Yeah that hidden settings file is what I meant. I love the black market changes, always thought incessant black market trading should be way more punishing, and with Nexerelin it gives a real incentive to avoid it and get in a faction's good graces to lower the open market tariff so you don't need it for commodities, and makes good weapons more risky to acquire at markets, which fits with the theme of factions not wanting just anyone and their grandma getting access to high end ordnance. Also selling to criminal elements having a huge penalty, just makes sense. Smuggling was way too easy, you should alienate every faction you come across if you only deal on their black market, smugglers rarely have safe havens. Great changes, was looking for something like that forever. Never occurred to me to look in the vanilla settings file, not sure if I could have figured out a good setup anyway.
Also like the raid penalty reduction, and the detection range settings (haven't tried the battle detection changes). CR changes seem cool, but in practice they massively favor shields and fighters and massively discourage armor defense and smaller ships (since they tend to get damaged more in big engagements), most lower tech ships seem to become 0 CR cripples after a single long engagement due to hull, weapon and engine damage, while the higher tech ships are still going just fine thanks to shields when it should be the other way around with high techs having to retreat earlier as skirmishers. Doesn't help that since it's based on CR, ships with higher CR per deployment cost less to recover from similar damage. Also hard to manage well. Still neat, just not tuned well.
I haven't used Slow CR since it seemed overkill with all the other masochistic changes I made, does it affect enemy ships too or just your own?
sidenote - back to the food/crew cost: I think it would be good to have a logistical requirement that doesn't fluctuate as much as others, especially with the additional costs that Iliad or Odyssey mode (and potentially in-system fuel costs in the future) bring. A commodity that you can't find easily outside civilized space that puts a clock on all expeditions and takes up valuable cargo space (making the choice to exchange food and crew for efficiency and risk), causing you huge issues if you run out. It also wouldn't necessitate a UI element, as it would be a a very optional feature with a relatively unchanging (much more likely to go down than up) value that can be easily calculated for whatever expedition you have planned. Would also make farming a much more valuable industry and make finding food caches while exploring much more interesting, as you have to choose between more time or more cargo space. Meanwhile Crew 'powers' your powerful fighters and is a resource you want to avoid throwing away if at all possible (unless you don't want to pay salaries), Supplies limit your engagements and encourage smart navigation choices, and Fuel usage makes good information and effective search patterns imperative. Sorry I'm stuck on this idea now.