Fractal Softworks Forum

Starsector => Mods => Topic started by: Sundog on November 05, 2019, 11:01:33 PM

Title: [0.97a] Hyperdrive v2.5.2 - A fleet ability for instant long distance travel
Post by: Sundog on November 05, 2019, 11:01:33 PM
Hyperdrive

(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)
Change Log and Old Versions (https://github.com/NateNBJ/Hyperdrive/releases/)

Compatible with all known mods.
Integrated with Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181).
Can be added to existing games.
Can NOT be removed from games in which it was already used, but it can be disabled.
Highly configurable. See the OPTIONS.ini file in the mod folder or use LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0) to edit settings in-game.

This mod allows your fleet to "hyperwarp," traveling up to 15 light-years in mere seconds.
The goal is to improve the QoL involved in travel as much as possible without disrupting normal gameplay more than necessary.

https://www.youtube.com/watch?v=ndgJgF5_Ss8

Unlocking the ability:
If you want to have access to hyperwarp from the beginning of a game, you can edit the options file and set "unlockedByDefault" to true.
Otherwise, you will eventually be presented with hints about how to unlock it during the course of normal play.
Ok, but how do I unlock it?
Disable any remnant capital ship.  Scripted events and station encounters may prevent the unlock event from triggering.

If you're trying to befriend the Remnants with the help of a certain special contact from Nex, then you can also unlock the ability by following her main questline.
[close]

Using the ability:
Move in the direction you want to go and activate the "Hyperwarp Jump" ability.
Warp distance is based on current burn level: 0.5 light-years per burn level.
Press "W" during autopilot to set your fleet to the correct velocity for warping directly to your destination.

Limitations and Disadvantages:
Can't be activated near non-allied fleets.
Requires 50% more fuel per light-year than conventional travel.
Reduces CR of all ships (like emergency burn).
Massively increases your fleet's sensor profile during usage and cooldown, also revealing your identity.
When certain enemy fleets detect yours from a distance, they may use their hyperdrives to intercept you (disabled for most factions by default).
Can't be activated in systems with a destabilizing effect, such as ones containing neutron stars.
Can't be used while in abyssal space, but it can be used to jump into it, so be careful!

Tips:
Warping costs the same amount of supplies no matter how far you go, so long warps are more efficient.
Hyperspace storms can boost your burn level up to 30, maximizing warp distance.
Press "W" during autopilot to set your fleet to the correct velocity for warping directly to your destination.
Warping can be very dangerous to use in hostile space, but you can drastically reduce sensor profile using terrain, making nebulae safer warp targets.
Warping can be very precise. Use sustained burn and the S key for precise control of burn level (and therefore warp distance).
The distance mentioned in the course navigation widget above your radar is measured in light-years.
You can use this to calculate the correct burn level needed to warp directly to something.
Small enemy fleets that maintain contact with your own fleet are now more of a threat, as they can prevent you from warping.
In normal space, you can usually see fleets appear on your radar before they warp to you.

About Hyperdrive
Thanks
Alex and the rest of the Fractal Softworks team, for this excellent game and it's outstanding modding API.
LazyWizard, for making this mod much easier to test using Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0).
kazi, for the guide on setting up Intelij IDE (http://fractalsoftworks.com/forum/index.php?topic=10057.0)

Permissions
All assets from this project may be used without obtaining explicit permission as long as...
No laws are broken and Fractal Softworks' terms of service are not violated
The original authors of any code or assets used are credited
Nothing taken from this mod is used for nefarious purposes
[close]
Title: Re: A new WIP mod that probably breaks YOUR mod somehow. Please tell me what to fix!
Post by: etherealblade on November 06, 2019, 04:51:13 PM
Awesome! Awesome! I love the concept of this. I'll be keeping an Eye on It!
Nice going Sundog!
Title: Re: A new WIP mod that probably breaks YOUR mod somehow. Please tell me what to fix!
Post by: Sundog on November 06, 2019, 07:35:49 PM
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.

The most useful means of blacklisting, I think, is provided by the API:
Code
if(Global.getSettings().getModManager().isModEnabled("sun_hd_hyperdrive")) {
fleet.removeAbility("sun_hyperdrive");
}

So does DME add anything you think this mod would interfere with in ways it doesn't already interfere with vanilla? Any fleets with custom AI I should watch to see if they might choose to jump at bad times?


Awesome! Awesome! I love the concept of this. I'll be keeping an Eye on It!
Nice going Sundog!
;D
Title: Re: A new WIP mod that probably breaks YOUR mod somehow. Please tell me what to fix!
Post by: Tartiflette on November 07, 2019, 12:34:22 AM
Have you tried my Karlsson Heirloom (very wip, kind of broken) mod in the Discord server? It offers something slightly similar. Mine is an ability tied to the presence of a super carrier in the fleet, but once you get your hand on it you can then activate a super cruise.

The super cruise allows you to travel at 30+ burn, at no fuel cost. On the other hand, you can't turn at all without disabling the ability, it has an extreme activation cost equivalent to a few months worth of supplies and rouhtly the fuel required to travel along a quarter of the sector width.

In practice it is only worthwhile for long stretches of travel across explored areas, or for emergency returns. Ressources wise, it is preferable to stormride so it really is for convenience for when you reached the late game, when travelling has become a thrill less chore and you can afford its use.
Title: Re: A new WIP mod that probably breaks YOUR mod somehow. Please tell me what to fix!
Post by: Sundog on November 07, 2019, 04:22:02 PM
I have! It's very cool. I like how you made it most useful for long slogs, and I love the idea of giving the player a reward like that for completing a quest line. I tested it out a few months ago as part of preparing to work on this mod after Meso told me about it. It's on my list of potential compatibility conflicts to check for, but I haven't gotten around to testing yet. Both abilities override fleet velocity and do weird things with fuel consumption, so I'm certain to find at least a few things. In theory the KH super cruise ability should still be the most efficient method of long-distance travel even with hyperdrive available, due to the way it consumes fuel and (if I remember correctly) allows you to ignore terrain.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Sundog on November 24, 2019, 04:58:09 PM
Hyperdrive 1.0.0 (BETA) (http://fractalsoftworks.com/forum/index.php?action=post;topic=17157)

Fixed NPC fleets sometimes warping a very short distance
Changed: Fleets following the player due to the follow ability (from Nexerelin) will now warp shortly after the player does
Changed: Fleets of the same faction or a cooperative faction no longer prevent each other from warping
Changed: Hyperwarp now prevents fleets from engaging for 2.5 seconds after exiting warp. This is to prevent unavoidable warp interception
Added "sun_hyperdrive+" tag to the hyperwarp ability. The engine will prevent other abilities with the same tag from being active at the same time
Added debugging tools for tracking fleets and printing why they do or do not use hyperwarp (only active in dev mode)
Other things that I forgot (I didn't keep track of changes, so this is from memory)
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: ASSIMKO on November 25, 2019, 06:45:06 AM
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
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: A Random Jolteon on November 26, 2019, 04:19:07 AM
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)

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.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Sundog on November 26, 2019, 07:57:44 AM
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!
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Cyan Leader on November 26, 2019, 03:40:07 PM
I mean, I wouldn't really consider it efficient if it burns through the CR of ships, but seems like a cool addition.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Sundog on November 26, 2019, 04:52:23 PM
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.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Hydra7-1 on November 26, 2019, 10:39:47 PM
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
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Cyber Von Cyberus on November 27, 2019, 12:01:56 AM
Great idea I love it, but how can I remove the decrease in mission time, I'm personally not too fond of it.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Sundog on November 27, 2019, 08:22:05 AM
Plus I would assume over a long trip you'd probably use that many supplies due to storms anyway so it seems worthwhile
Yeah, 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  :)
You can disable the time limit decrease for missions by opening HYPERDRIVE_OPTIONS.ini in the mod folder and changing "missionTimeLimitMult" from 0.5 to 1.0
That will prevent new missions from having reduced time limits, but not existing ones. That includes existing missions you haven't discovered yet, so you might still find a few "new" missions with reduced time limits after changing the setting.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: SafariJohn on December 01, 2019, 06:24:47 PM
I like this a lot! Saves a ton of time. 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).
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Sundog on December 01, 2019, 10:11:04 PM
I'm thinking of moving this to the mods subforum soon, so does anyone have any bug reports or suggestions before I do?

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.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Psiyon on December 09, 2019, 05:47:39 PM
I'm always happy whenever a mod comes along that lets me spend less time in hyperspace. This is fantastic.

As other people have said though, it is pretty tedious when it comes to fine-tuning. Out of curiosity--would it be possible to aim the jump just by using your fleet's currently set destination? With point A as the player's fleet and point B as their destination, I'd imagine it couldn't be too difficult to run the numbers to try to drop the fleet out of warp as close as possible to where the player is trying to go.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Sundog on December 09, 2019, 06:26:57 PM
Yeah, I'm pretty sure it could be done. Automatically jumping to the "lay in course" destination was one of the first ideas I looked into, but I didn't like how inflexible it would've been. I wouldn't want to change the ability itself to work that way, even optionally, because it would require a complete rework that would require a lot of compromises. However, you got me thinking, and I might be able to cook something up that solves the problem just as well. Let me see if it works...
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: Psiyon on December 09, 2019, 07:26:53 PM
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 :)
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: xucthclu on December 21, 2019, 11:20:37 AM
Nifty mod, though there is a thing that irks me a bit. 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.
Title: Re: [0.9.1a] Hyperdrive 1.0.0 (BETA) - Fast and engaging long distance travel
Post by: STOLKAH on December 26, 2019, 08:22:58 AM
OMG! this looks amazing! THANK YOU!, i love more open world exploration mechanics! any day!
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: Sundog on December 27, 2019, 02:29:43 PM
Hyperdrive 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Compatible with all previous versions

Added a way to automatically align your fleet to precisely warp to the "Lay in course" destination:
   Press W to toggle burn level throttling while autopilot is active
   This will reduce your velocity to the amount needed to warp directly to your destination
   Added settings for changing the hotkey and setting whether or not burn level is throttled by default
Added a setting for disabling the mod through the options file: "removeAllDataAndFeatures"
Fixed limiting mission time limits prior to reading settings, which could lead to incorrect mission time limit changes
Fixed an incompatibility with old versions of Vayra's Sector that lead to a crash upon loading


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
Title: Re: [0.9.1a] Hyperdrive 1.1.0 (BETA) - Fast and engaging long distance travel
Post by: Fantastic Chimni on December 27, 2019, 02:35:03 PM
Hyperdrive 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=15321)
Compatible with all previous versions

So... your link goes to starship legends here, btw
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: Sundog on December 27, 2019, 02:39:14 PM
Heh, thanks for the heads-up. That's what I get for excessive copy+paste  ::)
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: keanu on December 28, 2019, 12:33:50 PM
Just created this account to say the new update is amazing. Really enjoy the auto burn mode.

There are some points where I activate it and the text at the top switches back and forth between resuming burn and the auto burn text. Not sure why but still love the new update. It's amazing and I get around places so much faster.
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: Sundog on December 28, 2019, 02:10:57 PM
Well, thanks! I'm glad you like the update. Welcome to the forum  :)

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.
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: Kneight on December 29, 2019, 10:25:41 AM
Awesome mod! I actually expected this to be more expensive, since it cuts the entire trip into nothing. ;D

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.

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.
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: Sundog on December 29, 2019, 02:29:41 PM
I actually expected this to be more expensive, since it cuts the entire trip into nothing. ;D
Yeah, 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.
Title: Re: [0.9.1a] Hyperdrive 1.1.0 - Fast and engaging long distance travel
Post by: Sundog on December 29, 2019, 03:19:23 PM
Hyperdrive 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Compatible with all previous versions

Fixed the possibility for burn level throttling to be toggled in many invalid contexts (most campaign menus)
Fixed an issue that could sometimes cause burn level throttling to toggle several times when the hotkey was pressed
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: FAX on January 12, 2020, 03:55:53 AM
This mod is good enough anyway, I really enjoy what it look when the fleet is enter drive jump, can the waves followed with hyperdrive be more Conspicuous when I open it with sustained burn? :)
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 12, 2020, 08:16:41 AM
I can maybe see adjusting the visibility of the warp waves based on burn level, which would at least correlate with the use of sustained burn. I'm not sure what purpose something like that would serve though. It might be a bit confusing as well.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: BoraYeou on January 17, 2020, 01:45:11 AM
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.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 17, 2020, 04:41:58 PM
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.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: BoraYeou on January 18, 2020, 01:03:47 AM
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.

Thank you! I finally and successfully activate hyperdrive! I never notice that one...Thank you again!
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 18, 2020, 02:19:08 AM
No problem  :)
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Fantastic Chimni on January 18, 2020, 02:50:50 AM
So, bit of a weird bug report. The hyperdrive is acting as a transponder.

Exploring in the fringes, transponder off since I was in the core, warp to a planet to survey. Scavs are there with a ship I want, so i go to kill them.

"They are aware of your identity, likely due to seeing you recently"

Im baffled as to how, and curious if the hyperdrive did it, so I go to a recent save, drop into the system and fly to them without using hyperdrive and they have no idea who I am.

Just to test it, I flew away and jumped back to the planet. Now they know who I am again after not knowing seconds earlier.

EDIT: I have been made aware this is a known thing and was intentional. Miiight want to list that somewhere so people dont get their rep screwed assuming their transponder is off.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 18, 2020, 03:54:07 AM
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.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: PreConceptor on January 20, 2020, 06:23:14 PM
Would it be possible to add an option to make the ability cost fuel while in a system? Maybe just a true/false line to make it consume the same amount as that equivalent speed would in hyperspace? I think it would be a neat balancing tool, like making fuel reserves a more important thing to keep track of, and maybe combo well with Fuel Siphoning.

Awesome mod btw, it really makes running away from enemy fleets with sustained burn cheese so much more risky. I was very surprised when the large Starlight patrol I'd just given the middle finger to suddenly appeared in front of me and politely asked me to surrender my tanker.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 21, 2020, 04:28:54 PM
Hey, thanks for the feedback! It's certainly possible to add a setting to make the ability cost fuel outside of hyperspace, but I'm not convinced it's worth investing time into. Would it ever be worth it to warp while in system if it costs fuel, instead of just traveling normally for free?
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: SafariJohn on January 21, 2020, 04:56:41 PM
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.

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.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: PreConceptor on January 21, 2020, 05:46:13 PM
I think it could be. If you want to set up hyperwarp as a thing that provides immense convenience/mobility options with significant costs/downsides it could be quite a handy option. Personally I find that fuel starts to become a non-issue towards endgame, and the ability to instantly jump my lumbering megafleet damn near anywhere in a system to be a very powerful tool. An in-system fuel cost could make it more of a tactical choice than a default mode of travel.

Making the fuel cost scale with burn level rather than distance could make it work better with adjustments to the 'distance per burn level' and 'fuel consumption mult' variables as well, using the fleet's fuel/LY rating and leveraging that as part of the cost formula along with the burn level as a surrogate for distance traveled, altered by fuel mult and a separate in-system mult value. Just an idea, I have no idea how difficult it would be to actually implement.

Thematically it also kinda makes sense, as I imagine the jump is like a quick 'skip' across some surface/dimension/brane of hyperspace and thus needs fuel just like travelling through hyperspace proper. But that's just reverse-fluff for balancing mechanics :)

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  :o

edit: kinda been playing around with the settings, looks like with the settings described above (+ a 1.5x interdict range interference, ~1.5k sensor profile increase and 1.5x fuel cost) it works as both a costly fast travel method (about 2x faster than normal at 20 burn) and a cool tactical ability. An in-system fuel cost I think would really give it that useful-but-risky/costly feeling. It feels like a dangerous high level navigation thing that crappy sector ships are just not designed or equipped to do constantly. Also agree with SafariJohn about the transponder-off identification not making much sense. I think that patrols detecting a huge signal spike from a t-off warping fleet should set off enough alarm bells without that fleet being immediately identified. But maybe it also makes sense given the huge distance it normally allows you to travel. Perhaps that could also be a settings option?

edit 2: sorry for all the words.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Seldion on January 22, 2020, 12:15:55 AM
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.
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: dimzki on January 22, 2020, 02:13:14 AM
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.

1. there's a minimal distance between your destination and your fleet, if it's too close it wont work
2. when pressing W there's 2 state: A) you slowing down to match the distance between you and the destination for the calculation (you will overshoot if the distance is short while you're on full speed and B) resuming to the maximum burn speed (basically deactivating distance tracker for hyperdrive)
3. after your burn level is adjusted to the destination distance, press the ability when it's possible (will not possible if there's another faction fleet nearby)

i've been enjoying this mod very much,
although sometimes the fleet moved a bit weird after jumping (not all the time)
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 22, 2020, 05:18:04 PM
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  :o
Ah, 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,
although sometimes the fleet moved a bit weird after jumping (not all the time)
Glad you've been enjoying it  ;D
What kind of weird movement are you seeing?
Also, thanks for answering that question!
Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Shuka on February 06, 2020, 07:50:02 AM
Thanks Dimzski for the breakdown, it took me awhile to figure out exactly what W did despite it being so obvious.

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? lol

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. 

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.

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.

Title: Re: [0.9.1a] Hyperdrive 1.1.1 - Fast and engaging long distance travel
Post by: Sundog on February 08, 2020, 09:12:35 AM
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? lol
Heh, 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
I'm always paranoid about installing mods that seem so useful/overpowered that they might trivialize aspects of the game, so I tried to be careful to avoid that in this case.
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on March 11, 2020, 08:17:02 PM
Hyperdrive 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Compatible with all previous versions

Fixed throttling messages sometimes being shown several times in a row
Added "Too close to warp - resuming max burn" message to explain why burn level throttling stops when too close to the target
Added "fuelConsumptionMultInNormalSpace" setting, allowing hyperwarp to consume fuel outside of hyperspace when configured to do so (off by default)
Changed: Hyperwarp cooldown now finishes immediately when transitioning to or from hyperspace

This update is also a bit of a test-run for transitioning to a new repository host, so please let me know if you have any issues downloading the mod.
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: beaster9999 on April 12, 2020, 05:30:16 AM
Hi Getting a weird crashing bug when you save the game if you have Tiandong Heavy Industries 1.2.1a mod installed.
it says at least one class is marked as dontobfuscate hope this helps
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on April 12, 2020, 08:04:46 AM
Hey, thanks for the report! Unfortunately I won't be able to do much without more information. My current game hasn't had any issues with the latest versions of both THI and hyperdrive running, so there must be more to it. Would you be so kind as to provide the following information?
Thanks again! Hopefully we can get this sorted out quickly. I sent you a message on Discord so we can talk faster, if you like.
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Argonaut on April 12, 2020, 08:47:41 AM
I have the same version of THI and this mod and get no such issues.

But i came to post mainly to say this: amazing mod! Seriously. Hyperspace travel is my main displeasure with Starsector, so much i've been using "jump" from console commands to travel between systems in my last 2 playthroughs, but this mod has solved that issue for me! It's deep (easy to overshoot targets, interception, resource consumption, etc), immersive thanks to a good animation, comfortable to use and elegantly implemented with a clear configuration file. I'll never play without it anymore.
Personally, i'm going to set it to be the only way to consume fuel in the game, consuming it in both hyperspace and out.
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: beaster9999 on April 12, 2020, 11:28:21 AM
Hi thank you for the fast reply.

Im afraid im a bit of a mod nut and can run with past 70mods but i have tested it with the list below and it still gets the error.

{"enabledMods": [
  "sun_hyperdrive",
  "lw_lazylib",
  "MagicLib",
  "THI",
  "audio_plus",
  "shaderLib"
]}

looking through the log im seeing this of note

Quote
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
-------------------------------

and the end where the last error is
Quote
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
61235 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Baetis to Eventide
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
61967 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.listeners.ListenerManagerAPI
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
61968 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.impl.campaign.intel.BaseMissionIntel
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
61970 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.scripts.campaign.tiandong_PersistentUnlocker
61971 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.scripts.campaign.tiandong_EventListener
61971 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.listeners.ShowLootListener
61972 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.scripts.tiandong_VCNagScript
62308 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_2_6304052980723858519...
62309 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
62397 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.thoughtworks.xstream.XStream
62398 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.scripts.campaign.submarkets.tiandong_RetrofitSubmarketPlugin$ConversionScript
62400 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
62400 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
62717 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
62728 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
62925 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.plugins.AutofitPlugin$AvailableFighter
62925 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.plugins.AutofitPlugin$AvailableWeapon
62925 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.loading.WeaponSpecAPI
62925 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.loading.FighterWingSpecAPI
62939 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
62952 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.038988136
62969 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.043666713
62986 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.049904816
63002 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.05458339
63019 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.060821492
63035 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.06705959
63052 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.073297694
63069 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.08109532
63086 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.08889295
63103 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.095131055
63119 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.102928676
63135 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.110726304
63152 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.11852393
63169 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.12788108
63185 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.13723823
63202 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.14503586
63219 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.15439302
63236 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.16219065
63252 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.16998827
63269 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.17934543
63286 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.18714306
63302 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.19494069
63319 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.20429783
63335 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.21365498
63352 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.22457166
63369 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.23704787
63386 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.25108358
63402 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.2651193
63419 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.28539315
63436 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.30410746
63453 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.32282177
63469 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.3430956
63486 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.368048
63503 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.38832185
63519 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.41639328
63536 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.43978617
63552 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.46941715
63569 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.49748862
63586 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.5255601
63602 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.5583101
63619 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.5879411
63636 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.6191316
63653 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.6487626
63670 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.67683405
63685 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.70802456
63702 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.736096
63711 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
63719 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.7579294
63735 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.77976274
63752 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8109532
63768 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.84526277
63778 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$FIDConfig
63782 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.CampaignEventListener$FleetDespawnReason
63783 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.util.Highlights
63783 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.PlayerMarketTransaction
63783 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.CoreUIAPI
63783 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.SubmarketPlugin$DialogOption
63784 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.SubmarketPlugin$TransferAction
63784 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.SubmarketPlugin$OnClickAction
63784 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.scripts.campaign.submarkets.tiandong_RetrofitSubmarketPlugin$ConversionEntry
63786 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.87801284
63802 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.90452474
63819 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.9372748
63836 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.9700248
63852 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.9996558
63869 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 1.0
63869 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Releasing context
63875 [Thread-11] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Released context
64261 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.InteractionDialogAPI
64261 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.TextPanelAPI
64261 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: com.fs.starfarer.api.campaign.OptionPanelAPI
64266 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 4
64266 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6
64551 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6B
64551 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml] to [campaign.xml.bak]
64552 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml] to [descriptor.xml.bak]
64552 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.inprogress] to [campaign.xml]
64552 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 7
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 8
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 9
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 10
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 11
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 12
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 13
64553 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 14
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.ร’00000(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)


lastly yes both are up to date. and it hapens all the time I save.

if you need my savefile please just ask.

I love the Mod and feel the original should implement it.

Thank you.
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on April 12, 2020, 01:39:42 PM
Thanks!

After looking at those errors, I think it would help quite a lot to have the save file.

So just to clarify, can you still reproduce this issue with only Hyperdrive installed? I can't imagine how there could be this kind of incompatibility between this mod and THI.

Edit: Also, it sounds like you've reproduced this issue many times in order to narrow down the mod list. If so, could you possibly walk me through exactly how you do that?

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
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: beaster9999 on April 12, 2020, 03:52:14 PM
Hi Sundog.

Thanks for the quick reply again.

As i said in my first post Im quite a mod junkie so I run with over 70 mods running I normally have your Hyperdrive in my runthrough  Im used to bugtesting so as I make my modlist I do a quick start just to see if everything is fine. I start with the base game and then my normal first add is Nex, as it is another mod I could not play without. Then I add my game enhansing files(Hyperdive  ::) ), finally the factions are added that i want.

The game ran fantastic until I added THI .. I then read the log looking for errors.

here is a savegame test I made that has the error
https://www.dropbox.com/sh/kmwq5atzpobhpnl/AAA41x1Opyq7VvQguRhMyhaKa?dl=0

would love you to fix it as I think I prefer having Hyperdrive than just another faction.



Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on April 13, 2020, 12:23:41 PM
Thanks for the quick reply again.
Likewise!
So your save file loaded up and saved just fine on my end. I was able to save several times without any issues. Are you sure there isn't anything else that might be contributing to the problem occurring? Did you try to save under any unusual circumstances? Did you change any configuration file settings you think might be relevant?

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.

Edit: Another thing you might try is deleting and re-installing both mods just to make sure the issue isn't caused by file corruption.

Edit 2: I just noticed that your mod list doesn't include Nexerelin, but one of the error messages references a Nex class? Was that from a different instance of the same type of crash?
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: beaster9999 on April 14, 2020, 01:00:16 AM
Well.. all i can say is I thank you for looking into this for me and finding the solution. I am very grateful... I deleted and reinstalled both mods now no problem.

Ones more brilliant mod.

Long live the modding community.


Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on April 14, 2020, 01:12:07 PM
Hyperdrive 1.1.3 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Compatible with all previous versions

Fixed the player fleet sometimes coming to a stop shortly after hyperwarp
Removed the reference to current burn level from the tooltip, as it was sometimes incorrect. This functionality will be restored once the next version of Starsector is released
Removed unnecessary saving and loading of certain things, which may have caused issues in rare cases

@beaster9999: Well, I'm glad reinstalling worked! That last patch note is about something I changed that could have maybe caused the trouble you experienced, assuming it wasn't from a corrupted download. Anyway, please let me know if you have any issues in the future!
Title: Re: [0.9.1a] Hyperdrive 1.1.3 - Fast and engaging long distance travel
Post by: DX2002 on April 21, 2020, 06:40:41 PM
Sir,may I ask for your permission to translate your mod into Chinese and upload it to a Chinese Starsector forum?
Here's it's address:https://www.fossic.org/ (https://www.fossic.org/)
Would appreciate it if you agree ;D
Title: Re: [0.9.1a] Hyperdrive 1.1.3 - Fast and engaging long distance travel
Post by: Sundog on April 21, 2020, 08:03:44 PM
Please do! Thanks for offering  :)
Title: Re: [0.9.1a] Hyperdrive 1.1.3 - Fast and engaging long distance travel
Post by: DX2002 on April 21, 2020, 11:26:11 PM
Please do! Thanks for offering  :)
Thanks!Your mod is really a great improvement for commercial players like me ;D
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on May 19, 2020, 09:23:29 PM
Hyperdrive 2.0.0 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
NOT compatible with previous versions!
This update is save-breaking, meaning any save that used an older version of this mod will not work with this version or any future version.

Fixed a crash that would occur after saving when devMode was set to true in settings.json (but not when devMode was activated via console for some reason)
Increased the duration that fleets can't engage after hyperwarp from 2.5 seconds to 3.0

My apologies for the longstanding crash, and many thanks to Wispborne for identifying it! Unfortunately, fixing it necessitated a save-breaking change.
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Faremann on May 25, 2020, 09:29:41 AM
i am getting null error message after upgrading to 2.0 and starting a new game.didn't have that one with the older versions so for now downgrading again
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Sundog on May 25, 2020, 11:25:31 AM
I didn't get any errors just now when I tried starting a new game and messing around a bit (saving, loading, and using hyperdrive a few times).

Would you mind posting the error message? You can find it at the end of the log (Starsector/starsector-core/starsector.log) after the error occurs.
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Faremann on May 25, 2020, 11:52:52 AM
hope thats the right one

Spoiler
194728 [Thread-4] ERROR hyperdrive.ModPlugin  - null
    com.fs.starfarer.settings.B.setColor(Unknown Source)
    hyperdrive.campaign.abilities.HyperdriveAbility.resetSprite(HyperdriveAbility.java:465)
    hyperdrive.campaign.abilities.HyperdriveAbility.activateImpl(HyperdriveAbility.java:180)
    com.fs.starfarer.api.impl.campaign.abilities.BaseDurationAbility.activate(BaseDurationAbility.java:220)
    hyperdrive.campaign.abilities.HyperdriveAbilityAI.advance(HyperdriveAbilityAI.java:228)
    com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
    com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
    com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
    com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Sundog on May 25, 2020, 01:33:47 PM
Yup, that's the right one, thanks! It looks like one of the colors the mod uses isn't defined, but, looking at the code, that shouldn't be possible. I tried reinstalling hyperdrive from the linked file just in case there was a problem with it that my local version doesn't have, but I still didn't get any errors when I started a new game. The only thing I can think of is that something went wrong when you updated, such as a corrupted download or maybe overwriting the old mod folder instead of deleting it first.

Normally I would ask what other mods you're using and if there are any other factors involved that might be part of what causes the issue, but there's no way for weird interactions to occur in this case. Could you try deleting the current installation and re-downloading it?
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Faremann on May 25, 2020, 01:49:12 PM
there is one thing  that COULD potentially  be related to my files. i did change the color of  the hud from white to a purple in the config. could that be the source of the problem ?
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Sundog on May 25, 2020, 01:58:54 PM
I don't think so. This particular color is hard-coded, so configuration files shouldn't affect it. But if you like, I could try using your file to see if I can reproduce the issue with it.
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Faremann on May 25, 2020, 02:17:48 PM
if i recall right (its been months since i did the modification) it should be the attached file. to save you some time its in  \Starsector\starsector-core\data\world\factions


[attachment deleted by admin]
Title: Re: [0.9.1a] Hyperdrive 2.0.0 - Fast and engaging long distance travel
Post by: Sundog on May 25, 2020, 07:27:03 PM
Still no luck reproducing the issue after using your file. Did you try reinstalling?
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Iris Vin on July 27, 2020, 03:45:50 AM
Signed up to thank you for making this, Sundog. Really takes the monotony out of hyperspace travel without cheesing. Cheers, dude. :)
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on July 27, 2020, 10:58:23 AM
Thanks! And welcome to the forum ;D
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Cyan Leader on July 31, 2020, 10:11:08 PM
I've been playing with Hyperdrive for my latest session and I got to say, I don't think I'll ever play the game without it again, it's such a huge and good game changer. I have one issue with it though, the markets in my game have been too stable. Now this may be anecdotal but I suspect that the trading fleets are not getting destroyed since they can just warp around. For that reason I had to disable the AI use except for chasing.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on July 31, 2020, 10:51:41 PM
Hey, thanks for the feedback! Yeah, I have to assume this mod makes travel safer for trade fleets, but it's hard to say how much. I'll have to devise some sort of experiment at some point to find out how important it is to address the issue.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Cyan Leader on August 01, 2020, 03:29:17 AM
I'd very much like to see the results of that, it could be just a feeling.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: hollow on December 08, 2020, 06:24:40 AM
Hi there!

how can I disable this mod exactly? ive been been looking through the settings but I cant find the command for it
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on December 08, 2020, 05:48:12 PM
Hi! You'll want to change "removeAllDataAndFeatures" from false to true. It's at the bottom of the file.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Baleg Qhan on February 11, 2021, 06:31:06 PM
Since its release, this has been one of my favorite mods of all time. I feel a bit guilty for not saying something sooner. Thanks so much for making it!
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on February 11, 2021, 10:15:35 PM
Glad you like it  ;D
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: GirlRat on February 16, 2021, 02:43:46 PM
Hey, I registered just to say I really love your mod. Please keep it the same way as it is.
It's absolutely HILARIOUS when combined with hidden fun stuff from other mods.
I forgot which one, but there's this system(with a very British name) with beefed up derelicts, and I nearly got a heartattack when they all started jumping towards my fleet. Definitely makes the game a lot more exciting!
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on February 17, 2021, 05:04:22 PM
Glad you're enjoying it! ;D
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Reviire on March 19, 2021, 05:07:35 AM
Just some feedback. It feels a bit too strong in the AI hands because they seem to fairly easily be able to warp directly onto you, which instantly forces combat. Some kind of delay before they can interact after moving would be good, i think. Something long enough that a deathball hyperdriving into you from across the system isn't an instant run ender.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on March 19, 2021, 09:56:41 PM
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.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Reviire on March 20, 2021, 07:49:02 PM
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.
I wouldn't consider it disabling a vanilla interaction, given in vanilla a fleet can't appear directly on top of you in most circumstances.

Maybe some sort of indicator instead to let you know a fleet is going to be appearing nearby, before they actually warp? So you can get out of the way. The mod makes it VERY hard to get away from enemy fleets, which is a great thing and really adds to the tension when out exploring and you find enemies, just sometimes everything lines up and you get put into unavoidable combat by a fleet you couldn't even see.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Negitive on March 27, 2021, 11:04:14 PM
Has the update caused this to stop working?

If so, do you plan to update it to 0.95?
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: Sundog on March 28, 2021, 08:18:10 AM
Has the update caused this to stop working?
Probably?

If so, do you plan to update it to 0.95?
Yes.
Title: Re: [0.9.1a] Hyperdrive v2.0.0 - Fast and engaging long distance travel
Post by: stormturmoil on March 28, 2021, 10:42:34 AM
Actually, I tried the trick with just updating the Mod.json reference, and so far it works fine. Not saying something at some point won't break it, but so far everything seems fine, both on my end, and with NPC fleets using it
Title: Re: [0.9.1a] Hyperdrive 1.1.2 - Fast and engaging long distance travel
Post by: Sundog on March 29, 2021, 08:01:17 PM
Hyperdrive 2.1.0 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)

Updated compatibility to Starsector version 0.95a
Added "npcFleetsCanInterceptPlayerIfUnawareOfIdentity" setting. Defaults to true
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Negitive on March 31, 2021, 06:16:36 PM
Thanks for the incredibly quick update!

Easily my favorite mod on the forum.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Sundog on March 31, 2021, 07:12:42 PM
 ;D
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Iris Vin on April 13, 2021, 08:39:59 PM
Seriously appreciate the quick update. When I heard that 0.95 had come out, I'd already decided I would wait till this was updated before starting a new game. Thank you!
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Sundog on April 14, 2021, 04:25:21 AM
You're quite welcome!  ;D
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Euripides on April 20, 2021, 08:58:38 AM
one of the best gameplay changing mods by a mile
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Szasz on April 22, 2021, 05:12:44 AM
I find the ability bar saturated as it is. Had to get rid of Interdiction Pulse for it and immediately regretted, since I needed that to bully a big bounty fleet.

1. Could warp be bound to a key or have W make the jump automatically once it sets the right throttle?

2. Is there a way to reduce minimum burn required for the warp?

The quality of life changes this mod brings to the game is priceless by the way.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: giganticats on April 22, 2021, 02:24:36 PM
i cant figure out how to activate it, i cant find the hyperspace button in the commands ether
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: giganticats on April 22, 2021, 04:39:24 PM
never mind i figured it out, when using nexerelin, fuel siphoning and supplies forging at the same time it doesnt show
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Sundog on April 22, 2021, 06:38:40 PM
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.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Szasz on April 23, 2021, 01:30:16 AM
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.
I got pane switching bound to the keys after 9 for quicker access and it is still too uncomfortable.
There is no need to get rid of the ability button, I'd just like to have a key bind option, lets say E, please.
Besides speed throttle on W is already a configurable immersion breaking key bind outside the ability 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.
That probably won't break anything on my end as I upped the travel distance to a lightyear/burn level for two reasons:
a) Warp is really good for hopping great distances especially in hyperspace and the default 0.5 setting is a limiting factor even for small sectors.
b) I wanted to prevent precision jumps from NPC fleets onto my face and 1ly intervals feel perfect for that. Warp should be a utility, not a superweapon.
So could you not hardcode it by any chance?
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Sundog on April 25, 2021, 05:41:00 AM
That probably won't break anything on my end as I upped the travel distance to a lightyear/burn level
That's a good point. I should probably automatically adjust the minimum burn speed/jump distance to account for custom settings.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Szasz on April 26, 2021, 04:17:20 AM
That's a good point. I should probably automatically adjust the minimum burn speed/jump distance to account for custom settings.
Much appreciated!
Would you mind adding a customizable hotkey for warping, please? Only if it is not too much trouble, of course. Q as default would work as it is not used for anything in-game.
ps. Oh, this is great news, indeed! That way I could push max warp multiplier even higher, lets say up to 3ly/burn while still being able to warp only 3 lightyears if needed. Wow, can you imagine reserving max burn for a completely different multiplier that allows warps even further? Nah, I'm asking too much in my overexcitement. Hotkey, lower minimum burn, that's already better than awesome.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Sundog on April 26, 2021, 08:19:10 AM
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.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Szasz on April 26, 2021, 09:56:25 AM
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.

Out of curiosity what is the logic behind W? This mod requires two buttons, one of them is already not and cannot be put on the ability bar, yet it's use is mandatory with the Sensors skill since there is no other way to set the correct jump distance with the increased slow movement speed to at least 6.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Sundog on April 26, 2021, 10:39:58 AM
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.
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on April 26, 2021, 11:19:45 AM
Hyperdrive 2.1.1 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)

Fixed hyperwarp being usable in the vicinity of allied fleets even when the faction of the allied fleet was not known
Changed: mission duration reductions now apply to dead drop missions (other new bar missions remain unaffected)
Changed: Minimum burn level to jump now scales with "LightYearsJumpedPerBurnLevel" setting in order to maintain a consistent minimum jump distance
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Szasz on April 27, 2021, 06:32:28 AM
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.
The game can be played without S without any hindrance. Your mod can't. It relies on S or W or is otherwise neutered (less functional). Also incentives the player to skip the Navigation skill. These are the facts, I did not mean to imply any false equivalency,  I just did not know that the misunderstanding lies deeper.
Thanks for the update.
Title: Re: [0.95a] Hyperdrive v2.1.0 - Fast and engaging long distance travel
Post by: Shuka on April 27, 2021, 08:19:18 AM
My bad dawg
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on April 27, 2021, 04:45:12 PM
@Shuka: There's no need for disrespect. (Edit: Thanks for editing your comment)
@Szasz: I'll consider it a favor if you don't respond to Shuka's comment. I don't want an argument in this thread. The moderators have a hard enough job.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: elgashin17 on May 01, 2021, 03:54:35 PM
Is it possible to make an alternative version of the mod where the warp ability is only usable in hyperspace?
While reducing boring travel process in hyperspace is awesome,giving AI fleets a way to catch up to smaller,faster fleets seems kinda rule-breaking in vanilla. I tend to fly a hardly combat capable fleet for a while,using low detected-at range and high burn to get away. I suppose it would also change pirate/smuggler playing styles drastically,which is fine for players looking for extra gameplay changes,but I would love to have a version of this mod limited to hyperspace travel.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on May 01, 2021, 06:45:37 PM
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
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: elgashin17 on May 02, 2021, 04:40:46 AM
Thank you! Ive been just putting mods into folder,never thought about checking if there was a settings file ::)  Now I just need a mod that removes neutron stars and asteroid impacts to become truly happy
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: danando123 on May 08, 2021, 08:17:24 AM
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

Thanks, even for me, this sounds like a no brainer, too many times, i had to pull a star wars where both me and the enemies were hyperdriving everywhere in a system LMAO
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: halloween20 on May 25, 2021, 02:42:05 PM
Quote
also revealing your identity.

does that mean that it enables the transponder?
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on May 25, 2021, 03:56:23 PM
It doesn't turn on your transponder, but the effect is similar to briefly switching it on and then off.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: halloween20 on May 25, 2021, 05:19:36 PM
so they know who you are, not only that you are there (getting tracked with transponder off)

is there a specific reason?
if you are spotet with transponder of inside the core systems the local faction will try to hunt you down. so they wont 'need' to know who you are atm ?

that's just me beeing curious what is giving off your idently (a little lore :P)
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: halloween20 on May 26, 2021, 08:50:42 AM
new post for "after testing the mod"

very nice mod...
but getting warped at by 2-3 enemie fleets while trying to run to a hyperspace jump portal firing their inderdictions seconds later is terrifying...  :o

NICE!

Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on May 29, 2021, 11:25:43 PM
Glad you like it  ;D
Hyperdrive reveals your identity because...
As for lore justification? Ahhhm... drive signatures maybe?
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: halloween20 on May 30, 2021, 06:59:44 AM
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]

uhm... what about being inside a system with turned off transponder...
i know that wont solve the problem in hyperspace but inside a system "finding" you with turned off transponder will trigger them to chase you?!
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on May 30, 2021, 07:15:54 AM
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.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: JUDGE! slowpersun on June 13, 2021, 02:14:23 PM
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.

Perhaps it would better to just have an activation period for the hyperdrive rather than some sort of required standoff distance from hostile fleets (a la transverse jump).  Seems kind of silly to be gunning along at 20 e-burn level to escape but you can't activate the warp drive for gameplay reasons (although I both accept and understand how having it the other way is highly exploitable).  But since I haven't really used the mod, I'm somewhat unclear how the interception works anyway...

I actually would very much like to run this mod with significantly increased jump range but only able to jump into certain systems with a much cheaper fuel cost than regular hyperspace, AND only after you have already discovered such systems (most likely a pulsar/neutron, both for lore/physics reasons as well as another tradeoff for getting much cheaper fuel requirements vs distance; but since that is already disabled by mod, prolly not).  Dunno, maybe a sub-mod would be better for this sort of belief.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sominar on July 01, 2021, 04:52:27 PM
Absolutely essential mod now that I can skip the mindless travel from one side of the sector to the other if I'm too unlucky with mission locations. Although, I've found it annoying pretty quickly to need be spamming the hyperdrive key for a split second opportunity to do it within the sector since even neutral fleets cause interference. Storms don't help either since they really like to throw you off-course and risk hyperdriving 45ยบ to the side while overshooting it by a proverbial mile unless you first back off and get some speed so that you activate hyperdrive before reaching the storm.

To continue on what the last post mentioned about activation period, I've had an idea for a while that hyperdrive could also be a channeled ability that had a windup duration proportional to the distance to be traveled, during which it'd cause the sensor signal skyrocketting thing and keep you in place so as to still not be an immediate escape tool, IE keeping it to strictly a QoL ability.

Regardless, this mod is still a massive relief to see. Way too many times the game puts missions scattered all over the map that'd just take like 10mins of menial travel time you can't skip.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: ceemeeoh on July 30, 2021, 05:27:44 PM
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). 

Although I find its power to be a bit abusive (that is, I don't think twice to use it and maybe that's too significant e.g. doesn't cost volatiles or super-stresses the ships), I do enjoy the points where I think I've escaped a rival faction only to see three fleets instantly warp to me and my inner sonar guy panics. 


Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Prifiglion on November 03, 2021, 06:24:28 PM
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?
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Oni on November 03, 2021, 06:28:28 PM
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.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on November 04, 2021, 07:03:39 PM
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?

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.
Yeah, I'm looking forward to that a lot!  I'm curious to see how this mod will interact with it.
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Prifiglion on November 05, 2021, 01:07:38 PM
Oh my god it worked
Thank you so much
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: lyravega on January 16, 2022, 07:46:07 PM
Hah, it seems there is a config file for this mod as well. Checked it after seeing the extensive config options you've provided for your other mod, and thankfully, it is there!

Is it possible to temporarily disable the auto-alignment / burn throttle function automatically if the ability is disabled due to interference? It's more of a QoL request, but not really necessary to be honest.

Thank you for the mod  :)
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 16, 2022, 10:08:09 PM
You're welcome for the mod  :)

That's a good QoL idea. It is rather annoying when the throttling slows you down pointlessly. I wouldn't want to make it an option that's enabled by default (because it could be confusing, interrupt direct input control, and potentially cause spam or inconsistency with the throttle on/off messages), but I'll see what I can do about adding it as a non default option. No promises!
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: lyravega on January 16, 2022, 10:30:58 PM
...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)
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Sundog on January 16, 2022, 10:59:46 PM
Good point... Fixed!
Title: Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
Post by: Szasz on January 19, 2022, 10:14:25 PM
I'd like to point out that my old idea to bind throttle to 'W' (just like 'S' slows down the player's fleet) and disable auto throttling would also solve this issue.
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on February 14, 2022, 09:33:28 PM
Hyperdrive 2.2.0 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)

The changes in this update are fairly major, so I think they warrant an explanation. With the introduction of slipstreams, sensor ghosts, and more threats in hyperspace, I feel that the original intention of this mod (to bypass hyperspace travel entirely) subverts too much interesting vanilla gameplay. Some of the balancing measures meant to counter the benefits of cheap, instantaneous travel also caused some issues. This update is intended to make those measures unnecessary, and to change the hyperwarp ability into something that is unlocked by the player, and generally only used in urgent situations. By editing the options file, it is still possible to use this mod as it was before.

Changed the default configuration quite a bit:
   Hyperwarp is no longer available at the start of a new game. It must be unlocked by doing a thing
   NPC fleets can no longer use Hyperwarp, except for remnants
   Time limits for travel-intensive missions are no longer reduced by 50%
   Twice as much fuel and CR is consumed upon use
   Fleet interference range increased by 25%
Added new settings controlling when the player unlocks Hyperwarp:
   unlockedByDefault
   unlockedByDestroyingRemnantCapital
Added new settings that control which factions may use Hyperwarp:
   availableToRemnants
   availableToPirates
   availableToIndependents
   availableToPlayerFaction - Only if the player has unlocked the ability
   availableToNpcFactions - Includes any other faction you can view in the intel tab
   availableToOther - All other factions, including secret ones added by mods. Setting to true may cause compatibility issues
   These settings take effect when fleets spawn, so changes may take time to take effect
Added a new setting (throttleOnlyWhenAbilityIsUsable) that prevents your fleet from slowing down unnecessarily when Hyperwarp is unavailable. Off by default
Fixed the estimated supplies consumed per use being somewhat inaccurate
Changed: Settings are now re-loaded each time a save is loaded
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on March 14, 2022, 04:21:20 PM
Hyperdrive 2.2.1 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Not save-compatible with versions prior to 2.0.0

Fixed an incompatibility with Vayra's Sector's "bountyDuration" setting, which resulted in 1 day long bounties
Fixed sometimes displaying a hint message at inappropriate times
Added "minBurnLevelToJump" setting (values lower than 3 may result in graphical issues)
Title: Re: [0.95a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: TheHZDev on May 31, 2022, 09:52:30 PM
Sir, can you allow me to translate this mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Title: Re: [0.95a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: Sundog on May 31, 2022, 11:32:06 PM
Please feel free to translate any of my mods. Thanks for your hard work!
Title: Re: [0.95a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: MeinGott on August 15, 2022, 02:21:04 AM
Hello there, I cleared the Red Planet quest and while doing it I 'did the thing' as stated in a prerequisite. It did not unlock hyperdrive. Do garrison encounters do not count toward fulfiling the condition?
Title: Re: [0.95a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: Sundog on August 15, 2022, 08:33:29 AM
Hmm, yeah, It doesn't work for the red planet fight or any other type of garrison encounter, as you suspected.  Sorry for lying to you in the mod description!  I'll fix that now, but I think I'll keep the mod as-is.  I don't want to clutter up the dialogue for the red planet fight.
Title: Re: [0.95a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: GirlRat on August 18, 2022, 10:53:32 AM
There's now slipstreams and stuff, but I feel like this is still pretty damn essential. The storms are a big annoyance and travel is too dull and tedious to be considered good gameplay. Glad it's up to date
Title: Re: [0.95.1a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: Negitive on November 27, 2022, 02:36:22 AM
(Spoilers for some of the Nexerlin Story Ahead)

Hey, love the mod, was wondering if you'd consider a minor addition when used in conjunction with Nexerlin, specifically when the player chooses to ally with the
Spoiler
Midnight Dissident and therefore the Remnant
[close]
since that conflicts pretty heavily with the current method of unlocking the hyperdrive.

I'd reccomend having it unlock after doing the
Spoiler
showdown quest from the midnight dissident
[close]
since that is probably a little later than one would normally unlock it. (This unlock condition would be in addition to the current one, not instead of)

No idea how feasible this is to add in, not a modder myself, so feel free to call me a moron if this is impossible!
Title: Re: [0.95.1a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: Sundog on November 27, 2022, 03:14:54 PM
I wasn't aware of that Nex feature, thanks for bringing it to my attention! I like your suggestion, but I'll have to learn more about how that all works (in terms of both code and lore) before deciding what to do. Hopefully it'll work out!
Title: Re: [0.95.1a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: Tito on December 26, 2022, 01:49:19 AM
Is it possible to make it so i can jump even while carring mothballed ships?
Title: Re: [0.95.1a] Hyperdrive v2.2.1 - A fleet ability for instant long distance travel
Post by: Sundog on December 26, 2022, 07:33:01 AM
It's not possible, but it should be. I'll change things so that mothballed ships won't prevent you from jumping if "crConsumptionMult" is set to 0
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on March 06, 2023, 07:26:18 AM
Hyperdrive 2.3.0 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Not save-compatible with versions prior to 2.0.0

- Added LunaSettings integration
- Added a means of unlocking the hyperwarp ability by working with a certain AI from Nexerelin
- Added a setting to toggle whether or not the above is enabled
- Improved the "crConsumptionMult" setting to properly support values of 0
- Improved the "SensorProfileIncrease" setting to properly support values of 0
Title: Re: [0.95.1a] Hyperdrive v2.3.0 - A fleet ability for instant long distance travel
Post by: Arthur_The_Ok on March 06, 2023, 04:17:51 PM
Had this happen after pressing W

8524329 [Thread-3] ERROR hyperdrive.ModPlugin  - null
    hyperdrive.CampaignScript.advance(CampaignScript.java:166)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Hyperdrive v2.3.0 - A fleet ability for instant long distance travel
Post by: Sundog on March 06, 2023, 04:58:49 PM
Thanks for letting me know! I'm having trouble reproducing this error and determining how it could happen, but the stacktrace you provided tells me enough to at least add a failsafe. Pretty sure I'll be able to get a patch out tonight.

edit: Ok, got it. I was overlooking something simple caused by a non-default setting.
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on March 06, 2023, 05:39:30 PM
Hyperdrive 2.3.1 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)
Not save-compatible with versions prior to 2.0.0

- Fixed a crash that could occur under certain conditions after pressing the throttle key (W by default)
Title: Re: [0.95.1a] Hyperdrive v2.3.1 - A fleet ability for instant long distance travel
Post by: Argonaut on May 07, 2023, 09:58:59 AM
Not going to anxiously ask whether this is going to be updated for 0.96 soon, or whether it already works. However i wanted to (re)state that that i cannot play without this mod and passionately wish it was vanilla!
Title: Re: [0.95.1a] Hyperdrive v2.3.1 - A fleet ability for instant long distance travel
Post by: Sundog on May 07, 2023, 11:22:13 AM
Heh. Yeah, it will *probably* work fine with 0.96a if you change the version in mod_info, but I can't guarantee it...
I'm trying to get all my mods updated properly, but I'm very busy with RL things at the moment. I should be mostly done before next weekend.
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Negitive on May 07, 2023, 04:53:05 PM
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 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)
Title: Re: [0.95.1a] Hyperdrive v2.3.1 - A fleet ability for instant long distance travel
Post by: Superharem on May 07, 2023, 05:00:13 PM
Changed the version to 0.96 and so far it has worked smoothly without any issue.
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on May 07, 2023, 08:14:37 PM
Hyperdrive 2.3.1 (http://fractalsoftworks.com/forum/index.php?topic=17157.0)

(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)
Please note that this version has not yet been thoroughly tested with Starsector 0.96a

- Updated for Starsector 0.96a
- Updated LunaLib support to take advantage of new features
- Added a setting to toggle whether or not the ability can be activated with mothballed ships in your fleet
- Reduced default fuel consumption multiplier from 2 to 1.5

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!  :)
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Argonaut on May 09, 2023, 06:19:00 AM
Thanks! I personally use with 1.0 CR and fuel consumption and 0.8 mission time as i really hate normal HS navigation and i'm not a huge fan of mission time limits. (I already add difficulty elsewhere by using the spacer start, increasing ship costs to 4.0 and setting exp gain to 0.1 in Starsector's INI.) I then enable full npc use of hyperdrive too and add 0.1 consumption in normal space while lowering the distance of jumps to 0.3. It removes dead times and adds exciting interactions with enemy fleets and patrols for a two tier improvement in gameplay for me.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on May 09, 2023, 10:48:32 AM
Sounds a lot like the default settings when I first released this mod. Think I might change it to something like that for my current game. I miss pirates and other hostile faction fleets warping to intercept me...
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Legolas3123 on May 11, 2023, 02:00:07 PM
Hello,
would it be possible to change the button to power up the warp, which is "w", in the files to something else, and if it's already possible then where would the file be located?
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on May 11, 2023, 02:12:22 PM
Hi Legolas, welcome to the forum  :)
The file you're looking for is HYPERDRIVE_OPTIONS.ini, but you can change that setting more easily by using a mod called LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0)
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Legolas3123 on May 15, 2023, 03:13:59 PM
Thank you Sundog I found it ;D ;D :)
I thought that I looked thoroughly through that file too, but apparently not :P
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on May 16, 2023, 08:17:50 AM
Glad you found it! Understandable that it would be hard to find considering how many options there are for such a simple mod. I really need to stop adding new ones...
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: travhill20 on May 19, 2023, 01:30:12 PM
Love this mod. Saves so much time, makes exploring the outer systems MUCH less of a chore.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on May 21, 2023, 11:25:09 AM
Glad it helps  ;D
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sunshader on June 03, 2023, 04:39:58 PM
Hello! Is there any way to add the hyperdrive ability via console commands?
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: robocat651 on June 03, 2023, 10:56:59 PM
how safe is it to remove the mod from a savegame?
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on June 04, 2023, 07:26:24 PM
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!
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: redvyper on June 11, 2023, 07:12:00 PM
What is it like when the hyperdrive is enabled for all factions, even the pirates?

I am scared to turn it on but I am also very curious about how it alters conflict across the sector (PvE & EvE)
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on June 11, 2023, 10:39:41 PM
The main difference is just that you have to be more careful about letting hostile fleets detect you when they're far away, since they can jump to try to intercept you. Fleets that you're trying to flee from will sometimes jump ahead of you, too, especially if you're using sustained burn. Sometimes NPC fleets will jump if they have a long enough distance to travel, so it can be harder to intercept them (both for you and NPC fleets). This can be relevant for catching expedition or trade fleets, and it can occasionally prevent supply disruptions that would otherwise happen. And... I think that's pretty much it. It changes up the cat and mouse aspect, but doesn't have much impact on broader conflict.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: rogerbacon on August 25, 2023, 07:22:05 AM
I don't have the ability icon among the abilities I can choose to add to my command bar at the bottom of the screen. I used to have it before upgrading. I have the ability set to be available at start in teh ini. Any idea why I can't add the icon to my commands bar?
I really miss this ability. Space seems too big now and I hate those storms.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on August 25, 2023, 08:01:07 AM
Did you start using LunaLib, perhaps? LunaSettings will override the settings file
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: rogerbacon on August 25, 2023, 09:15:02 AM
Did you start using LunaLib, perhaps? LunaSettings will override the settings file
Yes, 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.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on August 25, 2023, 05:05:16 PM
Cool, glad it was that simple. LunaLib doesn't necessarily override mod settings files, that's just how I made it work for my mods. Not sure how it works for other mods, but it's probably safe to assume that any mod using LunaSettings will give it precedence over any other type of config input.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Marcus Brutus V on October 02, 2023, 09:59:02 PM
Hey Sundog,

Thanks a lot for this mod. I have been using it in every playthrough for a long time. I've never had any issues in the past, but I updated my game version and mods to .96 recently. Now, whenever I activate the Hyperdrive ability in Hyperspace, My FPS drops to 15 or less for the duration of the animation. The FPS drop remains if I pause mid animation, too. Any ideas what may cause this?
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on October 03, 2023, 10:22:16 AM
Hey, glad you like the mod and thanks for the report!  ;D

Not sure what might be causing that. Only FPS dip I saw while checking for a while just now was right after the teleport, but I think that's probably just a consequence of the game updating things for the new location. The fact that your FPS remains low while paused is a good clue. 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

Answering some of those might take some work, so please don't feel pressured, but the additional help would be greatly appreciated!
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Marcus Brutus V on October 04, 2023, 06:14:41 AM
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?
  • 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
*To easily switch between mod-sets you can make copies 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!

Sure thing! I'll go through all this today and report back!
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Marcus Brutus V on October 06, 2023, 07:51:41 PM
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?
  • 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
*To easily switch between mod-sets you can make copies 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!

  • What is your typical stable FPS?
    My typical FPS is 60 except in very large battles with a lot of fighters.

  • At what points during the animation does the FPS drop start and end?
    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.

  • Does it still happen when you disable the "Show warp pulse animation" setting?
    Yes, it does still happen.

  • Did you change any hardware between the time you started seeing the FPS drop and before?
    No, I did not.

  • Does it still happen with no other mods enabled*? If so, ignore the following questions.
    I have not been able to reproduce it.

  • Did you add any new mods between the time you started seeing the FPS drop and before?
    I did not.

  • 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.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on October 07, 2023, 07:15:19 AM
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...
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Marcus Brutus V on October 07, 2023, 07:01:33 PM
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...

That is correct. It occurs every time the ability is used in hyperspace for the duration. I have a habit of modding my games pretty heavily, so I'll post all the settings I modded that I think could impact performance below.

"campaignMaxPan":2000, # MODIFIED FROM 800
"campaignRadarRadius":12000, # MODIFIED from 6000
"maxCampaignZoom":6.0, # MODIFIED FROM 3 zoomed out all the way
"campaignSpeedupMult":2, # MODIFIED FROM 2 and currently default
"speedPerBurnLevel":20, # MODIFIED from BUT BACK TO 20 - speed per max burn level, in units (pixels) per real-time second (10 sec/day)

The two settings I thought could be the issue were speedPerBurnLevel and campaignSpeedMult, so I set both of those back to default, but it did not make a difference. I also tried adjusting all the other settings listed back to default, and it didn't make a difference. In my opinion, it has to be something saved in the save file.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on October 09, 2023, 10:38:46 AM
Yeah, if you can't reproduce it with a new game then it's probably caused by something different about your main save. I don't have any decent ideas about what that might be though, unfortunately. Can you think of anything that changed in your game before the FPS dips started that might be relevant? I tested a bit with those settings and didn't have any issues. Hyperspace topography stage doesn't seem to matter either. This one's tough...
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Duros001 on December 12, 2023, 11:26:14 AM
Hey, love the mod, herein lies the issue, lol, I usually enable the "Unlocked at start" option in the config, and started a new playthrough, but for whatever reason the option reset to default, and the playthrough doesn't have the ability (I've switched it back to true, but it didn't unlock it retro-actively. I've sought and taken out a Reminant capital ship, and the ability didn't unlock (maybe the event didn't proc because the mod thinks I already have it?)

I'm using the console commands mod, is there a way to give myself the ability with commands?

--EDIT--SOLVED
I installed LunaLib, which took over from the options file. Changing this mod's option from the LunaLib menu (F2) allowed me to enable from start :D
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: robepriority on January 11, 2024, 06:19:15 PM
Was there an iteration of this mod where NPC fleets also had the ability?
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Siffrin on January 11, 2024, 06:37:26 PM
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.
Title: Re: [0.96a] Hyperdrive v2.4.0 - A fleet ability for instant long distance travel
Post by: Sundog on January 12, 2024, 10:37:23 AM
Yup! And in previous versions it was indeed unlocked for all NPC fleets by default.
Title: Re: [0.95a] Hyperdrive 2.1.1 - Fast and engaging long distance travel
Post by: Sundog on February 02, 2024, 08:47:40 PM
Hyperdrive 2.5.0 (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)

- Updated for Starsector 0.97a
- Added a setting to toggle whether the ability can be used while in abyssal hyperspace (false by default)
- Fixed the tooltip saying the ability can't be used near a neutron star even when doing so is allowed via settings
- Changed: Hyperwarp Jump is no longer automatically assigned to an ability slot during the tutorial
Title: Re: [0.97a] Hyperdrive v2.5.0 - A fleet ability for instant long distance travel
Post by: MrPipperz on February 04, 2024, 11:41:34 AM
Is the mission time limit multiplier supposed to only apply to bounties and not to survey/scan missions? In my game (still on .96) the survey/scan missions are still at the default 120 days, but bounties are being multiplied correctly. Are they now separate, or are the exploration missions clamped/overridden somehow? Not using Luna, either.
Title: Re: [0.97a] Hyperdrive v2.5.0 - A fleet ability for instant long distance travel
Post by: Sundog on February 04, 2024, 05:16:19 PM
The mission time limit multiplier is supposed to apply to survey/scan missions. I just looked into it and, as it turns out, the setting only applies to those missions when the multiplier is less than one. Sorry about that! Pretty sure I've got a fix, but I want to test it a bit more before "officially" releasing it. Feel free to use the pre-release (https://github.com/NateNBJ/Hyperdrive/releases/download/v2.5.1/Hyperdrive.zip) in the meantime, and thanks for taking the time to bring this to my attention!
Title: Re: [0.97a] Hyperdrive 2.5.1 - Fast and engaging long distance travel
Post by: Sundog on February 08, 2024, 08:27:22 PM
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)

- Fixed the mission time limit multiplier setting not applying to survey and scan missions when set above 1
- Changed: Hyperspace topographic data is no longer gained by using the ability
- Changed: The drive field anomaly (from Nomadic Survival) now scales fuel consumed by Hyperwarp based on total fuel requirement for distance traveled instead of current fuel consumption rate
Title: Re: [0.97a] Hyperdrive 2.5.1 - Fast and engaging long distance travel
Post by: Templar_X on February 12, 2024, 04:36:40 PM
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)
[...]

Hellos, thank you for the mod and updates!

Just to let you know that the Github link https://github.com/NateNBJ/Hyperdrive/releases/latest (https://github.com/NateNBJ/Hyperdrive/releases/latest) is not actually pointing to the latest release.

Cheers
Title: Re: [0.97a] Hyperdrive v2.5.1 - A fleet ability for instant long distance travel
Post by: Sundog on February 12, 2024, 05:22:09 PM
Ah, thank you! All fixed now. I thought it would automatically become latest again once I removed the pre-release tag. Guess not!
Title: Re: [0.97a] Hyperdrive 2.5.2 - Fast and engaging long distance travel
Post by: Sundog on February 13, 2024, 07:57:14 AM
Hyperdrive 2.5.2 (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)

- Fixed an error caused by disabling the drive field anomaly from Nomadic Survival (hyperdrive would try to use it to calculate fuel cost and fail)
Title: Re: [0.97a] Hyperdrive v2.5.2 - A fleet ability for instant long distance travel
Post by: FreedomFighter on April 11, 2024, 03:12:27 PM
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.
Title: Re: [0.97a] Hyperdrive v2.5.2 - A fleet ability for instant long distance travel
Post by: Sundog on April 11, 2024, 04:31:53 PM
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