Search found 5199 matches

by pref
Mon, 22. Apr 24, 19:07
Forum: X4: Foundations - Scripts and Modding
Topic: Subsystem targeting mod
Replies: 0
Views: 90

Subsystem targeting mod

Is it possible to mod how prev/next subsystem targeting bind works, or that happens on engine level? I'd like to change it so that the targeting order is defined by the proximity to the point where the aim line defined by the crosshair first intersects the target geometry. If there is no intersectio...
by pref
Wed, 17. Apr 24, 00:59
Forum: X4: Foundations
Topic: Can you still swap captured ships' paintjobs?
Replies: 1
Views: 105

Can you still swap captured ships' paintjobs?

Does it make sense to hunt ships with paintjobs?
Is that trick to swap them at a shipyard/eq dock to another ship still working?
by pref
Mon, 8. Apr 24, 00:27
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

Though after watching the vid again and killing 3 more K's at the same spot it would feel much more reliable if besides the crosshair proximity to the reticle also the distance to the player ship position was considered in picking the target somehow. Could it order by distance to the point where the...
by pref
Sun, 7. Apr 24, 17:27
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

I had a party with a few K's now and it works as CBJ described. Wanted to make a video to show the bug, but it turned into a cool fight. I'll post it here anyway :D https://www.youtube.com/watch?v=3B3tFAlJQUk Could be better if it considered LoS, but that's just nitpicking - thanks for the explanati...
by pref
Wed, 3. Apr 24, 12:49
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

Sounds like you're cycling with 'target next subsystem' key if it's always selecting the one most distant from your current aim point & you have to cycle through the entire ship to get to the subsystem you actually want. Suggest trying 'target previous subsystem' instead. Essentially they're wired ...
by pref
Wed, 3. Apr 24, 04:10
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

I think we are. You used the term "autotargeted" in your OP. My point was that I don't want the game automatically choosing my next target, no matter what it may be. I kill a shield, then I kill one or two turrets. In your system, I'd have to then deselect whatever the game chose for me, then pause...
by pref
Wed, 3. Apr 24, 03:54
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

there should be a 'Ship Information' button, or something to that extent. It'll bring up a window with that ship's statistics window Thanks! I have tried the fleets, in a pretty brutal environment: Tharka's south sector in a relatively new game so xenon were at full power. Did it in low attention s...
by pref
Wed, 3. Apr 24, 00:05
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

I'm talking about priority when cycling the subsystem targets with the dedicated keybind, not when the target button is clicked. So am I. Cycle always gets me the same subsystem first, no matter if it's the farthest one to my location or aim point. Just tried it again to be sure. Has nothing to do ...
by pref
Tue, 2. Apr 24, 23:59
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

the dock space for S and M ships are different, so make sure there's still space for the relevant ship type That was it. I just saw docked ships were below max amount. I'm probably blind but where can this info be found for other carriers? Can only see S/M dock info in encyclopedia and a generic sh...
by pref
Tue, 2. Apr 24, 20:24
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

The best would be if after subsystem kill the game would select the next subsystem in the same batch or the next batch of subsystems that still has a turret. Then there is no need to cycle in most cases. I just thought the simpler the request the better. On second thought maybe i should have reques...
by pref
Tue, 2. Apr 24, 19:58
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Re: Subsystem targeting logic request

The current logic is that the order is defined by proximity to the target reticule, and that will remain the case with the above change. I'm talking about priority when cycling the subsystem targets with the dedicated keybind, not when the target button is clicked. Target button works fine, at leas...
by pref
Tue, 2. Apr 24, 16:45
Forum: X4: Foundations
Topic: Subsystem targeting logic request
Replies: 19
Views: 636

Subsystem targeting logic request

I have a lot of fun fighting bigger targets in an M ship, the flight controls/physics are awesome but i think the experience could be much improved with a few minor changes. The way it goes is i close in on the target, selecting the most dangerous turret at first. When i kill it i have to pause the ...
by pref
Tue, 2. Apr 24, 16:29
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

I stole an asgard finally. Never used that ship in personal operations previously, just had them do gate defense. Now i tried to "support" it, but it's like the inverse of the Syn situation.. a quick touch deletes an I? I had the feeling that the one I didn't even need the full shot, could probably ...
by pref
Sat, 30. Mar 24, 01:15
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

Can recommend having a look at the X4 In-Depth FAQ for more info on the effect of crew skills. Thanks, checked this - but the problem lies deeper then scripts. Having higher delays between actions or reduced usage for tools like drones, accuracy/rof/dps adjustments are all good solutions to skill h...
by pref
Fri, 29. Mar 24, 23:40
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

Nanook wrote:
Fri, 29. Mar 24, 23:06
That would not please a whole lot of players who depend on wrecks for salvage, including me. They already despawn too fast for my Manticores to collect them all after a battle. :evil:
Can you salvage drone and S/M wrecks?
Thought that's for bigger things only.
by pref
Fri, 29. Mar 24, 22:23
Forum: X4: Foundations
Topic: It turns out that all it takes for a properly equipped Ody E to destroy the K is to reverse.
Replies: 8
Views: 538

Re: It turns out that all it takes for a properly equipped Ody E to destroy the K is to reverse.

You can match speed while flying away from the K, turn off flight assist and rotate the ship to firing position at the desired range.
That way you have your full forward speed to utilize and not limited to a few 10m/s like with unmodded reverse thrust.
by pref
Fri, 29. Mar 24, 22:00
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

Used to think much the same about beam turrets. They do indeed look incredibly weak on paper. Then one day, entirely on a whim, I decided to try them. Did not expect them to do much of anything, I'd just come to the realisation that I'd never actually tested them for myself up until that point. Sin...
by pref
Fri, 29. Mar 24, 20:35
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

Thanks for all the help! Syn was equipped with all bolt turrets - thought that's good for fighter defense, beams seemed really weak damage wise. Maybe that was a bad choice? I just accepted my fate and kept killing those drones for like 2 hours. Lured them away a bit so the wrecks didn't pile at the...
by pref
Thu, 28. Mar 24, 03:56
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Re: Xenon shipyard kill issues

It gets worse with the Syn, i was watching it 'fight' out of sector.

It couldn't kill a P and 2 Ms while my dragon downed 30+ such ships and collected the loot.
Is that ship cursed? Or this is normal capship behaviour vs xen fighters?
by pref
Thu, 28. Mar 24, 03:08
Forum: X4: Foundations
Topic: Xenon shipyard kill issues
Replies: 22
Views: 688

Xenon shipyard kill issues

I'm trying to kill a xen shipyard that happened to pop up 20km from the Yaki base, need to act quick or the first I will burn them. I want to sit in my corvette and do support, kill incoming ships and station defenses while my capship deal with the hull. Really not a fan of holding the trigger for h...

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