X4: Foundations, v9.00 Out Now
Wednesday 10th June, 2026 · Posted by Roguey ·
4 comments
Egosoft have been busy once again, updating X4 to v9.0. This update contains lots of changes such as combat improvements, Kha'ak recycling, ship visual / modularity changes, ship priority orders, showroom module and much-more (a complete list of changes can be seen here). This update rebalances a lot of ships, weapons, shields etc.
So, I have started to update the site with the new data. However, I am having a few problems with some of the pages (mostly around ships and engines). Egosoft changed the thruster and engine formulas, so now many of my numbers dont tie up with theirs (I did even notice a parameter called jerk.. yes, jerk is a real thing in the game-files). For now those pages will remain at v8.0 until I know what the new formulas are. I cant really guess them, as this what the formulas look like for older versions of the game;
// forward thurst - or top speed
max_forward_speed = (engine_data[engine_id].fwd_thrust * ship_engine_count) / ship_fwd_hull_drag;
// max forward acceleration
max_forward_acceleration = (engine_data[engine_id].fwd_thrust * ship_engine_count) / ship_mass;
// travel speed
max_travel_speed = (((engine_data[engine_id].fwd_thrust * engine_data[engine_id].travel) * ship_engine_count) / ship_fwd_hull_drag;
max_forward_speed = (engine_data[engine_id].fwd_thrust * ship_engine_count) / ship_fwd_hull_drag;
// max forward acceleration
max_forward_acceleration = (engine_data[engine_id].fwd_thrust * ship_engine_count) / ship_mass;
// travel speed
max_travel_speed = (((engine_data[engine_id].fwd_thrust * engine_data[engine_id].travel) * ship_engine_count) / ship_fwd_hull_drag;
Anyway, I hope you enjoy the new update. Here's a video showing some of the new features;
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