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X4: Foundations News

7.60 Public Beta 3 now available

7.60 Beta 3 is now available, introducing additional bug fixes and improvements for this technical update.

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.60 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.

[h3]In case you missed it...[/h3]

- A little over a month ago, we released the massive "Flight Model Update" (aka 7.50) along with the X4: Hyperion Pack (DLC). If you missed it, be sure to check out our news on it, as this update brought some fundamental changes to X4. If you prefer watching a video instead of reading through the details, we highly recommend this one: https://www.youtube.com/watch?v=TDsKP2jE6w8
- If you'd like to support us further on our X4 adventure, please consider purchasing the X4: Hyperion Pack:

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/


[h2]7.60 Public Beta 3 Changelog[/h2]
(visit our forum for the full 7.60 changelog overview)
  • [Beta 3] Improved capital ship combat movement involving several very large ships attacking same target.

  • [Beta 3] Fixed autopilot accidentally entering gate on route to enter highway.
  • [Beta 3] Fixed S/M ships boosting past assigned docking bay on way to dock.
  • [Beta 3] Fixed ships leaving claimed crates unclaimable without having collected them.
  • [Beta 3] Fixed asteroid chunks not being retrievable by player.
  • [Beta 3] Fixed aim indicator not darkening for Asgard and Erlking main weapon if target out of range.
  • [Beta 3] Fixed beams not being able to reliably hit Pirate fighters.
  • [Beta 3] Fixed being able to clip into Xenon K hull.
  • [Beta 3] Fixed Tobii eye tracker not being able detect head turning right (problem introduced in 7.60).
  • [Beta 3] Fixed several causes of crashes.

7.60 Public Beta 2 now available

We're just popping in with 7.60 Beta 2, which brings further improvements to the update.

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.60 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.

[h3]In case you missed it...[/h3]

- A little over a month ago, we released the massive "Flight Model Update" (aka 7.50) along with the X4: Hyperion Pack (DLC). If you missed it, be sure to check out our news on it, as this update brought some fundamental changes to X4. If you prefer watching a video instead of reading through the details, we highly recommend this one: https://www.youtube.com/watch?v=TDsKP2jE6w8
- If you'd like to support us further on our X4 adventure, please consider purchasing the X4: Hyperion Pack:

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/


[h2]7.60 Public Beta 2 Changelog[/h2]
(visit our forum for the full 7.60 changelog overview)
  • [Beta 2] Improved Laser Tower MK1 visuals.

  • [Beta 2] Fixed formation wingmen dropping out of travel mode when player arrives nearby.
  • [Beta 2] Fixed active repair units being lost when going through gate.
  • [Beta 2] Fixed capital ships getting teleported when colliding especially after exiting superhighways
  • [Beta 2] Fixed player-owned shipyards continuing to build ship replacements despite applied trade rule prohibiting builds for own faction.
  • [Beta 2] Fixed Tobii eye tracking getting jittery at higher framerates.
  • [Beta 2] Fixed performance degradation when piloting capital ship or moving relative to one.
  • [Beta 2] Fixed Paranid player getting stuck in Hydra and Hydra Regal when getting up from pilot chair.
  • [Beta 2] Fixed invisible walls surrounding Xenon build module cage.
  • [Beta 2] Fixed Teladi managers office sometimes clipping into nearby corridor causing purple surface to appear.
  • [Beta 2] Fixed missing texture detail in Hyperion hangar.
  • [Beta 2] Fixed lack of detail in Cutlass engine manifold.
  • [Beta 2] Fixed missing space suit hatch on Xenon PE.
  • [Beta 2] Fixed elevator animation on Mako.
  • [Beta 2] Fixed several causes of crashes.

X4 will be at The Triple-i Initiative on April 10th!

We’re excited to share that we’ll be showing you a bit more about what’s next for X4 during the Triple-I Initiative showcase on April 10th at 18:00 CEST / 09:00 PDT.

The event will feature announcements from 30+ games, including world premieres, gameplay reveals, launch dates, and more - all packed into just 45 minutes. No hosts, no ads, no sponsors - just games!

📺 Watch the showcase live on:
🔹 YouTube
🔹 Twitch
🔹 Or find it right here on the Steam frontpage

🎥 To get a taste of what’s coming, check out the official trailer here:
[previewyoutube][/previewyoutube]

Check out iii-initiative.com for more details.

See you there! 🚀

X4: Foundations 7.60 Public Beta Starts Now!

We’ve just launched the 7.60 Public Beta for X4: Foundations, and we invite you to take part!

This is a purely technical update with the focus mainly on video memory management improvements, but also including various bug fixes to enhance overall stability and performance. There are no new gameplay features in this update - our main goal with 7.60 is to refine and optimize your playing experience.

If you'd like to participate and help us test 7.60, you can find instructions on how to join the Public Beta in our official forums.

As always, we appreciate your feedback! If you encounter any issues, please report them in our Public Beta Feedback Forum. Thanks for your support, and happy testing!

How Do I Take Part in the Public Beta?
Every player who owns X4: Foundations has the opportunity to download the new 7.60 Public Beta version. To ensure that beta participants are aware of the risks and rules involved, we ask all interested players to visit our forum (no registration required), where they will find the rules, disclaimers, and practical instructions for participating in the beta.

[h3]In case you missed it...[/h3]

- A little over a month ago, we released the massive "Flight Model Update" (aka 7.50) along with the X4: Hyperion Pack (DLC). If you missed it, be sure to check out our news on it, as this update brought some fundamental changes to X4. If you prefer watching a video instead of reading through the details, we highly recommend this one: https://www.youtube.com/watch?v=TDsKP2jE6w8
- If you'd like to support us further on our X4 adventure, please consider purchasing the X4: Hyperion Pack:

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/

- A recent video interview with Egosoft founder and Managing Director Bernd Lehahn:
https://www.youtube.com/watch?v=ZJ0tGf9GEQc

- A recent GameStar (Germany) feature on X4 in 2025 - featuring X4 content creator Captain Collins (video in German):
https://www.youtube.com/watch?v=esSala6IgTM

[h3]7.60 Public Beta 1 Changelog[/h3]
  • Added shortage handling for station-based miners.

  • Removed ambiguous term Cruising Speed from menus.

  • Improved video memory management.
  • Improved AI usage of weapons with charging.
  • Improved resupplier selection for members of fleets.
  • Improved initial combat approach of capital ship fleets.
  • Improved capital ship to capital ship combat.
  • Improved combat subordinate responsiveness to objects marked hostile while already under their observation.
  • Improved station-based traders handling wares that are in shortage and currently unavailable while station has products to sell.

  • Fixed Long Range Scan hint appearing while in spacesuit in Terran Cadet gamestart.
  • Fixed capital ship at end of Weapons and Turrets tutorial not firing if player has turned ship.
  • Fixed Hyperion not arriving in target sector in Return of the Hyperion mission in Hyperion story.
  • Fixed mines in Malware of Unknown Origin mission sometimes being spread too far out.
  • Fixed special Xenon H in point of interest not dropping loot.
  • Fixed ships sometimes ending up at invalid positions after going through gate.
  • Fixed rare case of destroyer not shooting at station while in firing range.
  • Fixed capital ships not firing main charging weapons when player arrives nearby.
  • Fixed capital ships attempting to continue firing main guns from non-viable firing position.
  • Fixed capital ships approaching closer than necessary when attacking very large targets.
  • Fixed capital ships turning inside Fabrication bays when undocking.
  • Fixed carrier-based interceptors and bombardiers not detecting hostile targets in radar range.
  • Fixed position defence subordinates reinforcing different subordinate group's area when subordinates manually given attack order.
  • Fixed subordinates sometimes being sent ahead too early when fleets cross gates, superhighways, or orbital accelerators.
  • Fixed subordinates not obeying formation after another ship docks at them.
  • Fixed ships not moving to formation leader after loading savegame.
  • Fixed wingmen not following leader.
  • Fixed fleeing ship stopping to recall subordinates.
  • Fixed several cases of ships flying into stations.
  • Fixed ships in sectors with multiple police ships being scanned repeatedly in quick succession.
  • Fixed clipping through wall after entering spacesuit via airlock.
  • Fixed collision issues when entering spacesuit at very high speed.
  • Fixed position jump when colliding in relative movement at very high speed.
  • Fixed ships teleporting short distance when entering vicinity of stations.
  • Fixed ships avoiding crates they're trying to pick up.
  • Fixed trades failing if all necessary cargo drones are temporarily busy.
  • Fixed traders filling shortages of only one ware sometimes being too selective with suppliers.
  • Fixed Hyperion refusing to execute Get Supplies order.
  • Fixed asteroid chunks getting stuck to mining ships.
  • Fixed exploring ships leaving undiscovered gaps.
  • Fixed attack alert lights appearing on wrecked station modules.
  • Fixed Crowded Habitat modifier reducing workforce growth rate too much when not filling whole habitat.
  • Fixed Build Storage sometimes being indestructible despite not having any visible cargo pods and no associated station.
  • Fixed Scrap Processors not being affected when production modules are hacked from control panel.
  • Fixed station construction immediately returning all money transferred to it.
  • Fixed transactions from personally delivering scrap to recycler not being logged.
  • Fixed color of order sync points on Map.
  • Fixed maps in Mission Briefing menu being interactive.
  • Fixed Manage Plots tab in Map menu not working under certain circumstances.
  • Fixed inconsistencies between minimum required plot size and actual plot size in Plot Management menu.
  • Fixed module filter text in Station Build menu appearing on Options menu slider widgets.
  • Fixed ability to take control posts while game is paused.
  • Fixed dialog menu shortcuts not working while Map is displayed.
  • Fixed errors being shown for wrong save game under certain circumstances.
  • Fixed several causes of crashes.

FAQ for the Flight Model Update

Dear X4 players,

The long wait is over - the Flight Model Update (7.50) is now available! We want to thank everyone who participated in the beta, provided valuable feedback, and helped us identify and fix various issues. You have truly helped us a lot.

[previewyoutube][/previewyoutube]
This update brings significant improvements to flight mechanics and physics, making ship handling more dynamic and distinct than ever before. To help you adjust, we’ve put together this FAQ.

[h3]Q: What is this update about?[/h3]
A: This update introduces a wide range of improvements across the game (see full changelog), but the most significant change is the updated flight model. Ships now handle differently depending on their size, weight, and engine configuration.

[h3]Q: What has changed in the flight model?[/h3]
A: The way ships handle has been completely reworked. The changes affect every aspect of flight, including acceleration, turning, boosting, and braking. Each ship and engine type now has more distinct flight characteristics, creating a more varied and immersive flying experience.

For example:
  • Small scouts and fighters remain nimble even at high speeds.
  • Fully loaded freighters and miners experience more drift due to their increased mass.
  • Large ships take longer to start moving in a new direction despite having high rotation speeds.

[h3]Q: How does flying feel different?[/h3]
A: While ship mass, thrusters, and engines have always dictated how ships handle, they now do so more naturally and with fewer sudden changes in acceleration. There are more pronounced differences between engine types, manufacturers, and models, too.

  • Paranid: Fastest travel drives, and ships that fly almost like they are on rails, but much reduced manoeuvrability at high velocity.
  • Terran: Quickest travel drive charge-up time, very fast travel drive acceleration. Their ships are generally easy to use.
  • Split: Fastest regular engines, and just enough travel drive performance to intercept most targets. Their ill-controlled drifting is a challenge for rookie pilots though.
  • Argon: Very aggressive boosting that can offset their poor travel drive acceleration. Their combat ships benefit a lot from improved thrusters.
  • Teladi: Designed to outlast opponents in combat and haul efficiently at any distance.
  • Boron: The weakness of their regular engines can be offset by considered use of boosting and their pre-charged travel drives.

[h2]Q: Do I have to relearn how to fly?[/h2]
A: While the core flight mechanics remain familiar, you may need to adjust to the new handling. Different engines now offer unique flight profiles, so experimenting with various configurations will help you find one that suits your playstyle the most.

[h3]Q: Can I revert these changes or get an engine that behaves like the old ones?[/h3]
A: No, reverting is not possible due to the extensive changes to the flight model. However, certain engines offer handling similar to the previous iteration, so we recommend trying different types to find what you’re most comfortable with.

[h3]Q: Why does boosting no longer consume shields?[/h3]
A: Boosting now has a separate energy bar, displayed around the speedometer. Engines determine boost duration and efficiency, so choosing the right one is important. Be careful, though, as NPCs also use this new boost system!

[h3]Q: What is the blue circle on my HUD?[/h3]
A: That is the new Velocity Indicator, showing your ship’s actual movement direction. This is especially useful for ships that experience high drift, such as heavily loaded transports or those using powerful Split engines. It also comes in handy when flying with disabled Flight Assist.

[h3]Q: Has the Gravidar changed?[/h3]
A: Yes! We've enhanced the Gravidar - it should be more readable now. The viewing angle has been improved, and far-away objects are now more visible. We also added a few more Gravidar modes that you can cycle [CTRL+M by default].

[h3]Q: What else does this update include?[/h3]
A: The update expands the universe, refines mechanics, and enhances visuals. Key additions include:
  • New sectors, offering alternative connections between Boron and Terran space and the main universe.
  • Behaviour Inspection Mode, allowing for better management and troubleshooting of player-owned assets.
  • Radar Station Module, significantly increasing station radar coverage.
  • FSR3 and DLSS support, improving graphical performance.
  • Numerous fixes and improvements (see full changelog here).

[h2]Q: Is the Hyperion included in this update?[/h2]
A: No, the Hyperion expeditionary ship is part of the X4: Hyperion Pack mini-DLC and is not included in the free 7.50 update.

https://store.steampowered.com/app/3419300/X4_Hyperion_Pack/

[h3]Q: What happened to my X4: Timelines leaderboard ranking?[/h3]
A: Due to the major flight model changes, the Timelines leaderboard has been reset. However, your progress in the Timelines story itself is unaffected. Previous rankings have been archived and can be viewed here.

[h3]Q: Do I have to start a new game for the Flight Model Update and the X4: Hyperion Pack’s contents to appear in my game?[/h3]
A: No - the Flight Model Update, as well as the X4: Hyperion Pack, will integrate seamlessly into your existing game sessions, regardless of whether you were playing the beta, or one of the previous versions of the game.

[h3]Q: I’m a modder. Where can I find documentation on the new flight model?[/h3]
A: Documentation on flight parameters for ships, engines, and thrusters is available on the XWiki. You can find it here.