Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: [1] 2 3 ... 13

Author Topic: [0.98a] SpeedUp 1.2.2  (Read 666957 times)

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2863
    • View Profile
    • Sc2Mafia
[0.98a] SpeedUp 1.2.2
« on: April 24, 2018, 10:48:53 PM »


Ever wish the game would go by quicker while you're flying your lumbering Paragon up to the line of battle?  Ever wanted to push "fast forward" while your fleet mopped up the remnants of an enemy fleet?  Ever wanted to speed through a trivial Derelicts fight?  This mod is for you!

Hold the middle mouse button and the game becomes 2x faster.  You can also press the caps lock key to toggle fast mode at your leisure.  The B button toggles the slow-down effect of phase systems.

The following are NOT RECOMMENDED for pitched battles due to causing problems with AI and hit detection: F3 applies a 6x multiplier, and control-capslock causes the game to run in as-fast-as-possible mode.

Controls are fully customizable by editing SpeedUp/data/config/SPEED_UP.json.  You can even set custom time scaling factors on separate inputs, if you like.

Change Log
Version 1.2.2 (April 7, 2025)
- Updated for Starsector 0.98a-RC7
- Improved the calculation for calculating dynamic speed multipliers

Version 1.2.1 (March 31, 2025)
- Updated for Starsector 0.98a
- Fixed a logical bug preventing dynamic changes in speed multipliers

Version 1.2.0 (December 23, 2024)
- Added option to make a hotkey disable all other active hotkeys (set "disableOthers" to true in config)
- Added default hotkey, F3 toggles 6x speed
- Added default hotkey, F4 clears all active hotkeys and sets speed to 1x
- Fixed hotkey state persisting after combat (probably affected 1.1.1 and 1.1.2, haven't verified)
- Fixed invalid activate hotkey in config file
- Minor optimizations

Version 1.1.2 (December 11, 2024)
- Cleanup and refactor

Version 1.1.1 (December 11, 2024)
- Cleanup and refactor

Version 1.1.0 (November 17, 2024)
- Added ability to set bullet-time intensity
- Renamed settings file and moved it to the config folder. Legacy settings file is still supported and will be used instead if it exists
- Minor refactor
- Updated for Starsector 0.97a RC11
- Rare crash fix

Version 1.0.1 (February 3, 2024):
- Updated for Starsector 0.97a
- Removed default binding for 6x speed-up

Version 1.0.0 (May 10, 2023):
- Updated for Starsector 0.96a
- Now works in the campaign!  Thanks Histidine!
- Caps Lock for 2x speed-up in campaign
- F1 for 6x speed-up in campaign

Version 0.7.2 (December 12, 2021):
- Updated for Starsector 0.95.1a
- Fixed rare no-bullet-time bug

Version 0.7.1 (March 29, 2021):
- Updated for Starsector 0.95a

Version 0.7.0 (December 25, 2020):
- Added "onAtStart" option to flag a speed multiplier option as being enabled by default at the start of combat
- Added "capToFPS" option to limit a speed multiplier to a certain engine frame rate (0.0 to speed up regardless of frame rate)
  * Default toggle: Ctrl-Capslock
- Migrated version file to custom host (sigh)

Version 0.6.1 (July 11, 2020):
- Migrated version file to BitBucket

Version 0.6.0 (September 8, 2019):
- Minor optimization
- Added option to disable bullet-time effects (such as phase slow-down)
  * Default toggle: B

Version 0.5.2 (May 17, 2019):
- Updated for Starsector 0.9.1a
- Updated mod description with the default controls
- Added option to suppress indicator messages

Version 0.5.1 (November 16, 2018):
- Fixed certain key-combo misbehavior
- Now works when the player isn't piloting a ship
- Works in Starsector 0.9a

Version 0.5.0 (April 24, 2018):
- Initial release
« Last Edit: April 18, 2025, 08:56:15 PM by Dark.Revenant »
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #1 on: April 25, 2018, 09:25:40 AM »

You deserve a cookie for this  :)
Logged
Please check out my SS projects :)
Xeno's Mod Pack

Bastion.Systems

  • Captain
  • ****
  • Posts: 445
  • Special Circumstances LCU
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #2 on: April 28, 2018, 12:14:48 PM »

Thank you so much. There are so many battles where the enemy is ever so slowly retreating/getting mopped up and I am so far from the action that I have no way to end combat so this will make the game so much more enjoyable to me.
Logged

Sarissofoi

  • Captain
  • ****
  • Posts: 421
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #3 on: May 04, 2018, 05:17:43 PM »

Nice.
If only you could make similar for global speed.

Kulverstukass

  • Lieutenant
  • **
  • Posts: 54
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #4 on: May 05, 2018, 09:45:40 AM »

With a thank you, I'd like to point out that there is no effect if player is not present on battlefield.
Can't say if it applies to retreat, though.
Logged
Buckle up for broken english vocabulary, comrade!

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2863
    • View Profile
    • Sc2Mafia
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #5 on: June 05, 2018, 12:56:48 AM »

Bump.  Can I get a move to the main forum + mention in the index?
Logged

mendonca

  • Admiral
  • *****
  • Posts: 1159
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #6 on: June 05, 2018, 04:45:55 AM »

Bump.  Can I get a move to the main forum + mention in the index?

Done, thanks again for another one.  :)
Logged


"I'm doing it, I'm making them purple! No one can stop me!"

Ranakastrasz

  • Admiral
  • *****
  • Posts: 702
  • Prince Corwin of Amber
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #7 on: June 12, 2018, 11:48:26 AM »

This is the part where, Although you created another of the GREAT utility mods, like Combat radar or Autosave, I still have to make requests/Ask questions

Does this override the game setting's combat speed modifier? If it make the game default to +50% speed, does this make it so that nothing happens when you activate it, and drop down to the original 100% speed, or does it stack?
Can you change the bonus, to 200%?
Does this cause frame skipping when used? High speed projectiles phasing through shields?

Irregardless, a new mod that is a MUST have.
Logged
I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2863
    • View Profile
    • Sc2Mafia
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #8 on: June 12, 2018, 02:44:01 PM »

It's multiplicative with the game's existing combat speed multiplier.

You can change the bonuses to anything you want and mix/match key settings.  I'll release an update with some bug fixes within a week or so, relating to some more complicated key binding schemes.

Yes, it can cause frame skipping.  I would strongly recommend increasing the FPS cap if you're going to push this mod over the default setting of 2x speed.  There will be artifacts and glitches if you make the multiplier too high.
Logged

Ranakastrasz

  • Admiral
  • *****
  • Posts: 702
  • Prince Corwin of Amber
    • View Profile
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #9 on: June 13, 2018, 06:19:53 AM »

Where is the FPS cap? Haven't seen that. would have been useful to know about. (Although I suspect increasing it might melt my computer)
Logged
I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2863
    • View Profile
    • Sc2Mafia
Re: [0.8.1a] SpeedUp 0.5.0
« Reply #10 on: June 13, 2018, 11:12:13 AM »

settings.json
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2863
    • View Profile
    • Sc2Mafia
[0.9a] SpeedUp 0.5.1
« Reply #11 on: November 16, 2018, 06:31:22 PM »

Updated for 0.9a, plus some other stuff I had in the pipe!


We also recommend Version Checker to notify you when an update is ready.

Version 0.5.1:
- Fixed certain key-combo misbehavior
- Now works when the player isn't piloting a ship
- Works in Starsector 0.9a
Logged

Agalyon

  • Commander
  • ***
  • Posts: 248
    • View Profile
Re: [0.9a] SpeedUp 0.5.1
« Reply #12 on: December 20, 2018, 10:16:56 PM »

Can we get a link for the 0.8.1 version pretty please? Or will the new version work there as well.

[EDIT] Nevermind, you can get to the repo by opening the download in a new tab and shortening to the downloads folder. Sorry.
« Last Edit: December 26, 2018, 12:49:00 AM by HeartofDiscord »
Logged

andre2

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.9a] SpeedUp 0.5.1
« Reply #13 on: December 21, 2018, 03:57:49 AM »

When starting starsector, there is the mods list. There is a brief discription of each mod. Maybe you want to mention the default controls in there. So that people who try this mod for the first time, have it easier to find the controls.
As I am the worst possible user sometimes, I could not find theese keys for some days. ;-)
Logged

pringdew

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.9a] SpeedUp 0.5.1
« Reply #14 on: January 06, 2019, 04:53:51 PM »

forgive me, i am old and for the life of me i cannot figure out how to get one of the keys to toggle rather than holding it down...can someone please give me a simple step by step on how it works...please and thank you...
Logged
Pages: [1] 2 3 ... 13