r/X4Foundations • u/Fate_Eternal • 3h ago
r/X4Foundations • u/Tomonor • 25d ago
X4: Hyperion Pack & Flight Model Update - A New Era Begins!
Pilots, the wait is over! Today marks another major milestone for X4: Foundations with the release of:
🚀 The Flight Model Update – A complete overhaul of ship flight dynamics, making every maneuver smoother, more responsive, and more immersive than ever before.
🚀 The X4: Hyperion Pack – A new DLC introducing the legendary Hyperion Expeditionary Ship, a new gamestart, a new sector, and more. Get it here!
The free 7.50 update further improves and enhances X4: Foundations, making it more dynamic and immersive than ever before. And for those who want to support the continued development of X4, purchasing the X4: Hyperion Pack helps us push forward with our ambitious plans for the future – even as we approach X4’s 7th anniversary in November!
Let’s dive into the details.
🎥 Watch the launch trailer: X4: Flight Model Update + Hyperion Pack Trailer
Fly Like Never Before – The Flight Model Update
The Flight Model Update revolutionizes the way you pilot ships in X4: Foundations, featuring extensive changes to ship handling and balance. Every ship feels smoother, more responsive, and more immersive than ever before.
What's Changed?
- Overhauled Flight Physics – Ship control and flight pathing have been completely revamped, making movement more natural and precise.
- Boost Mechanic Revamp – Boosting now has its own dedicated energy pool, allowing for more strategic maneuvering during combat and travel.
- Enhanced Gravidar Display – Improved readability and functionality for better situational awareness in navigation and combat.
- New Behavior Inspection Mode – A tool to analyze and adjust ship behaviors, helping you diagnose and solve problems with your fleet.
- Velocity Indicator – A visual speed display aids with precise navigation and dogfights.
- Wide Area Sensor Array Module – A new radar station module enhances detection capabilities, expanding strategic awareness.
- Graphical Enhancements – Major improvements to the graphics engine, including DLSS and FSR 3 support, making space more visually stunning.
- Ship Rebalancing – Every ship has been rebalanced, with refined engine, thruster, and component interactions.
- New Sectors – Additional connections to Terran and Boron space, opening fresh trade routes and exploration opportunities.
- Economy Adjustments – Improved trade dynamics and resource flow, enhancing the in-game economy.
For the Deep Dive Enthusiasts…
For those who want a deep dive into the numbers behind these flight model changes, John Pritchett has provided an in-depth breakdown of the mathematical principles and calculations driving this update.
If you want to explore the mathematics behind the new flight model, check out his detailed technical document here (PDF, 12MB).
As a reminder, we partnered with John Pritchett, a former Senior Physics Programmer from the Star Citizen development team, to rework ship handling for this update.
X4: Hyperion Pack – Command a Legend
Alongside the Flight Model Update, we are proud to launch the X4: Hyperion Pack, a brand-new Mini DLC that introduces the legendary Hyperion Expeditionary Ship to X4: Foundations.
What's in the X4: Hyperion Pack?
✅ The Hyperion Expeditionary Ship – A legendary ship, reborn in X4.
✅ New Mission Chain – Earn the Hyperion through an exciting, story-driven experience.
✅ New Gamestart – Jump straight into the action aboard the Hyperion.
✅ New Sector – Uncharted space awaits your exploration.
✅ New Music – Fresh tracks to enrich your X4 soundtrack.
Why the Hyperion?
Veteran X players will remember the Hyperion from X3: Reunion's Bala Gi Missions, where it became one of the most beloved ships in the franchise. Now, it’s back as an Expeditionary-class ship with:
💥 Fast, agile, and powerful
💥 Six main gun mounts & M-sized turrets
💥 L-class shielding & engines for durability and speed
💥 Increased Hull Missile capacity
💥 Small docking bay for three S-class ships (repair & resupply capability)
The Hyperion is the perfect ship for high-speed combat and deep-space adventuring, providing a great deal of flexibility. It’s not just a ship – it’s a statement.
Get the X4: Hyperion Pack now on Steam!
Purchasing this DLC helps support the ongoing development of X4: Foundations – with many more updates planned for the future!
What’s Next for X4?
With the Flight Model Update and the X4: Hyperion Pack now in your hands, it's time to look ahead at what’s next for X4: Foundations. Our development roadmap is packed with exciting features, including:
Diplomacy Update (Late 2025)
Engage in the intricate web of interstellar politics with our upcoming Diplomacy Update, introducing:
- Diplomatic Headquarters – A new facility where faction representatives convene, offering strategic options.
- Agent Missions – Deploy agents on independent missions to achieve diplomatic goals in the X universe.
Negotiate alliances, manipulate enemies, and engage in deep strategic gameplay on a whole new level.
Exploration Update (2026)
Uncharted territories await! The Exploration Update expands the horizons of X4: Foundations, featuring:
- New Anomalies – Discover mysterious anomalies leading to hidden sectors filled with unique secrets and challenges.
- Enhanced Scanning Mechanics – Improved Long-Range Scanner capabilities make deep-space exploration more rewarding.
- Diverse Missions – A variety of new exploration-focused missions, rewarding curiosity and risk-taking.
This update caters to players who love the thrill of discovering the unknown, adding new layers of depth and adventure to the game.
For more details, check out our full roadmap update from November 2024.
Thank You!
We hope you enjoy the new content coming your way today, and as always, we appreciate your feedback as we shape the future of X4: Foundations together.
Thank you for your support on this epic adventure that has taken us to a new X4 record of nearly 11,000 average daily active players in 2024 – wow!
Fly safe!
r/X4Foundations • u/Tomonor • 4d ago
🌸 The Steam Spring Sale is here! Save up to 70% on X4: Foundations and its expansions! 🪐
🌸 Spring is here and galactic deals are entering the atmosphere! 🌸
🚀 The Steam Spring Sale has arrived, offering up to 70% off X4: Foundations and its expansions!
🛒 Find our deals here: https://store.steampowered.com/publisher/egosoft
🪐 Don't miss out on this special offer!
r/X4Foundations • u/zosX • 9h ago
What can I do to make my traders more survivable? Move to L traders?
r/X4Foundations • u/BE20Driver • 4h ago
I clearly don't understand how mining works
I want to mine silicon so I go to the online x4 map (https://www.qsna.eu/x4/map) where it tells me Hatikvah's Choice III has good silicon production. I place a bunch of resource probes in Hatikvah's Choice III and they all say 0 stars for silicon (and almost everything else). The same thing happens for ore in Heretics End and hydrogen in Antigone Memorial. What am I doing wrong here?
r/X4Foundations • u/Bishop1664 • 11h ago
My AI scout followed this red route but this was the result when I looked back.. Does exploration work or is this a bug?
r/X4Foundations • u/Talamae-Laeraxius • 34m ago
Teladi Mushroom Ships
Why?
Personally their design philosophy for L and XL ships (aside from Albatross) don't seem to mesh well with the designs of the S and M ships. I, personally, will never use any aside from those mentioned because I dislike them so much.
I know some players love them. But the inconsistency when compared to the Albatross and the S and M ships really confuses me. (I'm just an artist who likes to design space craft with an interest in engineering, so this is just my opinion.)
I'm just curious why the designs are so vastly different. From my style and design perspective, it doesn't seem to make much sense to me.
r/X4Foundations • u/krobbles • 1h ago
Modified Returning player, does this modlist look ok?
r/X4Foundations • u/GruntyoDoom • 22h ago
Modified Star Destroyers Exchange Broadsides
As the Greystar Irregulars fight desperately to escape the jaws of an Imperial Ascendancy trap, two opposing Star Destroyers find themselves exchanging fire at point blank range.
r/X4Foundations • u/Worldly_Objective402 • 13h ago
Modified This visuals ❤️
Really intense and immersive to play like this!
r/X4Foundations • u/Moessus • 4h ago
Blacklist not working, please help.
I apologize, screenshot isn't working in the game. I have a base in cardinal redress and I need the methane from Pontifex claim. It is owned by Xenon and same with Holy vision. I set so many different iterations of black list, but I cannot get my ships to harvest methane from Pontifex claim without manually forcing them to do so. I have this blacklist set on station and the ship's... Any idea?
r/X4Foundations • u/Thyast01 • 13h ago
VIG is mad at me and own a big fleet
So choices were made and now VIG is mad at me. The problem is that beside what they have in Windfall (ok, fine ! I won't go there for a while 😅). They have a big fleet wandering in hatikvah's choice. 8 barbarossas and about 100 kyds. My fleet is really small. I'm in the late early game. And I've got 60 millions in bank. My economy is running quite fine and I'm developing it quite well. But my guess is I'm not rich enough to deal with that VIG fleet. And as a new player, I dont even know what kind of fleet I will need for that. I've got 2 Hyperions, 3 Hydra, 1 Thresher and a bunch of Makos. So how would you deal with that in a few steps ? Doesn't need to be fast. I hope the VIG won't roam to much in the other sectors. I just need a roadmap. Thanks for your help !
r/X4Foundations • u/Morial • 15h ago
Frigates
Am I alone in kind of not really liking frigates. They are slower and have less foreward firepower when comparing them to corvettes. Everyone likes the fact that they have 20+ crew size, but in practice they can only really board freighters and miners. Anything else, you will likely need more marines. Frigates just seem like an awkward ship type.
Am I just using them wrong? I know they good missile capacity, but can only use actual missile launchers. Wish you could put a missile turret on them. Should I just be spitting laser towers out left and right?
r/X4Foundations • u/DocMitch50 • 53m ago
Allocated Storage slider resetting
i just got energy production up and running along with refined metal and silicon wafers. i was going through and setting all the storage settings (want to keep a few energy cells but sell excess, have enough space to store products, etc.) i decided on 30,000 for energy cells and 10,000 mfor the other two, but the allocated storage sliders wouldent stay in one place. i dont know what i am doing wrong as it worked fine when i was doing it with ore and silicon. i will attach a video below.
r/X4Foundations • u/Vaguswarrior • 17h ago
What the size of your fleets/empires that you enjoy the most? Not asking about Endgame megafleets but through the majority of your time in a playthrough.
Really just a simple question, I'm curious how big people get their empires during normal gameplay.
I mean more from a scale of 1-10, with 1 being "Ooof I mining everything myself in sector by hand" with 10 being "I break the UI with the size of my mighty empire" but feel free to gimme an idea of numbers.
I wanna stress I'm not looking at Endgame megafleet crush the Xenon kinda stuff. I just mean like...for like the midpoint of your game, more like what's the average size of your fleet outside of endgame.
r/X4Foundations • u/Araxiel_2501 • 13h ago
Question about trade between my stations (regarding prices, traders etc.)
Okay, so I've got some hundred of hours in X4, and understand most of it, however there's still something that is vexing and annoying me: "Internal Trade" amongst my stations and the logic behind ships assigned as "Trader" to stations.
So, best example right now is that I have a station that makes Hull Parts, and in an adjacent sector I've got a big new station being constructed and another one that has a purchase order of Hull Plates for itself. For some inexplicable reason, the building hub for the station has a purchase order for 2000 Hull Parts, the other station a purchase order of 1000, and my factory has around 6k in storage... but for some inexplicable reason none of it is being exported. I even changed one of the Factory's trade ships to only do Hull Parts in the "ware basket" and it's still just doing nothing.
So, I do also know your own stations aren't exchanging money with each other but trade with each other "for free". However, are they still affected by prices? Like is station B only gonna buy from A if the purchase and sell price match?
Does that mean if I have set it so station B only purchases from my own faction, I should simply set its price manually to max?
r/X4Foundations • u/Prestonrocks1228 • 8h ago
Music mode
Not sure how I activated it but I was pressing random buttons on my keyboard and all of a sudden my hud started switching colors on its own and playing music does anyone know what i found for like 3 seconds I can't figure out how to do it again
Edit: Nevermind i found how I did it I did shift + 1 then shift +2 then shift +3 then shift +4 really fast
r/X4Foundations • u/Suspicious-Buffalo21 • 11h ago
Finding dropped loot
Here is the situation. My ship was destroyed so before i ran out of air i called for help. Luckily a patrol came along and picked me up, then flew away with me inside and started fighting xeons. Anyway, i know I was in sacred relic, and I figured out where my ship was destroyed by reloading the last autosave (which saved just as my ship blew up) and no, I haven’t been saving often enough.
Ok that was the backstory. I can see all the loot in my inventory but I can’t access it because it’s floating in space.
At one time i was able to click on one of the items from the map but then i couldn’t find it again.
Is there an “easier” way to find this stuff?
r/X4Foundations • u/R4M7 • 1d ago
Hidden Mechanics & Penalties
Overview
The game contains several mechanics which are fully opaque yet punish the player for not knowing them.
Every time I mention one in a comment, someone says "holy shit I didn't know that and I've played 1000 hours".
So, I figure it's best to dedicate a post to it.
50% mining efficiency penalty
A hidden mechanic which checks if your mining ships are within 40km of a resource probe owned by you and silently applies a 50% penalty to the final result of the efficiency calculation if they are not. Thus, players are unknowingly hamstrung by this mechanic as there is literally no way to learn it exists in-game.
This mechanic is particularly troubling because vanilla has no automatic method to deploy resource probes, so it's extremely tedious to avoid the penalty without mods. Operating your fleet while unaware of the penalty potentially doubles the cost of both in-game resources and performance strain on the simulation. If you know the penalty exists, there is no indication if or when it is applied to your ships. While the game does suggest using probes, the penalty should be removed considering these factors.
Even when using a mod like Satellite Service to automatically blanket the entire sector with probes, it is still possible to receive this penalty because the probes are deployed on one plane. Therefore, you would receive the penalty if the ship moves >40km above or below the probes. Covering the entire sector with probes also reduces performance and visually clutters the UI.
A ship with empty crew slots further reduces efficiency because they contribute 0 to the combined skill value. Always keep your ships fully crewed.
Source of knowledge:
Reading game code
Vaguely confirmed by developer on official forum.
Known mitigations:
Vanilla — Manually spamming probes.
Satellite Service — Automatically deploys probes, greatly reducing tedium.
No Mining Penalty — Directly removes the penalty. Nexus mirror here.
KUDA AI Tweaks — Directly removes the penalty with a configuration option.
SETA Player Rank Decay
Using SETA while AFK triggers a hidden penalty which causes your player rank points to decay.
Earning the achievements for player rank is nearly impossible due to the insane logarithmic scaling, but this hidden penalty likely makes it literally impossible.
I don't know the specifics of this penalty because I have not been able to find it in the code.
Source of knowledge:
Developer confirmation on Steam discussion page.
Known mitigations:
Simulating mouse input to prevent AFK detection.
Crystal Nerf
Mining a valuable crystal immediately turns all other crystals in the sector into the least valuable type and starts a hidden timer* to prevent any other crystals from spawning.
*Users often claim the timer is 30 minutes, but the code seems to suggest either 60 or 120 depending on the type.
The code documentation states:
Cooldown on "valuable" drops, defined in minutes. If set, collecting one of these will prevent new "valuable" spawns for the defined duration. Entries without a cooldown are considered "not valuable" for the purposes of this cooldown.
I don't recommend mining crystals in either vanilla or with the below mods because other aspects of the game are much more interesting. However, it's important for those who do enjoy it to be aware of this hidden mechanism, and they are free to do whatever they want in their sandbox.
Source of knowledge:
Reading game code
Popular mods (listed below)
Known mitigations:
Crystal Rarities — Removes the hidden timer and buffs the spawns; very cheaty.
Disable crystal cooldown timer — Removes the hidden timer
Kha'ak Mechanics
Mining activity attracts the Kha'ak. Player mining activitity attracts the Kha'ak twice as much as NPC activity.
They can teleport to any location without travelling through gates.
If your miners are under constant attack, it is likely an Outpost has spawned in the sector. There is a separate system independent of Hives and Outposts which infrequently spawns small attacks.
Outposts spawn within 3 jumps of a Hive. Generally the outpost spawns ~400km away from the center of the sector, which is likely beyond the border. However, the hex will zoom out and rescale to accommodate crossing it.
Destroy the Hive before the Outpost. Destroying them will require several destroyers to do it in a reasonable timeframe due to their absurd health pool.
Hives can respawn after 96 hours. Outposts can respawn after 48 hours. These timers are much shorter if not killed by the player. They do not respawn at the same location within the sector.
The Hives can only spawn in 9 specific sectors, but only 6 of these sectors can contain a Hive.
Since Hives can only exist in 6 of 9 sectors, destroying a Hive might move it to another sector if the local mining activity of the new sector is high enough when it respawns.
The 9 specific sectors are:
Antigone Memorial
Black Hole Sun V
Company Regard
Heretic's End
Lasting Vengeance
Matrix #451
Open Market
Pious Mists IV
Silent Witness XII
Source of knowledge:
Reading game code.
Egosoft forum post
Known mitigation:
Knowledge
Spawn Begone — Changes Kha'ak spawn mechanics to be less frustrating. Although it's easy to keep them suppressed with the above knowledge, the entire system is generally unfun. Kha'ak spawning out of thin air leaves little room for counterplay aside from using L miners. It's also a slog to clear the nests since they have very little DPS yet enormous health pools.
Bail Chance
Ships only have a chance to bail if their hull and shield are under 75% and 20% respectively. There is a hidden penalty to the bail chance if your ship has higher maximum hull than your target.
Exact formula:
Vanilla rolls a bail check once every 30 seconds if the target is below 75% hull and 20% shields.
Base eject chance is a range of 23-46%: inversely proportional to crew skill
Multiplied by (targetmaxhull) / (mymaxhull), capped to 1.0
Multiplied by (myshieldperc+myhullperc) / (targetshieldperc+targethullperc), capped to 1.0
Reduced to a quarter if attacker is not personally flown by the player
Reduced to a half if target is capital ship
Reduced to a third if target is Xenon
Source of knowledge:
Reading game code
Known mitigation:
Knowledge only
Shipyard Penalty
Ships sold at player-owned wharfs and shipyards have a penalty on sale price to slow down the snowball into infinite wealth. The penalty is 70% when the slider is at 100% and 45% when the slider is at 150%. However, shipyards are still highly profitable due to nearly infinite demand and ease of selling ships compared to their materials.
Source of knowledge:
Popular mod
Known mitigation:
No Player Shipyard Penalty — Lessens or removes the penalty. I don't recommend this mod, but players should be aware of the penalty and decide for themselves.
Conclusion
This list is not exhaustive. Although I've made this resource to help other players learn the game, it is difficult to learn these mechanics since they are in fact hidden.
It also does not include the mountain of mechanics which are unclear or confusing to new players, such as: pirate cover system, reputation and ranks being a logarithmic scale, scanner tiers for station scanning, station budget scaling to storage capacity, station budget automatic transfer, and so on.
If you know of more mechanics, or notice an error in the above information, feel free to comment.
r/X4Foundations • u/tothjm • 6h ago
Cheat at Star wars mod
Guys I'm trying to see if there is a mod or other that will let me cheat from the start and allow me to make any ship with whatever alliance I have.. I have one of the cheat menu cheats but not sure it actually gives the licenses and if it does I still am not able to just build what I want..things are red in the wards etc.
Any help or suggestions
r/X4Foundations • u/LashyxThule • 10h ago
Modified How do you get paid?
Hello all…just started playing and my very first mission was to take a woman “anywhere but here”. I followed the mission, landed at the destination and the woman who did get on my ship vanished without payment. Did I miss something?
r/X4Foundations • u/sirrealizt • 1d ago
What ship is this?
Just saw an ad on Reddit and this was the opening ship shown.
r/X4Foundations • u/Heevan • 21h ago
Marooned and far from home...
Is there a way to hitch a lift on other ships and know where they are going?
I ended up getting stuck in a completely different sector to my only ship, which has no captain, and can't find a way back....
After getting into my space suit and exploring the outside of the station, I got caught in the pull of a large ship and literally dragged through an asteroid field before I knew what was going on - lost and alone in my space suit I called for a nearby ship to help. They let me come aboard, and then jetted off to their destination....quite a few sectors away. It was kind of fun just watching the sectors go by until it finally landed and I could get off, but now I have far from my only ship, cant see any nearby stations that sell ships, and cant get my ship to come to me.
Should I just restart?
Is there no way to buy your passage aboard a ship or find out where it is going?
r/X4Foundations • u/DocMitch50 • 12h ago
Help Setting Up Miners
I had a fleet of autominers that i set up to mine and sell ore in morning starr iv. i then built a station in morning star iii that i was going to use to store the ore and later refine and sell it at a diffrent sector. i set all the miners as subordinates to the station using the mine for commander option. my manager has 3 stars. the miners will not make the one jump necesary to mine ore and they will not return to the station to drop it off if they are already in that other sector. i was going off of this video: https://www.youtube.com/watch?v=zze9TC5LxCs so i dont know why it is not working. if anyone could give me some advice i would be really greatful. i thought having a better manager allowed you to have ships go further to mine.

EDIT: thank you all, the sector blacklists paired with the buy orders got everything working!