Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.
If you set to false ALL the vayra raiders from all mods, the performance is destroyed. I think the script keep trying to initialize each frame. The trick, if you do not want to use the vayra raider function, is to set
warhawk_republic,FALSE
hegemony,TRUE
in raider_factions.csv
it needs to be done for each mod in their own folder in \data\config\vayraRaiders)
example for prv
prv,FALSE
rb,FALSE
So leave hegemony TRUE in vayra original mod or the fps dips to 40 in campaign.
I always hated the feature because raiders are an annoyance. It reduces framerate, it spawns pirate-like fleets that intercept convoys, it decivilizes worlds... it also forces the player to be hostile to the factions if he wants to do bounties (if the bounty was pirate or luddic, it would have been better unless special roleplay)
And ropelay wise, it doesnt make sense... the cost to make such stations is astronomical yet they spawn each 15 days... There must be a reason why colonies only have one fortress station and not more. Kadur & warhawk are supposed to be underdog yet they spit 1 000 000 each 15 days to raid their enemies? ye sure. For luddic and pirates, they are everywhere (pather cell & such, black market) and have huge networks ( colonies or intel in a lot of system) to act in the shadows. It's not the case for others factions.
In my opinion, the feature could be good if it was a rare event, once in a while, with the purpose to invade systems & planets after a while. Something that seems planned and well organized without apparent randomness.