Hyperdrive 2.2.0The 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