On a somewhat-related note; is it just me, or are all ships that are not fighter wings capped to ~600 SU per second, barring small boosts from hullmods and/or ship systems?
I mean, it's already hilarious that some mods' frigates are outrunning (most) carriers' fighter wings, but from a purely in-engine perspective I remain curious.
I think fighters are limited to that, too? It's 600 plus whatever acceleration the object is capable of in one frame. It's there because when stuff goes faster, collisions etc gets a little weird.
how could i make a campaign ability that can be toggled on and off while paused, and take effect while paused? i.e. make things happen on even of toggle on/off, not after unpausing
i can't quite figure out which methods to override for that, is there an example?
If you look at TransponderAbility, the activateImpl() method gets called while the game is paused. Pretty much all the abilities can be toggled on/off while paused - I think literally all.
how can i get absolute size of a starSystem? using getMapGridWidthOverride causes null crash
I'm fairly sure that what's causing a crash is not this method, but trying to cast a null Float returned by this method to a float. It's a good idea to be careful when casting Float/Integer/etc into the corresponding primitives, since you'll get an NPE if the object is null.
I'm not sure the question makes sense, star systems don't have a size, the map grid has a size. There's some default value - I forget exactly what it is? Might be something like 44000 units or 22000, I don't honestly remember. And if getMapGridWidthOverride() is set (i.e. not null) that gets used instead. There's also a bug (fixed in dev) where one of the two overrides - either the width or the height - gets ignored and just he one of them is used for both dimensions of the grid.