Boa tarde pilotos.
uma duvida quanto aos controles.
A movimentação da nave pelo mouse é possível?
Eu tentei mudar, mas acho que esta programado para ser a seleção do alvo. pelo menos no momento não consegui. vou continuar tentando. E obrigado.Batera a configuração pra isso existe, agora eu nunca usei com o mouse e teclado, desde o começo ja configurei o Hotas.
Eu tentei mudar, mas acho que esta programado para ser a seleção do alvo. pelo menos no momento não consegui. vou continuar tentando. E obrigado.
O seu tutorial ajudou bastante.
Eu tentei mudar, mas acho que esta programado para ser a seleção do alvo. pelo menos no momento não consegui. vou continuar tentando. E obrigado.
O seu tutorial ajudou bastante.
@BateraVTF ta em ingles...veja se ajuda ou da alguma luz
https://www.yekbot.com/x4-foundations-basic-concepts-for-new-players/
veja se segurando o "ESPAÇO" o controle do mouse muda para a nave
https://discord.gg/J8u6Kdc
Tente o discord da egosoft talves alguem saiba ou tenha algum artificio
- [Beta 4] Fixed NPC ships sometimes not firing forward-mounted missile launchers (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed factions not being allowed to build fighter ships at allied faction shipyards (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed factions building more defence stations than they should (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed money transfer from NPC ship to player shipyard on repairing (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed several causes of crashes.
Release Notes
This beta version is available for Windows
Version 2.00 Beta 4 (333569)
The following issues in this version are known and may be fixed in a forthcoming update.
- New Feature: Player-owned stations with Shipyard, Wharf and Equipment Dock facilities.
- Added options to set custom name for savegames and to delete savegames.
- Added ware exchange between ships docked at the same station.
- Added possibility to start/stop travel mode and SETA while map is open.
- Added warnings about non-working venture modules due to station layout.
- Added fighter wings directly subordinate to carriers.
- Added display of partial skill stars to one third of a star accuracy.
- Added preview of ship storage capacity after all planned trades to info menu.
- Added trade menu warning that ware is not available after all planned trades.
- Added separate Remove all Orders and Wait option, replacing parameter to Remove all Orders.
- Added failure sound when invalid hotkey is used while map is displayed.
- Added confirmation before closing station build menu if there are unsaved changes.
- Added tooltip for greyed-out claim option to show reason.
- Added full Japanese localisation (text only).
- [Beta 2] Added more details about damage types to weapon and turret entries in Encyclopedia.
- [Beta 2] Added skill-based variants for AutoMine behaviour.
- [Beta 3] Removed duplicated equipment blueprints from trader menu.
- Improved Xenon threat.
- Improved turret aiming and target movement prediction.
- Improved combat movement of frigates.
- Improved combat movement of capital ships with good captains and crews that do not have forward-mounted weapons against other capital ships or stations.
- Improved capital ship combat movement against small and medium targets.
- Improved balancing of capital ship defensive and offensive capabilities.
- Improved balancing of capital ship use of boost during combat.
- Improved balancing of capital ship crews bailing when ship is attacked.
- Improved balancing of missiles.
- Improved balancing of ware prices and production profitability to emphasize smart business decisions.
- Improved target acquisition for ships, particularly when attacking stations or capital ships.
- Improved command information shown by attacking ships when attacking a subcomponent of a bigger target.
- Improved range over which ships that run out of ammo can look for a known equipment dock from which to re-stock.
- Improved kinds of stations requested from station building missions.
- Improved encyclopedia information for production and factions.
- Improved Logical Station Overview to show station's recommended budget instead of the currently needed money in account settings.
- Improved quickload hotkey (F9 by default) so it loads the latest saved game, not necessarily a quicksave.
- Improved playback logic for music tracks from previous games.
- Improved performance when working with very large stations.
- Improved menu performance.
- [Beta 2] Improved trade evaluation for free traders.
- [Beta 2] Improved firing logic of missile-armed fighters.
- [Beta 2] Improved guided missile effectiveness.
- [Beta 2] Improved loadout distribution on NPC ships.
- [Beta 2] Improved combat movement of capital ships, particularly those with forward-mounted weapons.
- [Beta 2] Improved balancing of resource requirements for L and XL travel engines.
- [Beta 2] Improved auto-aim on primary weapons (problem introduced in 2.0 Beta 1).
- [Beta 3] Improved default countermeasure storage capacities.
- [Beta 3] Improved balancing of Xenon threat (problem introduced in 2.0 Beta 1).
- Fixed issues with target elements in the HUD in certain cases (e.g. when using "external view" through the map while standing on a ship/station).
- Fixed keyboard and gamepad selection not working in scrolling dropdown elements.
- Fixed previous/next target hotkeys and enemy targets sometimes not working when flying captured venture ships.
- Fixed previous/next surface element hotkey sometimes not working after loading a savegame.
- Fixed behaviour of autopilot shortcut in the map (now correctly toggles autopilot on guidance target).
- Fixed production modules sometimes not updating their animation when production starts/stops.
- Fixed research wares being listed in economy statistics of the HQ.
- Fixed storage types in encyclopedia not being localised.
- Fixed turret modifications breaking ship info menu.
- Fixed broken Logical Station Overview menu for stations missing a storage type and having no planned modules.
- Fixed broken menu when firing crew and then hiring new people in the ship buy/upgrade menu.
- Fixed missing title text in ship construction context menu in map.
- Fixed ship assignment not being queued correctly (possibly upsetting existing trade deals).
- Fixed deliver inventory mission not correctly placing the character in some situations.
- Fixed Bring Item mission offers not being removed properly if destination station or NPC was killed.
- Fixed several issues with Fleet Delivery mission.
- Fixed Scan mission not checking for destruction of target station module.
- Fixed Scan mission to require only normal scan rather than deep scan for station modules.
- Fixed missing guidance to station module in Scan mission.
- Fixed Passenger Transport missions to filter out incorrect stations.
- Fixed Find Lockbox mission to ensure containers remain in mission area.
- Fixed station ownership not being transferred in Build Station mission
- Fixed trade and pirate guild mission offers not changing over time.
- Fixed incorrect faction and other text for several dialog options and briefings in war missions.
- Fixed introductory mission of war subscriptions getting stuck.
- Fixed Holy Order outliers sometimes prematurely precipitating conflict with the Godrealm of the Paranid.
- Fixed attacking ships repeatedly approaching and retreating from target before getting close to it.
- Fixed ships moving out of pursuit distance to attack targets in their initial approach.
- Fixed ships attacking stations flying at and firing upon station target box instead of station modules.
- Fixed patrolling ships attacking build storage.
- Fixed ships showing excessive DPS when weapons are in more than one active weapon group.
- Fixed builder ships wandering into hostile territory.
- Fixed capital ship subordinates of carriers sometimes attempting to dock at their commander's ship.
- Fixed station-based trading ships setting their current sector as their home sector rather than their station's sector.
- Fixed ship/station operations being hampered by docked ships working for that ship/station not undocking while player is present.
- Fixed boarding ships that are missing ammo trying to disable boarding target anyway.
- Fixed formation skill checks not respecting the player being the pilot.
- Fixed another case of patrolling player-owned ships chasing hostiles beyond their engagement range.
- Fixed squadron subordinates apparently trying to attack ships from their own faction.
- Fixed player-owned ships sometimes inadvertently firing missiles depending on their weapon group setup.
- Fixed turrets set to Attack my Current Enemy not firing when they should.
- Fixed turrets set to Attack my Current Enemy firing when they shouldn't.
- Fixed ships attacking stations stopping their attack after destroying a station module or surface element.
- Fixed turrets on the player ship that are set to mining mode not firing on asteroids.
- Fixed boarding ships not launching boarding pods in certain situations.
- Fixed fleeing ships acquiring a target and attacking in certain situations.
- Fixed ships attempting to disable a target deliberately destroying it instead.
- Fixed ships with a Follow order not responding to certain situations.
- Fixed player-owned ships attacking friendly ships while patrolling player-owned space.
- Fixed non-police ships (including player-owned ships) sometimes responding to calls for police assistance.
- Fixed non-Xenon races not constructing defence stations.
- Fixed build storage of destroyed stations not being cleaned up.
- Fixed NPCs rubber-banding for a long time after loading a savegame in certain situations.
- Fixed NPCs getting stuck in elevator if player uses it while NPC is walking in it.
- Fixed NPC marshalling animations during player docking/undocking.
- Fixed multiple NPCs standing in the same position on some Argon bridges.
- Fixed cases of duplicate interior rooms on stations.
- Fixed frozen movement in bridges of docked capital ships.
- Fixed cargo trades with Black Marketeer sometimes failing.
- Fixed module hacking requirements not being respected.
- Fixed area damage not being correctly applied in certain situations.
- Fixed ships flying huge curves when going long distances.
- Fixed multiple shipyards attempting to fulfil the same NPC ship build requests.
- Fixed NPC ships sometimes requesting more subordinates to be built than they desired.
- Fixed stations not claiming sector ownership if claiming module is built later.
- Fixed turrets and shields not being added to station module when not part of a new module.
- Fixed station module stats and achievements not triggering with the first module of a station.
- Fixed station module recycling sometimes interrupting an ongoing build.
- Fixed recycle times of station modules.
- Fixed exploit where wares could be gained when recycling modules.
- Fixed inability to remove last remaining module when planning a station.
- Fixed not being able to cancel ship orders in some cases.
- Fixed total build time being off by up to one minute for some objects.
- Fixed onboard units not being factored into object value.
- Fixed inconsistencies with station hull values.
- Fixed stations not remembering their Drone/Unit supply settings.
- Fixed small ships failing to exchange wares with ships they can dock at.
- Fixed ships needlessly undocking to trade.
- Fixed faction discounts and commissions not being removed when relations worsen.
- Fixed transfer of crew from one role to another not being possible at shipyard/wharf/equipment dock if no other changes are made.
- Fixed EMP-induced signal leaks on unowned small and medium ships claiming them for the player when scanned.
- Fixed lasertowers spawning in wrong location when deployed from Elite.
- Fixed lasertowers potentially ending up in the exact same position in space.
- Fixed objects attracted with the container magnet sometimes getting an unreasonable speed.
- Fixed ships sometimes oscillating around target positions if SETA is active.
- Fixed ships docked at other ships sometimes appearing twice in the elevator menu.
- Fixed issue resulting in data leaks sometimes appearing inside station modules.
- Fixed roll input in highways steering in the wrong direction.
- Fixed inability to remap camera input control.
- Fixed not being able to load certain user-provided files (e.g. custom logos) with non-ASCII file names.
- Fixed floating geometry on the M-sized Beam Emitter Mk2.
- Fixed rare freeze related to player ship control.
- [Beta 2] Fixed NPC ships sometimes not leaving shipyards after being built.
- [Beta 2] Fixed Discoverer doors not opening when newly built.
- [Beta 2] Fixed incorrect shield configuration on Behemoth.
- [Beta 2] Fixed engine positions on Xenon K so that they can now be destroyed.
- [Beta 2] Fixed ship build menu showing wrong sustained DPS values when planning multiple weapons on new ship.
- [Beta 2] Fixed shopping list items in the ship build menu not being editable.
- [Beta 2] Fixed exchanging missiles and drones between ships and stations using Ware Exchange.
- [Beta 2] Fixed police ships attempting to scan surface elements for illegal goods.
- [Beta 2] Fixed police sometimes inspecting ships that are already being inspected by another police ship.
- [Beta 2] Fixed squadron subordinates sometimes failing to call in support from their squadron.
- [Beta 2] Fixed patrolling ships sometimes accidentally crossing jump gates.
- [Beta 2] Fixed factions sometimes not using their intelligence data in preparation for invading.
- [Beta 2] Fixed laser towers being dragged along by the launching ship in certain situations.
- [Beta 2] Fixed laser towers continuing to track targets that are no longer valid.
- [Beta 2] Fixed rare case causing ships to rotate erratically.
- [Beta 2] Fixed a cause of ships trying to fly into the centre of stations without avoiding collisions.
- [Beta 2] Fixed Black Marketeers sometimes being placed aboard Kha'ak stations.
- [Beta 2] Fixed newly constructed NPC stations being given resources immediately.
- [Beta 2] Fixed production showing wrong resources (again).
- [Beta 2] Fixed stations provided by the player via the Build Station mission not having functioning managing NPCs.
- [Beta 2] Fixed missions to board or destroy targets with certain criteria (problem introduced in 2.0 Beta 1).
- [Beta 2] Fixed access to faction restriction and price factor of NPC shipyards (problem introduced in 2.00 Beta 1).
- [Beta 2] Fixed failure to save if save folder path contains non-ASCII characters (problem introduced in 2.00 Beta 1).
- [Beta 2] Fixed ship traders at player-owned shipyards (problem introduced in 2.00 Beta 1).
- [Beta 2] Fixed player not getting paid by NPCs ordering ships at their shipyard (problem introduced in 2.0 Beta 1).
- [Beta 3] Fixed weapons with slow bullets or missiles not firing.
- [Beta 3] Fixed ships assigned to join player squad not getting new orders.
- [Beta 3] Fixed mission chains being cancelled if target was destroyed before the mission started.
- [Beta 3] Fixed Boarding mission not being cancelled if target was destroyed before the mission started.
- [Beta 3] Fixed player not being paid by NPCs building ships at player shipyard (problem introduced in 2.0 Beta 1).
- [Beta 3] Fixed NPC ships buying ammo and units from player shipyards not paying for them (problem introduced in 2.0 Beta 1).
- [Beta 3] Fixed some variants of the Bring Item mission not correctly spawning the delivery character (problem introduced in 2.0 Beta 1).
- [Beta 3] Fixed station build menu not opening after opening the map from within the menu (problem introduced in 2.0 Beta 1).
- [Beta 3] Fixed opening the encyclopedia from the station and ship build menus (problem introduced in 2.0 Beta 2).
- [Beta 4] Fixed NPC ships sometimes not firing forward-mounted missile launchers (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed factions not being allowed to build fighter ships at allied faction shipyards (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed factions building more defence stations than they should (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed money transfer from NPC ship to player shipyard on repairing (problem introduced in 2.0 Beta 1).
- [Beta 4] Fixed several causes of crashes.
- TBA
Nao....
Eu mesmo estou esperando o 3.0 ainda estou com feeling de coisa faltando
Já compensa desinstalar o X: Rebirth + mods e comprar o X4: Foundations ??????
Nao... decidi que vou esperar de qualquer forma
Olha ai @BateraVTF o proximo update 2.20 traz melhorias no suporte ao controle de mouse...
Version 2.20 goes into beta very soon
Better Mouse control is coming
There is no pause in the development. Very soon after the release of 2.00 we will launch a Beta for Update 2.20. Important new features in this update include improvements to mouse controls. Namely a more flexible configuration of the right mouse button and the often requested classic direct mouse steering (aka "boresight" mode).
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Linux beta starting now
Linux support is on its way
Start of LINUX beta: We have just launched the X4: Foundations beta for Linux. If you have a gaming PC running under Linux and are able to help us test the game on this platform, please give it a try! Linux-specific issues can be reported in the dedicated Linux support thread.
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Outlook on our plans for the next few months
What's coming next?
Before 2.50, and between any of the coming major patches, there will also be minor steps. We try to release bug fixes as fast as we can once we feel they are safe (which is why there will also be lots of public betas).
Update 2.50
- Auxiliary ships: With 2.50 the aim is to bring a new ship type: previously described as Resupply ships. In short, they will work like a flying equipment dock and can form the backbone of a large fleet.
- TrackIR/Tobii support: Lots of people are asking us to support these tools and while testing may start before it again, and the team aims to make support available for 2.50 at the latest.
- Sector blacklists: This will allow you to set up sectors that your ships will avoid at all costs.
- Inventory Management: Our team would like to pack a series of improvements around managing inventory items into 2.50. This includes the ability to create and drop crates in space and possibly also to store them on stations.
Update 3.00
As some of you may already have figured out, one cool feature of X4 is the ability to own entire sectors and even change their names. With 3.00 the aim is to build upon this with a number of features to help you benefit from sector control. You can then basically become your own faction with your own set of rules.
For all updates, our team is working to create better missions. At the latest for 3.00 the plan is to have a number of new and improved combat missions in particular. An area they want to combine this with is improved research (in the player HQ) and the ability to potentially even move the player HQ to a different location.
An early gameplay feature of 3.00 will improve is the ability to dock directly at a station in a spacesuit and to get other NPC ships to transport you, by offering missions to them.
With 3.00 at the latest, we want we want to have at least one new game start. There is a chance that this will have some interesting new features.
Online ventures
In December we released our very first online mode in an X game: Ventures. With the Updates 2.00 to 3.00 we will also continue our work on more and better Online Ventures. So stay tuned for more exciting online missions. Please click on the below links for a more detailed explanation of Online Ventures:
Online Ventures in the X4 MANUAL
Video explanations of Online Ventures
First Expansion will introduce Split Race
While all of the above (free) updates may also contain new assets, there will be a lot of new ships, station modules, missions, and new sectors in the first big expansion.
Our rough timeline is to have an expansion based on introducing the Split race, their ships, a new Split economy and of course a large new area of space shortly after releasing 3.00
Valeu. Ancioso...
no momento estou tentando montar minha estação a partir de uma estrutura que apareceu, durante uma missão cientifica. Preciso de muita coisa e estou buscando conhecimento.
Agora a mineração da minha frota foi interrompida devido a um ataque de vários destroiers xenom. Derrubamos um aparece outro. O sistema autominerar parece que ficou com medo.
Vamos ver o que acontece amanhã...
Resolve pois eu testei .... a outra opçao e voce arrumar e refazer individualmente todas elas
a minha soluçao foi fazer algumas estaçao simples de refinar(ore,silicon,ice) tipo umas 3 ou 4 ja que o range fica limitado a 5 gates e tacar tudo la , quando vi esse drama no forum beta eu pensei PQP isso vai dar role
Porem meu maior karma ea perfomace
I7-3770 , 8gb ram , gtx 1060
Sim consome 90% da ram chega fazer swap no SSD
processador consome 20-30% e gpu 5% FPS?: aproxidamente 15-40
mais pro meio do ano vou trocar de maquina pra jogar conqueror blades vamos ver se melhora no X4 tbm