Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
BlankSystemDaemon
Mar 13, 2009



I'm not gonna lie, I made the same mistake you did the first time I saw the red zone - then I saw the purple and blue zones, and began waiting for a green zone, at which point I'd know that X4 is actually just a reskin of Dune.
Unfortunately there appears to be no Ordos. My entire economy does revolve around spice production, though.

Adbot
ADBOT LOVES YOU

BlankSystemDaemon
Mar 13, 2009



OwlFancier posted:

So presumably all the other factions can fight and kill each other too if they did the same thing...

This game has a fully functional war system from day 1 and they didn't bother to tell anyone.
It takes balls the size of the superhighway to pull this kind of poo poo. Bravo, Egosoft.

BlankSystemDaemon
Mar 13, 2009



DaveKap posted:

In that video about upcoming changes I like how they have to explain that if you go towards the borders of a sector, it actually expands the sector outward. I found that out on my own but what I didn't know is that there's actually stuff out beyond those borders! That's loving nuts! Too bad it just means that when I'm playing a satellite via the map, it's literally impossible to know what the range of it will be ahead of time because every single sector is scaled differently from each other.
I think it's sort of hinted at by the long-range scanner being in the game? That's how I figured out that there's more outside of the map, at least. But it's like that thing with Egosoft including a whole economy and war system in the game, and because unit testing and integration testing couldn't catch the bugs as it needed several hundreds of hours of playing, it's not something that got caught by the developers before release for them to fix or make more obvious.
Makes me wish I could drive south to Germany, sit them all down, buy them a beer and talk about things with them - because everything about how they do updates to the game itself (it seems as if they've clearly got the basics down for everything in the game, it's just getting caught up in a bunch of relatively minor details) to how they communicate with their community (they actually use their own forums, the developers have watched and interacted with Twitch streams, and the update video is clearly just one of the devs) really makes me feel like they really love doing this sort of stuff, and I want them to continue doing it because how else am I gonna get my X fix?

FrickenMoron posted:

Oh my goooooooooooooooood Combat engines have no windup for travel mode. I'm never using travel engines again my player ship.
Edit: Neither do allround. Travel Engine seems like a really bad idea now, no idea why i got them in the past.
Travel engines are much faster, both when you're in travel mode and just flying around - but as you say, the downside is that you have to spool them up. However, as someone in this thread pointed out earlier, you can just give yourself a tiny bit of boost then pop into travel mode and you'll be at high speed very very quickly.

BlankSystemDaemon
Mar 13, 2009



Cobbsprite posted:

If I like Freelancer, Everspace, Space Pirates and Zombies, and the like, is this game worth getting? I'm considering it, but fifty bucks is a lot for something that might not come out well.
I really hope your omission of the FreeSpace series was through simply forgetting about it.
If not, then you need to make use of the summer sale on GOG to grab FreeSpace 1+2, then use the automated installer that can install FS2Open and use some of the game files from the original games to make both games and the Silent Threat expansion pack all run in the same engine with much-updated graphics.

BlankSystemDaemon
Mar 13, 2009



My X52 Pro and I are ready.

BlankSystemDaemon
Mar 13, 2009



TheDeadlyShoe posted:

My biggest issue with the UI is that it doesn't *quite* work like an RTS, because issuing a new order always queues it instead of interrupting a new order. So if a ship is flying somewhere, and instead you want it to attack a target, you have to go into its menu to cancel its orders or issue as "Cancel All Orders" command before the attack order will take place.
I dunno, having to keep in mind order of operations for autonomous systems (the ones controlling the ships, in-universe) makes a kind of sense to me. Optionally, installing crew should, of course, let some level of independent priority leveling take place.
Seems like a thing they could add in a patch.

BlankSystemDaemon
Mar 13, 2009



OwlFancier posted:

The explore command does seem to work now, the ship spirals out from the point you tell it to explore.
It'd be neat if higher-skilled pilots chose more optimal search patterns.

BlankSystemDaemon
Mar 13, 2009



How's X52 Pro support for X4? I have one lying around and if I ever actually get enough money to buy the game, I'd love to be able to play it with it.

BlankSystemDaemon
Mar 13, 2009



Can I just ask, who the gently caress decided that aligning with the ecliptic plane makes sense? It's a space sim, there's 6-DOF for a damned reason!

I had the massively useful idea of buying the fastest paranid scout, equipping it with the cheapest beam weapon, and having it follow (not escort) my ship and auto-flee if attacked. That way I can teleport to it and use it to open lockboxes really easily. Its name, of course, is 'Key'.

Alchenar posted:

Oh, also what control scheme do people use?
X52 Pro HOTAS with custom layout - because the one the game ships with has all sorts of weirdness.
Stuff I've done includes but isn't limited to:
  • Move boost and stop engine to the small RX-Axis (the small twist-button) on the throttle
  • Switch next and previous weapon for primary and secondary groups - they were reverse of what makes sense when you're looking at the indicators on the HUD
  • Rebind the match target speed to the U-axis on the controller - this makes it run continuously if you want it to
  • Rebind targeting so that up locks target - which works because when there's no target it simply targets the closest object, which is what it defaults to
  • Rebind looking around in the cockpit to the 4-way hat on the joystick
  • Move cargo vacuum to U-axis on the throttle
  • Rebind next surface element to the clutch

If anyone is using an X52 or X52 Pro, you may also find a lot of use from printing or having this on a second display:

(I didn't make it, but I can't remember the source)

BlankSystemDaemon fucked around with this message at 15:28 on Apr 23, 2020

BlankSystemDaemon
Mar 13, 2009



A setup that works well for me is a HOP Nemesis with the most expensive ship loadout with: 2 bolt repeaters (useful for any enemy) in front with an ion blaster in the middle to destroy shields, along with two shard batteries on the side bound to secondary fire for me to unload into enemies once the shields are down.
With this setup I can take out equal-class Xenon ships in a matter of seconds, and bigger ships still go down surprisingly quick.
I do wish I had a tertiary weapon group for missiles, though.

Also, I found the weirdest thing in Argon Prime:


Does anyone know what it is?

BlankSystemDaemon
Mar 13, 2009



OwlFancier posted:

A reused asset from Rebirth :v:

It's just decoration, it doesn't do anything.

It made more sense in its original context where it was a mysterious structure in a xenon sector but apparently they felt like Argon Prime needed one too.
So it's a Xenon nano-scale invasion!

BlankSystemDaemon
Mar 13, 2009



I'm surprised at how many missions there are in a game that's described as being a sandbox where you make your own (mis)adventures.
I don't mind, though. :allears:

BlankSystemDaemon
Mar 13, 2009



Some sectors where the asteroid fields intersect with the highways have asteroids blocking the highway so that your ship crashes into it.
At least that's what happened in my game, just now.
Then my game crashed.

BlankSystemDaemon
Mar 13, 2009



Thom12255 posted:

For me my ship always just clips right through those asteroids with no issues.
Mine usually crashes into most, clips through the front of some (but not the back, until it's had time to bump against it a bit), and generally is just frustrating enough that I still think I can get away with using it too often because of the convenience.
I don't know why the crash happened, and stupidly of me I turned off crash reports, so :iiam:

BlankSystemDaemon
Mar 13, 2009



I've settled on HOTAS for dogfighting, but have come to the conclusion that the game simply isn't made for menuing with a joystick - there are simply missing keybinds for all the things you do differently with a mouse.
For example, let's say you wanna move between the vertical and vertical tabs? That should be possible to bind to a separate hat whereas movement inside open windows should be bound to a differrent hat. As it is, you're left backing in and out of menus constantly. There's also no way to move to the filter menus without doing some sort of complicated stick waggling to move the mouse cursor over there.

It is possible to fix these issues, but it requires a lot of UX attention that I'm not sure Egosoft has the interest or man-power to do, since they're a small team that's clearly focused on other parts of the game.

EDIT: Long-distance traveling when exploring is also a lot more fun, because with a small Paranid Scout with the biggest travel engines and all-round trusters, you can boost into travel mode to get started - and when you need to make sharp turns or use jump-points, you simply flip off flight assist and drift your way to your objective. It feels insanely satisfying!

BlankSystemDaemon fucked around with this message at 11:31 on Apr 29, 2020

BlankSystemDaemon
Mar 13, 2009



PoopinClumpin posted:

Hey Debdrup, yeah the menus aren't very HOTAS friendly because of so many up/down/left/right options. Although this X game is better about it than the previous ones. I suggest either mapping the menu controls to an easily reachable (from your L or R hand) part of the keyboard, like the +10 key portion usually assigned to looking outside. Or grabbing one of the +10key USB pads for about 15 bux to put right next to where your hands are. I noticed your post before talking about using the X52 and I loved that system, but the X56 has 2 extra analog axis for thumbsticks and the game actually supports them, it's a miracle. So you get actual analog strafe axis and such. Other than that though the x56 is a piece of poo poo; really bad build quality issues.
Yo poopin, long time no see!
Man, analogue strafe sounds awesome. Good thing I can't afford it anyway, since the build quality issues is the big thing, I've been hearing about it too.

I've intentionally bought a 60% keyboard (though it's overloaded in such a way that it maps to the usual 105 keys) - but the advantage of this is that there's room for the keyboard between the HOTAS and the mouse can rest next to that, so it happens to work out pretty well in the end.
Plus, the mouse is a G703 with one of those induction mats so it does wireless charging meaning I don't need to have the mouse on the mousepad all the time, but can place it in front of the keyboard where it makes more sense to use.
I have been considering whether using a big touchpad, like the one that my Wacom tablet can become, would work out better too.

BlankSystemDaemon
Mar 13, 2009



I'm still at the game where taking on an I seems like a daunting task.
Can't wait to mount a crazy amount of L turrets on a station next to every single jumpgate from enemy territory.

BlankSystemDaemon
Mar 13, 2009



I can't find a damaged singularity engine to save my life, orz.

BlankSystemDaemon
Mar 13, 2009



Less Fat Luke posted:

If you only have one miner you should set it to Nvidium for max cash. It eventually will run out of places to sell but that'll be dozens of hours. FWIW the pricing for mineral seems to be nvidium > silicon > ore > ice.

Same but with the flux capacitor, 90 hours in the game and I've never had SETA been craftable despite murdering a lot of Xenon and pirates!
It would be loving rad if the venture system would let us send parts to each other.

staberind posted:



this game....
The evolution of manintelligent life?

BlankSystemDaemon
Mar 13, 2009



Xerophyte posted:

One is a mission you always get the first time you find a communications leak while scanning a station.[/list]
Fwiw, I've had it not be the first one, on my most recent start.
That's also the start where it felt like I had some idea of what I was doing, which was kinda fun and a nice chance of pace, instead of just floundering around.

If you ever put down the game because you want to let it cook some more (my reason), I do encourage think starting over is a much better idea than picking up where you left off.

queeb posted:

hmm, do stations spawn in different areas or stuff? There's supposed to be a trading post in holy vision but I've searched the whole thing and there isnt one there.
So far as I've been able to tell, the way each sector is designed is such that stations can be in different spots for each sector, depending presumably on some sort of initial seed feature which determines a bunch of universe-generation stuff.
I also get the impression that it may be possible for the Wharf and Shipyards of some of the factions (but not the Argon and Paraid?) to be in different sectors, but haven't been able to completely confirm that.

BlankSystemDaemon
Mar 13, 2009



Oh dear me posted:

I have bounced off X4 many times just because I struggled so much with the controls, but I have finally bought a HOTAS and oh! the difference. I am really enjoying this now I can actually shoot things.

So: are the map sectors actually joined up, or do the cells only have a few defined exit points? I mean, if I am in Trinity Sanctum for example and just fly south east, will I ever reach Hewa's Twin?
Oh yeah, a HOTAS will make ALL of the difference for flying, especially for dog-fighting.
If I've got nothing else going on (like me being in menus or doing something on one of the other screens), I turn off auto-pilot and try to get the place where I'm going as fast as possible in the most stylish way, just for kicks.
It's really fun to drift in and out of gates and around stations, as close as possible.

bgreman posted:

No, Trinity Sanctum's hex will just come to represent ever more space. You can watch this happen if you watch the map as you fly toward the hex edge.
Another way you notice this is when you tell ships to explore sectors, and you notice that the sector isn't the same size, either for the big sectors or for sectors that are contested - eventually you get a feel for how big sectors are just by that.

BlankSystemDaemon
Mar 13, 2009



It seems like having a manager at the base accomplishes very little but not having to get 2-star pilots to setup auto-trades, and filling up every available storage space with unsold parts, so you constantly have to keep building more storage?
Or is it just that the managers are completely incompetent until they reach 5 stars and then just become magically great?

Major Isoor posted:

Hey, is there anywhere I can see a log of ships being destroyed, etc? There doesn't seem to be anything in the logbook, which seems like the obvious place to look
Another trick is to put the task of a ship along with a number in parenthesis, in front of the name. That way your list of ships gets sorted better when doing alphabetical sorting (which is the default, can be changed).
So you end up with:
(M-Miner#1)Magnetar(XXX-420)
(M-Miner#2)Magnetar(XXX-042)
(G-Miner#1)Magnatar(XXX-069)
(Trader#1)Shuyaku(XXX-666)
And so on and so forth.
That way you can easily spot when one has gone missing, and can search for that - and if you want to know what a particular ship has been up to, you can search for its Type#N to get all of its history.

I like to pun, so they become (Minor), (Sucker), and (Traitor) on my list.

BlankSystemDaemon
Mar 13, 2009



welp, crossed 100 hours according to gog, and i bought the game on april 20th

BlankSystemDaemon
Mar 13, 2009



Oh dear me posted:

My biggest dissatisfaction is not being able to get a warning of approaching enemies if I'm not flying myself. I can't see the radar, so I only get visual warning by looking at the map. The pilot will only ask me what to do after they've been attacked, and if I'm looking at the map I have to get out of it quickly to answer them in time, but I need to use the map to see what the enemy is. I wish pilots could just say 'Enemy spotted!' or some such.
Up next to the x button to close the map, there's a button that looks like an underscore that simply "minimizes" the map, but keeps the view settings and whatever you've got highlighted.
It's quite handy.

BlankSystemDaemon
Mar 13, 2009



queeb posted:

god split ships look so much better than the other race ones
I'm not completely sold on the Split like other people appear to be, but what I really think is great is how all of the races have different designs.
I'm sure it's much harder to do something like that than I think it is.

BlankSystemDaemon
Mar 13, 2009



That patch is absolutely wonderful, because the menus no longer halve the FPS that the game runs at.
That alone makes it worth backing up your saved games, enter the code IBackedUpMySaves where it belongs, and using it until it becomes public.

BlankSystemDaemon
Mar 13, 2009



I'm fairly sure they're also doing some utterly nuts things like running a VM because the game appears to do atomic state transition, and it can be arbitrarily paused at any point during the simulation.

BlankSystemDaemon
Mar 13, 2009



Corzen posted:

This was from a few pages back, but I am curious how you are using the suffixed parenthetical. Is it based on ship, station, or sector assignment? I really like this suggested naming convention.
The suffix is whatever IDs the game gives you, I was just including them for completeness' sake. orz

BlankSystemDaemon
Mar 13, 2009



Corzen posted:

Quick question: do explorer assigned ships just stop when they've uncovered all of the grey fog of war tiles, or do they still roam around looking for possible changes to sectors?
E.g. lockboxes, new structures, etc.
They start by uncovering the fog of war and then once that's done they start moving around in three-dimentional space above and below the sectors plane.

Speaking of planes, I couldn't believe how much easier dog-fighting got once I turned off align-with-plane or whatever it's called - it's night and day!
The AI has a HARD time dealing with strafing while flying too, especially if you change directions even semi-often.

BlankSystemDaemon
Mar 13, 2009



timn posted:

Me: *45 minutes into a station build planning session, meticulously aligning modules with my face 6 inches away from the monitor*

Random Paranid passerby: GREETINGS
The best is when you somehow didn't realize your ship was moving forward while you were in menus and you suddenly pop through a gate and then a cop or pirate wants you to drop all your cargo.

BlankSystemDaemon
Mar 13, 2009



X4 isn't a 4X, except for all the 4X elements.

BlankSystemDaemon
Mar 13, 2009



:eyepop:

In other news, whatever they did to fix the FPS is working, my game runs a lot smoother on the latest patch!

BlankSystemDaemon
Mar 13, 2009



Found a random wormhole, it sent me to to Litany of Fury XII where there's a big motherfucker of a red supergiant star putting a baleful red glow on everything, and the HUD lights up red with about 50 Xenon ships.
I managed to pause the game just as I was about to jump out of there (I forgot to place a navigation beacon) through the gate, and got this:

:yikes:

One thing I do wish was possible with the X52 (Pro) HOTAS is having the UI switch color depending on the mode switch that's on the side of the joystick - so you can have both a fight mode and a flight mode and one for navigating menus. I don't know if that information is exposed to the game, though?

BlankSystemDaemon fucked around with this message at 19:13 on Jun 3, 2020

BlankSystemDaemon
Mar 13, 2009



OwlFancier posted:

It periodically ejects its corona out across the entire sector, coinciding with a variance in the amount of light it puts out.
I did notice that while running for my life, that's super cool!

Also, speaking of carriers, Rattlesnake is expensive. :(

BlankSystemDaemon
Mar 13, 2009



I noticed something red where I wouldn't have expected it: A Xenon K Destroyer in Argon Prime, so I went there to have a look-see:
I got my camera set up just at the right time to capture this:

BlankSystemDaemon
Mar 13, 2009



A Real Happy Camper posted:

I have a hotas hooked up (X56 Rhino) and for some reason, whenever i open the map screen it is constantly zooming out and moving to the bottom right. I've tried unmapping all the joystick controls from the menu stuff, but that hasn't fixed anything. Am i missing an obvious control or are there just gremlins when you play with a hotas?
I had this problem too, and it turned out to be a slightly dirty connector from the joystick to the throttle, a bit of 70% isopropyl alcohol fixed it.

BlankSystemDaemon
Mar 13, 2009



You can use cargo drones to move stuff from your trade storage to build storage (the manager might do this, if you have one - I don't remember).

BlankSystemDaemon
Mar 13, 2009



Don't see anyone who's mentioned it, but 3.20 exited beta, bringing the following changes:

changelog posted:

New Feature: Trade Rules enable improved control over station trade offers, station supply offers and sale of ships.
Added links to "What is X4: Foundations?" video series to External Resources menu.
Added option to import and export individual construction plans to share with community.
Added information about original gamestart to Load and Save menus.
Added missile storage capacity information to missile turrets in Encyclopedia.
Added additional Object Information tab to Map menu.
Added Mark All as Read option to Encyclopedia.
Added icons to order options in Interact Menu.
Added button in info tabs to focus objects in map.
Added behaviour icons to Map legend.
Added ship type icons to ship selection in Ship Configuration menu.
Added faction abbreviations to Factions and Relations menu.
Added option to select Trade Wares directly in Logical Station Overview
Added Start Guidance option to Interact menu of data vaults.
Added Fly To option to Interact menu of deployables and drops.
Added details about mission duration and involved ships to Venture Results menu.
Added match speed indicator to crosshair (default hotkey Shift+X).
Added mouse over info in Object Info menus showing full commander name if name is truncated.
Added error message when attempting to trade with stations that do not have docking facilities for current ship.
Removed use of cargo drones for direct trade between nearby stations.
Removed ability to install unsuitable equipment mods for certain types of shields, weapons, turrets and ships.
Removed Explore order from list of available behaviours (Explore still available as general order).
Removed irrelevant information for unmanned vessels from Object Info menus.
Removed Opposing Faction line in mission briefings if it is empty.
Removed duplicate inventory and station account management from Empire Overview.
Removed ships and stations lists from Empire Overview.
Removed hull and shield bars from wreck icons on map.
Changed Explore order to end when all map hexes in its search radius have been discovered.
Changed location of mission offer map filter to Think section.
Improved names of Xenon weapons.
Improved target selection for pirates.
Improved turret accuracy against large targets.
Improved weapon and turret accuracy against fast targets.
Improved chance of AI pilots opening lockboxes when player not nearby.
Improved efficiency of subordinate traders looking for trades.
Improved behaviour of combat ships attempting to disable capital ship.
Improved trade assignment speed if many subordinates try to trade same ware for their commander.
Improved guidance during Paranid plot maze section.
Improved "Work somewhere else for me" conversation to open map at employee's location instead of player's.
Improved turret behaviour settings in station Loadout menus when all turrets are under construction.
Improved visibility of target speed indicator in speed-bar against bright background elements.
Improved order and designation for equipment slots in Ship and Station Build menus
Improved presentation of player-owned ships on ventures in Property Owned menu.
Improved balancing of Patrol missions by increasing enemy presence.
Improved map performance in certain situations.
Fixed Split wharves missing Pier.
Fixed Fallen Families faction not building new ships.
Fixed Duke's Haven sometimes not selling any, or only random, equipment/ships.
Fixed Free Families granting police licences; players who have already purchased this licence will be reimbursed.
Fixed stations built for NPC factions sometimes still using player account.
Fixed stations not posting public buy offers for supply resources.
Fixed stations operating as pure trade stations only using fraction of their funds for buying wares.
Fixed stations sometimes creating trade offers with zero amounts for wares that are required for production.
Fixed another case of Teladi Trade Stations not rebuilding modules.
Fixed NPC stations disabling some of their production modules indefinitely under rare circumstances.
Fixed crews of mining ships not gaining experience when player not nearby during mining operations.
Fixed ships refusing explicitly given orders to trade with a station that is blacklisted.
Fixed Recall Subordinates command not disarming drones.
Fixed pirate ships not attacking NPC-owned ships that refuse to drop their cargo or comply with inspection protocols.
Fixed ships assigned to Trade for Build Storage using station manager account instead of construction account.
Fixed construction plan Shuffle option using connection modules that are not available.
Fixed accidental friendly fire from turrets on player ship being treated as intentional.
Fixed distress drones being launched prematurely.
Fixed ships not doing damage when player not nearby if they were originally built with neither weapons nor turrets.
Fixed player-owned capital ships not doing damage to non-hostile targets designated explicitly by player.
Fixed ships sometimes repeatedly getting supplies at fleet auxiliary ships.
Fixed NPC-owned ships paying for ammunition, deployables and drones that they already have when resupplying at player-owned equipment docks.
Fixed some cases of ships not flying correctly around capital ships, specially when docking.
Fixed ships not able to catch and dock on moving Raptor.
Fixed station-based traders buying resources that their station isn't currently buying.
Fixed Update Trade Offers command not visiting all known stations when multiple such orders are queued.
Fixed Update Trade Offers ending immediately when new order is queued.
Fixed queued-up Explore orders completing without having explored.
Fixed Construction Vessels not clearing previous orders when assigned for building.
Fixed Construction Vessels disengaging while modules are recycling before new build starts.
Fixed non-capital ships refusing to attack military capital ships and some stations at relations between -20 and -25.
Fixed automated trading ships ignoring travel blacklists when executing trades.
Fixed subordinate traders not respecting trade rule that is denying specific factions.
Fixed subordinate traders loading extra wares from their home base into storage even under conditions where they shouldn't.
Fixed direct subordinates of player with assignment Attack not attacking unless themselves attacked.
Fixed subordinates sometimes detaching themselves from their fleet.
Fixed missing Trader assignment for trade ships that are subordinate to resupply ship.
Fixed build orders on player-piloted ship not processing on docking at shipyard under some circumstances.
Fixed free-flying police and recon ships sometimes getting stuck while scanning something.
Fixed comm response by police when non-player ships are scanned and no illegal wares are found.
Fixed asteroids accumulating when repeatedly saving and loading in same location.
Fixed relative movement stopping when getting up from pilot seat.
Fixed speed matching not turning off when changing target.
Fixed aiming reaction time not using skills of pilot or manager.
Fixed turrets sometimes not firing on valid targets.
Fixed weapons firing into empty space if target is large object.
Fixed turrets on ships repeatedly deploying and folding back when valid targets are in sight but not in range.
Fixed autopilot aborting travel mode either too late or much too early.
Fixed crew transfer resulting in unending escape pods in very rare circumstances.
Fixed one case of crew transfer failing.
Fixed one cause of traffic jams at gates.
Fixed missing faction representatives in rare cases.
Fixed pilots and crews on venturing ships losing morale due to inactivity.
Fixed distance calculations for teleportation range limits.
Fixed exploit allowing unlimited small ships to be stored.
Fixed exploit allowing crew members to be cloned in certain situations.
Fixed exploit allowing additional equipment that is not available at ship's current shipyard/wharf/equipment dock to be installed.
Fixed being able to teleport to docked ships sent on venture.
Fixed returned venture ships stranded in void after rebuilding venture dock.
Fixed incorrect unpaid plot licences under certain circumstances.
Fixed losing faction reputation from illegal station plots although licence was paid.
Fixed not being able to autopilot to targets that are under construction.
Fixed not being able to request docking at build storage when piloting capital ship.
Fixed rare case of weapons firing under player control when player is no longer controlling ship.
Fixed ship capacity mods not being taken into account when adding missiles, countermeasures and deployables to ships.
Fixed deployables deployed via command Deploy at Position sometimes drifting past designated position.
Fixed incorrect resource amounts for Paranid and Teladi M Mk2 shields.
Fixed sector sunlight property not affecting Energy Cell production as intended.
Fixed missing dock functionality on 4th arm of Split 4-Dock T Pier.
Fixed missing XS ship docks on 3M6S luxury Dock Area.
Fixed several hints getting stuck during Flight School tutorial.
Fixed some missions not correctly displaying opposing faction in briefing.
Fixed missing Court faction representative.
Fixed Paranid plot mission A Small Errand getting stuck on objective Await: Further Instructions under specific circumstances.
Fixed conversation option to pay credits in Paranid plot missions Unfolded Potential and An Ethical Challenge only appearing once.
Fixed getaway ship not being recalled from internal storage if it was stored away during Split storyline at Hall of Judgement.
Fixed missing prisoners at Hall of Judgement in Split story.
Fixed plot not proceeding during cutscene to sabotage Scale Plate trade run.
Fixed ships encountered in war subscription missions sometimes being invisible.
Fixed Hatikvah story not always being re-offered when initial station was destroyed.
Fixed Split story getting stuck in Suspicious Split mission if Passenger Ship was lost.
Fixed mission conversation option for passenger to return to Passenger Ship in Suspicious Split Mission.
Fixed End of Oppression/End of Terrorism missions getting stuck at payment stage if ship NPC contact was on was destroyed.
Fixed game freeze during Suspicious Split mission if no stations belonging to given faction can be found.
Fixed Split story getting stuck when tasked to place bombs on cargo drones during Report To Slave Trader 2 mission.
Fixed Split Suspicious mission in Split story potentially missing guidance to character.
Fixed End of Oppression mission in Split story accepting multiple payments from player and not progressing.
Fixed End of Terrorism mission in Split story getting stuck if story character was on ship that was later destroyed.
Fixed Path of Vengeance mission not completing in certain cases.
Fixed discovering Jump Gate to Split space sometimes not triggering event cutscene.
Fixed Split prisoner characters being duplicated when reassigned, which could lead to issues controlling objects.
Fixed Paranid plot mission A Small Errand getting stuck if lockboxes are opened or destroyed before player enters sector.
Fixed HQ Research Module not being named correctly in certain gamestarts.
Fixed HQ Research Module being removed when loading construction plan.
Fixed fleets not being sorted by fleet name in Object List and Property Owned menus.
Fixed trade wares missing in Logical Station Overview if not currently stored.
Fixed turret groups not being highlighted on ship in Ship Configuration menu under certain circumstances.
Fixed inconsistent selection and highlight of shield and turret groups in Ship Modification menu.
Fixed equipment mod category availability if no equipment is installed.
Fixed rounding issues for equipment mod effects.
Fixed station hull percentage not being shown in Info menu unless scan level was at least 80%.
Fixed ship docks being listed as station dock modules in Encyclopedia.
Fixed missing "+" on buttons in Ship Configuration and Player Information menus.
Fixed Trade menu not being visible in certain situations.
Fixed sector map sometimes being broken by deployables ending up in invalid positions.
Fixed Arm/Disarm Turrets option in Interact menu being inconsistent when multiple ships are selected.
Fixed some map controls not working after quick-loading with map open.
Fixed Property Owned jumping to top row after returning from Object Information tab.
Fixed missing pre-selection of certain equipment entries in Encyclopedia when opened from Ship Configuration menu.
Fixed turret slots not available in Ship Configuration menu for certain ships when using controller.
Fixed missing trade offer updates after changing station accounts, especially when paused.
Fixed shuffle function in Station Build menu not updating list of modules.
Fixed construction resources not being listed immediately after acquiring blueprint for player-owned shipyards.
Fixed production/hour value for production modules not taking into account effect of production efficiency in Logical Station Overview.
Fixed missing workforce information in Logical Station Overview under certain circumstances.
Fixed incorrect trade rule or blacklist display/usage when assigned trade rule or blacklist is deleted.
Fixed incorrect order lines on map when blacklists are set up.
Fixed target monitor sometimes getting stuck during comms.
Fixed fog of war sometimes not being rendered up to edge of sector.
Fixed another case of stuck map panning in certain situations.
Fixed object selection in map not changing object in Info menu if Info menu is not displayed.
Fixed ware transfer options in Interact menu not requiring pilots.
Fixed incorrect shadows for objects during construction.
Fixed returning venture ships causing performance issues until sent away again.
Fixed issue causing savegames to become larger with every save/load cycle.
Fixed excessive sound volume in logo video.
Fixed issue where sounds could be missing or delayed.
Fixed further startup issues on Linux.
Fixed game generating two crash dumps per crash instead of one.
Fixed several causes of crashes.

BlankSystemDaemon
Mar 13, 2009



You can't even play the game exclusively with HOTAS, there's way too much strategy which requires menuing for that.
As zedprime rightly says, it's purely for dog-fighting.

Adbot
ADBOT LOVES YOU

BlankSystemDaemon
Mar 13, 2009




Aside from my ship, what's this picture showing? There was no point of interest nearby that might explain it (unlike with the weird structure found in both Argon and Xenon space).

timn posted:

To elaborate more on controller talk, the game just really doesn't have the robust bindings available to make using a controller or HOTAS very good.

So much of the game is designed for m+kb that even dogfighting is easier because the fastest and easiest way to target stuff is by clicking on it with the mouse. Hence, I haven't even bothered with my HOTAS at all despite loving it to death in Elite.

Fortunately, flying and combat with a mouse are pretty efficient in this game and the flight model is forgiving. It's straightforward to set things up similar to how you would in Elite. The main difference is that you need to lean more heavily on a mouse driven interface instead of having every thinkable hotkey under the sun available to bind.
The couterpoint would be that most space sims have even less bindings for things and have worse support for things like binding things to axis except what the developers think of as purely analogue controls (ie. movement, sometimes not even that.
X4 plays wonderfully with a X52 Pro if you start out with the default X52 layout.

BlankSystemDaemon fucked around with this message at 21:00 on Jun 7, 2020

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply