: [7.00 Beta 2] "Reset to Top View" no longer function in map menu (WAI?)
Cannot reproduce this, but pressing 'R' and the button on top left centres the map to my current ship/station. have you remapped the key maybe? I have "Reset to Top View" remapped to R, and "Property Owned" is also mapped to R. In 6.20, having these two inputs overlapping worked as desired: pressin...
- Fri, 19. Apr 24, 16:08
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2] "Reset to Top View" no longer function in map menu (WAI?)
- Replies: 3
- Views: 71
[7.00 Beta 2] "Reset to Top View" no longer function in map menu (WAI?)
I'm unsure if this is intended or not, but the "Reset to Top View" input no longer centers the map view on the player.
- Fri, 19. Apr 24, 14:58
- Forum: X4: Foundations - Public Beta Feedback
- Topic: [7.00 Beta 2] Ship engine loudness in external view
- Replies: 0
- Views: 41
[7.00 Beta 2] Ship engine loudness in external view
Sounds from ship engines accelerating and decelerating can become very loud when ships have high engine counts. The loudness becomes more severe the larger the ship and engine type.
Video: https://youtu.be/3zDcy5G3jwM
Save: https://drive.google.com/drive/folders/ ... FAU6ijqJkC
Video: https://youtu.be/3zDcy5G3jwM
Save: https://drive.google.com/drive/folders/ ... FAU6ijqJkC