Thats very interesting, because the code is nearly identical between the two systems. The main graphical difference is that the istl_StrikeCommandStats changes engines settings:
if (jitterLevel > 0) {
fighter.getEngineController().fadeToOtherColor(this, new Color(145,175,255,255), new Color(45,75,255,25), jitterLevel, 1f);
fighter.getEngineController().extendFlame(this, 0.6f, 0.15f, 0.6f);
fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, jitterLevel, 3, 0f, jitterRangeBonus);
fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, jitterLevel, 1, 0f, 0 + jitterRangeBonus * 1f);
Global.getSoundPlayer().playLoop("system_targeting_feed_loop", ship, 1f, 1f, fighter.getLocation(), fighter.getVelocity());
}
vs the targeting feed:
if (jitterLevel > 0) {
//fighter.setWeaponGlow(effectLevel, new Color(255,50,0,125), EnumSet.allOf(WeaponType.class));
fighter.setWeaponGlow(effectLevel, Misc.setAlpha(JITTER_UNDER_COLOR, 255), EnumSet.allOf(WeaponType.class));
fighter.setJitterUnder(KEY_JITTER, JITTER_COLOR, jitterLevel, 5, 0f, jitterRangeBonus);
fighter.setJitter(KEY_JITTER, JITTER_UNDER_COLOR, jitterLevel, 2, 0f, 0 + jitterRangeBonus * 1f);
Global.getSoundPlayer().playLoop("system_targeting_feed_loop", ship, 1f, 1f, fighter.getLocation(), fighter.getVelocity());
}
Engine effects have always been intensive, but it seems odd that changing existing ones would be so impactful.
I've attached the full system script for reference.
[attachment deleted by admin]