Would you be willing to provide hooks to blacklist, modify, and replace this functionality on a per-ship basis? I can think of a number of ways I'd like to extend, change, bend, fold, spindle, and mutilate a feature like that.I'm happy to add any useful hook that wouldn't be too taxing on system resources or require too much dev time, but I'm not sure exactly what you're requesting. Are you talking about, for example, creating a ship or hullmod that adjusts how the ability works? In that case, all of the settings available in the options file are also publicly exposed (and writable) in hyperdrive.ModPlugin. That's not ideal though, since the user's choices could easily be overwritten and those settings affect all fleets. I could provide proper functionality for that kind of thing if you want it.
if(Global.getSettings().getModManager().isModEnabled("sun_hd_hyperdrive")) {
fleet.removeAbility("sun_hyperdrive");
}
Awesome! Awesome! I love the concept of this. I'll be keeping an Eye on It!;D
Nice going Sundog!
Neither tested, but thanks in advance for the mod. I like to see your vision of the game before creating a mod. Congratulations. ;D ;D ;D ;D ;D
Absolutely awesome mod. Makes traveling much more interesting when I have to travel long distances. This will be used as much as Starship Legends (aka always);D
Fun fact: First time using this, I had no idea how far it'd take me when in-system, so when I jumped I ended up warped into a pirate station that has a capital and multiple cruisers around it while having only a tumbleweed and 4 shepards...aaaand my transponder was on.Hah! Yeah, blind jumps can be pretty dangerous, especially in systems with hostile factions. Hope you had a recent save!
Well, it's a trade-off. Sure, warping reduces the CR of your ships, but it also means you don't have to pay the monthly supply cost you normally would. Warping any distance should burn about the same amount of supplies as traveling 7.5 light-years normally at burn-level 15. So as long as you jump further than 7.5 light-years, warping should be more efficient.Plus I would assume over a long trip you'd probably use that many supplies due to storms anyway so it seems worthwhile
Plus I would assume over a long trip you'd probably use that many supplies due to storms anyway so it seems worthwhileYeah, for sure. The ability to bypass terrain while moving in a strait line is another major benefit. I considered increasing the fuel consumption of warping by something like 25% for this reason, but I didn't want to encourage conventional travel for the sake of fuel economy. Personally, I just bump up global fuel consumption to balance out the power-creep from this mod.
Great idea I love it, but how can I remove the decrease in mission time, I'm personally not too fond of it.Glad you like it :)
I like this a lot! Saves a ton of time.Glad you like it ;D
Too difficult for me to fine-tune the distance of my jumps, though admittedly I'm always running at 2x speed, so I just try not to overshoot (too much).Yeah, it's a bit clunky to control burn level precisely enough to jump specific distances. Most of the time I just sustained-burn to destinations that are closer than my max jump distance.
That's totally fair, I appreciate the additional clarity on that. Not sure what idea that might have sparked, but here's hoping it's successful :)Well, now you know. Let me know how it works out for you :)
Sometimes, when I am traveling far distances, after using the ability, my fleet reverses for a very tiny distance and then stops in its tracks as opposed to going in the direction it was assigned.This will happen when the left mouse button isn't down at the end of a warp and autopilot isn't active. I don't think there's anything I can do about it, as it's just part of the way navigation works in Starsector. Generally your fleet will move to the last place you clicked, but in this case that will be close to where you initiated the warp. That would cause a huge backtrack in this case, so the mod resets your move destination instead. (Sorry for the late reply by the way, I wanted to see if I could do anything to smooth over this quirk)
OMG! this looks amazing! THANK YOU!, i love more open world exploration mechanics! any day!;D
Hyperdrive 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=15321)
Compatible with all previous versions
Not sure what you mean about switching back and forth. It's supposed to toggle each time you press W. Is it switching automatically? It should also switch off when you're too close to your destination to warp, but there shouldn't be a notification for that.
I actually expected this to be more expensive, since it cuts the entire trip into nothing. ;DYeah, generally I try to prevent my mods from making the game any easier (as that's one of my pet peeves about mods), but in this case it's basically unavoidable. If warping were more expensive than conventional travel it wouldn't be worth doing.
It's random, but does happen. Tap the key once and it sort of switches several times. Happened to me in hyperspace but it tends to correct itself when going in any star system. Still very random.Thanks for the details! I think I managed to make this start happening once just now (it seemed like W was rapidly being tapped twice), but it does seem pretty random. I couldn't figure out how to reproduce it reliably and I have no idea why it happens, but I think I might be able to fix it anyway simply by preventing the toggle from occurring more than once every 100 milliseconds or so.
Hey, welcome to the forum!
If your ability bar is full you might need to right-click on it in order to assign the hyperdrive ability to a slot. It looks like this:
(https://i.imgur.com/QpctVPF.png)
"W" doesn't activate hyperwarp, it just reduces your speed so that you'll jump the precise distance needed in order to get to your autopilot destination.
It's in the tooltip now, but it wasn't originally:
(https://i.imgur.com/aPAKu8b.png)
It doesn't look like the effect is described in the OP though. I'll go ahead and fix that.
I don't know reason but it doesn't work for me. Is pressing 'w' in auto pilot activating hyperdrive? Am I understanding right? I can't see hyperwarp ability anywhere too.
Hyperdrive revealing your identity while T-off is arbitrary and goes against existing mechanics. It will confuse people and waste their time as they try to figure out wth is going on.I agree with most of that, but it isn't arbitrary. It's an unfortunate necessity. If using hyperdrive didn't reveal your identity, then enemy AI fleets that jump to intercept you would rarely realize they want to attack you (since they probably won't know your faction), and end up just going back to what they were doing before. I know it's not ideal, but I've considered several alternatives and I think it's the best I can do.
Personally I adjusted it to have around 1/5th the distance/burn level, 2x fuel cost, 1.5x CR cost, halved the interference effect/sensor increase and put the mission time multi at 1, again since I like the idea of it being a more tactical maneuver than a fast travel ability. I still find it a very useful tool, as does the AI :oAh, ok. Your suggestion makes a lot more sense in the context of configuring hyperdrive to be a tactical ability rather than a QoL one. I certainly didn't plan for the ability to be used that way (in fact I put a lot of thought into making it as tactically useless as possible), but I guess it could work that way with the right settings. I'll see what I can do about adding that option. Just added it to the list. It shouldn't be a problem, but no promises.
I love the Idea of this mod, and I understand that it is for balancing issues and such but to me, the supply cost and CR reduction, I can not understand, I understand with emergency burn its a sudden order, super fast acceleration that no one is prepared for, but when ordering your fleet into Hyper-drive there is a charge up period that everyone can be ready for and thus shouldn't reduce CR as the whole point of Hyper-Driver is to save time, thus saving supplies.I guess I just assume that opening a hole in spacetime and traveling through it would cause some systems on ships to be damaged, or at least wear out. But eh, it's all wildly speculative anyway.
i've been enjoying this mod very much,Glad you've been enjoying it ;D
although sometimes the fleet moved a bit weird after jumping (not all the time)
I don't mind hyperdrive revealing my identity, I just didn't realize it worked like that and wondered why entities knew who I was. I'm seeing a pattern of bad reading comprehension on my part maybe? lolHeh, well I think the biggest problem is that there was no mention of the identity revealing mechanic when I released the mod initially (at least I'm pretty sure?). That lack of transparency, coupled with the counter-intuitive nature of the mechanic, made it seem like a bug. The fact that it seems pointless at first doesn't help either.
It can be used tactically by the AI and sometimes really helps their fleets defend a location no matter how I try and lure them away. I see this as intelligent behavior and think its great. I haven't had trouble avoiding fleets that jump on me. Effective but inaccurate, lots of close calls but still feel in control of the situation.Ah, excellent! That's exactly what I was going for. Glad it works out that way in your case ;D
I think the weird fleet movement dimzski referenced might be the animation. Like I can see the waves animation but the fleet hasn't appeared on sensors, and when the fleet enters sensor range it is not where I assumed it would appear according to the animation. I view it as an anomaly of warp travel.That makes sense. I'll have to keep an eye out for things like that happening.
I thought this mod would cheapen the experience but actually really enjoying it and think it adds to the game rather than subtracts. Good work man.Thanks! ;D
266810 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
266810 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
---- Debugging information ----
cause-exception : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message : hyperdrive.campaign.abilities.HyperdriveAbility
class : java.util.ArrayList
required-type : java.util.ArrayList
converter-type : com.thoughtworks.xstream.converters.collections.CollectionConverter
line number : 17410
class[1] : com.fs.starfarer.campaign.fleet.CampaignFleet
converter-type[1] : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2] : com.fs.util.container.repo.ObjectRepository
class[3] : com.fs.starfarer.campaign.StarSystem
class[4] : com.fs.starfarer.campaign.CampaignPlanet
class[5] : com.fs.starfarer.campaign.CircularOrbit
class[6] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[7] : com.fs.starfarer.campaign.CustomCampaignEntity
class[8] : com.fs.starfarer.campaign.econ.Market
class[9] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[10] : exerelin.campaign.ColonyManager
class[11] : java.util.LinkedHashSet
class[12] : com.fs.starfarer.loading.specs.FactionProduction
class[13] : com.fs.starfarer.campaign.Faction
class[14] : com.fs.starfarer.campaign.econ.Submarket
class[15] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[16] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[17] : com.fs.starfarer.campaign.econ.Economy
class[18] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[19] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[20] : com.fs.starfarer.campaign.Hyperspace
class[21] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : not available
-------------------------------
61086 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: metals to Asharu
61087 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed freelance admin from tiandong_shanghai_market, 20 total available
61115 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Port Tse Franchise Station to Kazeron
61144 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
61170 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Olinadu to Kazeron
61172 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Added admin at corvus_IIIa, 20 total available
61198 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Aresius, faction: independent
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61283 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 6.0 for market [Ragnar Complex]
61810 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Epsilon Azathe Armurrus III, faction: Persean League
61955 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Starting bounty at market [Ancyra], 1250 credits per frigate
61959 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
61961 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Alpha Hufra IV, faction: Sindrian Diktat
61961 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Kazeron]
61961 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Sindria]
61961 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Starting bounty at market [Jangala], 1650 credits per frigate
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61967 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Users\bro\Dropbox\Starsector\starsector-core\..\mods\Hyperdrive (HYPERDRIVE_OPTIONS.ini)]
61968 [Thread-4] INFO com.fs.starfarer.loading.scripts.new - Loading class: com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel
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61968 [Thread-4] INFO com.fs.starfarer.loading.scripts.new - Loading class: com.fs.starfarer.api.campaign.comm.IntelManagerAPI
61969 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Users\bro\Dropbox\Starsector\starsector-core\..\mods\MagicLib]
61969 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails - Invalid line, skipping
61969 [Thread-4] INFO data.scripts.TiandongModPlugin - On game load
61969 [Thread-4] INFO data.scripts.tiandong_ModPluginAlt - Comparing THI versions: 1.2.1a, 1.2.1a
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61972 [Thread-4] INFO com.fs.starfarer.loading.scripts.new - Loading class: data.scripts.tiandong_VCNagScript
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62309 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 1
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64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 15
64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving stage 16
64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 9 (exception)
64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 10 (exception)
64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11 (exception)
64553 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12 (exception)
64554 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 13 (exception)
64554 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 14 (exception)
64554 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 15 (exception)
64554 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 16 (exception)
64554 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Class: com.fs.starfarer.settings.B
64695 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
java.lang.RuntimeException: Found 1 serliazed classes not marked with DoNotObfuscate.
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.ร00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
But i came to post mainly to say this: amazing mod! Seriously.
I love the Mod and feel the original should implement it.Thanks guys! ;D
Thanks for the quick reply again.Likewise!
would love you to fix it as I think I prefer having Hyperdrive than just another faction.Yeah, I'm looking forward to having this mystery solved as well. THI isn't just another faction, in case you didn't know. It also adds some pretty cool things like ship retrofitting, a mission, and custom behavior for several of it's fleet types.
Please do! Thanks for offering :)Thanks!Your mod is really a great improvement for commercial players like me ;D
Hey, thanks for the feedback! That exact thing already exists for that exact reason. In the latest version the no-interaction delay lasts 3 seconds. Perhaps it should be a bit longer? Generally I prefer not to disable vanilla interactions more than absolutely necessary, but I do think it's important to prevent truly unavoidable no-win scenarios. I'll need to do some testing.It's generally fine, but sometimes fleets will perfectly warp ontop of you and the time just isn't enough to get away, especially with the time it takes to turn while sustain burning or the time it takes to start moving again after emergency burning.
Has the update caused this to stop working?Probably?
If so, do you plan to update it to 0.95?Yes.
one of the best gameplay changing mods by a mile
The quality of life changes this mod brings to the game is priceless by the way.Thanks, guys! ;D
1. Could warp be bound to a key or have W make the jump automatically once it sets the right throttle?A hotkey is possible, but I prefer to stick to vanilla conventions as much as I can. Do you know you can switch between ability bars with Ctrl+1~5? That might help. I tend to keep rarely used abilities like neutrino detector, fuel siphoning and interdiction pulse in the second bar.
2. Is there a way to reduce minimum burn required for the warp?No, sadly. The minimum burn speed/jump distance is hard coded because the hyperwarp animation spans nearly the full length of the minimum jump distance. If it were much shorter your fleet would actually move further away from the destination when it teleports, due to the distance it travels beforehand and afterward.
I got pane switching bound to the keys after 9 for quicker access and it is still too uncomfortable.1. Could warp be bound to a key or have W make the jump automatically once it sets the right throttle?A hotkey is possible, but I prefer to stick to vanilla conventions as much as I can. Do you know you can switch between ability bars with Ctrl+1~5? That might help. I tend to keep rarely used abilities like neutrino detector, fuel siphoning and interdiction pulse in the second bar so screw vanilla conventions.
That probably won't break anything on my end as I upped the travel distance to a lightyear/burn level for two reasons:2. Is there a way to reduce minimum burn required for the warp?No, sadly. The minimum burn speed/jump distance is hard coded because the hyperwarp animation spans nearly the full length of the minimum jump distance. If it were much shorter your fleet would actually move further away from the destination when it teleports, due to the distance it travels beforehand and afterward.
That probably won't break anything on my end as I upped the travel distance to a lightyear/burn levelThat's a good point. I should probably automatically adjust the minimum burn speed/jump distance to account for custom settings.
That's a good point. I should probably automatically adjust the minimum burn speed/jump distance to account for custom settings.Much appreciated!
Why not just rebind the key for using the last ability slot from 0 to Q? I'm not going to add a feature that subverts the game's UI principles just so people can use the hyperwarp ability without having it on the ability bar.Because I have Transverse Jump on 0 and doing so would still make me a slot shorter. The emphasis is not on moving something to Q.
W to throttle burn level is a movement control, like S to move slowly. It is not a campaign ability, nor does it resemble one in any way. You're drawing a false equivalency for purely rhetorical purposes. I will not add a special hotkey for activating the ability and I will not discuss it any further.Ah. So you consider this an ability that sits well with other campaign abilities. Why didn't you say so earlier? You seemed hypocritical without it.
No alternative mod needed. Check out the options file ;)
You'll want to open "HYPERDRIVE_OPTIONS.ini" which is in the mod folder and change "usableInNormalSpace" to false
also revealing your identity.
Due to how the A.I. works, enemy fleets that intercept you usually won't pursue you unless they know you are an enemy.[/li][/list]
Yes, there are many situations where fleets will pursue you even if they don't know who you are, and there are many situations where they won't. If using hyperdrive didn't reveal your identity, then many fleets (the ones that won't pursue you unless they know you're hostile) would hyperwarp to intercept you, and then immediately leave.
Real talk, thank you for this mod. There should've been something like this in the main game (Alex, seriously! This is some chef-kiss QoL stuff)...The next major main game update will add Slipstream (https://fractalsoftworks.com/2021/09/24/of-slipstreams-and-sensor-ghosts/) "highways" to hyperspace, should make travelling un-modded a bit faster.
Do I need to do some mission to get this ability? I definitely saw the AI use it, but I don't have unlocked the ability. Is it meant to be unlocked somewhere? Maybe the problem comes from other mods I have installed?No mission. It's unlocked by default. It might not be showing up because there's no room left in the ability toolbar. Is it not showing up in the list of all available abilities that's displayed when you re-assign an ability slot?
Yeah, I'm looking forward to that a lot! I'm curious to see how this mod will interact with it.Real talk, thank you for this mod. There should've been something like this in the main game (Alex, seriously! This is some chef-kiss QoL stuff)...The next major main game update will add Slipstream (https://fractalsoftworks.com/2021/09/24/of-slipstreams-and-sensor-ghosts/) "highways" to hyperspace, should make travelling un-modded a bit faster.
...No promises!Ok! By the way, nowhere in the OP it is stated that the mod has a settings / config file, and is customizable, for your information! (you mention it in your first reply, but skimming through the OP, I was under the impression that the mod is delivered as-is without any options)
Just saw the 2.3.0 update which added my Nexerelin suggestion, wanted to say thanks, you're an awesome dev and I love the mod, here's hoping it works for 0.96a so I can use it in my upcoming campaign!It was a great suggestion! ;D
(It should be compatible right? The update changed a lot, but not much that would screw with Hyperdrive, except *maybe* the new Hyperspace topography things, but I doubt it)I don't *think* there is any sort of gameplay conflict between hyperdrive and 0.96a, but honestly I still don't know much about 0.96a yet, so I can't say for sure. Hoping to get some time to do more playtesting soon! :)
Hello! Is there any way to add the hyperdrive ability via console commands?Not with console commands, but you can add it using settings by making it available by default. Easiest way to access settings is to use the in-game mod settings menu from LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
how safe is it to remove the mod from a savegame?Not safe at all, sadly. It can be disabled using settings though. Easiest way to access settings is to use the in-game mod settings menu from LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0). It *might* be safe to remove after playing for a while with it fully disabled, but no promises!
Did you start using LunaLib, perhaps? LunaSettings will override the settings fileYes, that's exaqctly what I did. So LunaLib overrides mods' settings? So I may have other settings issues I need to look at because I always tweek settings. Thanks. I'll look into it.
Hey, glad you like the mod and thanks for the report! ;D ...
Would you be ok with answering some questions to help me figure out what's going wrong?*To easily switch between mod-sets you can make copies of enabled_mods.json
- What is your typical stable FPS?
- At what points during the animation does the FPS drop start and end?
- Does it still happen when you disable the "Show warp pulse animation" setting?
- Did you change any hardware between the time you started seeing the FPS drop and before?
- Does it still happen with no other mods enabled*? If so, ignore the following questions.
- Did you add any new mods between the time you started seeing the FPS drop and before?
- What's your mod list? Easiest way to get this is probably to copy and past the contents of enabled_mods.json
Answering some of those might take some work, so please don't feel pressured, but the additional help would be greatly appreciated!
Hey, glad you like the mod and thanks for the report! ;D ...
Would you be ok with answering some questions to help me figure out what's going wrong?*To easily switch between mod-sets you can make copies of enabled_mods.json
- What is your typical stable FPS?
- At what points during the animation does the FPS drop start and end?
- Does it still happen when you disable the "Show warp pulse animation" setting?
- Did you change any hardware between the time you started seeing the FPS drop and before?
- Does it still happen with no other mods enabled*? If so, ignore the following questions.
- Did you add any new mods between the time you started seeing the FPS drop and before?
- What's your mod list? Easiest way to get this is probably to copy and past the contents of enabled_mods.json
Answering some of those might take some work, so please don't feel pressured, but the additional help would be greatly appreciated!My typical FPS is 60 except in very large battles with a lot of fighters.
- What is your typical stable FPS?
The FPS drop occurs from the moment the warp button is pressed until the jump completes. Again, this is only in hyperspace. The ability works fine in systems.
- At what points during the animation does the FPS drop start and end?
Yes, it does still happen.
- Does it still happen when you disable the "Show warp pulse animation" setting?
No, I did not.
- Did you change any hardware between the time you started seeing the FPS drop and before?
I have not been able to reproduce it.
- Does it still happen with no other mods enabled*? If so, ignore the following questions.
I did not.
- Did you add any new mods between the time you started seeing the FPS drop and before?
- What's your mod list? Easiest way to get this is probably to copy and past the contents of enabled_mods.json
{
"enabledMods": [
"Adjusted Sector",
"assortment_of_things",
"AttunedDriveField",
"blackrock_driveyards",
"CAS",
"chatter",
"cmutils",
"combatactivators",
"console_overlord_additionalcommands",
"DetailedCombatResults",
"diableavionics",
"diyplanets",
"dynamictariffs",
"fast_engine_rendering",
"fleet_journal",
"fleethistory",
"GrandColonies",
"HexShields",
"HMI",
"hostileIntercept",
"hte",
"Imperium",
"IndEvo",
"logisticsNotifications",
"lunalib",
"lw_console",
"lw_lazylib",
"lw_radar",
"MagicLib",
"nexerelin",
"officerExtension",
"pantera_ANewLevel40",
"planet_search",
"pt_qolpack",
"QualityCaptains",
"shaderLib",
"spacetruckin",
"speedUp",
"star_federation",
"stelnet",
"sun_hyperdrive",
"sun_starship_legends",
"sw",
"swp",
"Terraforming \u0026 Station Construction",
"timid_supply_forging",
"TTSC",
"whichmod",
"zz_nre"
]
}
Sorry for the late reply. I didn't have time to play until today. This is a really weird issue. It started during the campaign. It didn't happen the whole time, but it's hard to say at what point because I forced myself to play without the ability and unlock it via [REDACTED] instead of always having it. Please let me know if I can do anything else to help. Whatever I did ruined this playthrough pretty much. I'd like to spare others the same fate if I can aid in any way.
Thanks for the details! So if I understand correctly, this issue occurs consistently in one of your saves, but doesn't happen when you start a new one? I wander if it has something to do with gaining progress for hyperspace topography by going fast, but only activates at a certain stage. Hmm...
Was there an iteration of this mod where NPC fleets also had the ability?Yes the Remnants by default have that ability and you can go into LunaLibs settings to toggle it for other factions.
Hyperdrive 2.5.1 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Save-compatible with versions 2.0.0 and up
(https://img.shields.io/github/downloads/NateNBJ/Hyperdrive/total?color=496B8E&label=Download%20Hyperdrive&style=flat&logo=DocuSign&logoColor=white)
(https://github.com/NateNBJ/Hyperdrive/releases/latest/download/Hyperdrive.zip)
[...]
Hmmm I wonder what would happen if I use Hyperdrive during Slipsurge when it reach 999 burn for a moment. I have left the Persean Sector completely.Fun fact: the gate network collapsed because someone decided to try this