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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel  (Read 114449 times)

Sundog

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #105 on: April 27, 2021, 04:45:12 PM »

@Shuka: There's no need for disrespect. (Edit: Thanks for editing your comment)
@Szasz: I'll consider it a favor if you don't respond to Shuka's comment. I don't want an argument in this thread. The moderators have a hard enough job.
« Last Edit: April 28, 2021, 06:05:41 AM by Sundog »
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elgashin17

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #106 on: May 01, 2021, 03:54:35 PM »

Is it possible to make an alternative version of the mod where the warp ability is only usable in hyperspace?
While reducing boring travel process in hyperspace is awesome,giving AI fleets a way to catch up to smaller,faster fleets seems kinda rule-breaking in vanilla. I tend to fly a hardly combat capable fleet for a while,using low detected-at range and high burn to get away. I suppose it would also change pirate/smuggler playing styles drastically,which is fine for players looking for extra gameplay changes,but I would love to have a version of this mod limited to hyperspace travel.
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Sundog

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #107 on: May 01, 2021, 06:45:37 PM »

No alternative mod needed. Check out the options file  ;)
You'll want to open "HYPERDRIVE_OPTIONS.ini" which is in the mod folder and change "usableInNormalSpace" to false

elgashin17

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #108 on: May 02, 2021, 04:40:46 AM »

Thank you! Ive been just putting mods into folder,never thought about checking if there was a settings file ::)  Now I just need a mod that removes neutron stars and asteroid impacts to become truly happy
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danando123

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #109 on: May 08, 2021, 08:17:24 AM »

No alternative mod needed. Check out the options file  ;)
You'll want to open "HYPERDRIVE_OPTIONS.ini" which is in the mod folder and change "usableInNormalSpace" to false

Thanks, even for me, this sounds like a no brainer, too many times, i had to pull a star wars where both me and the enemies were hyperdriving everywhere in a system LMAO
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halloween20

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #110 on: May 25, 2021, 02:42:05 PM »

Quote
also revealing your identity.

does that mean that it enables the transponder?
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Sundog

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #111 on: May 25, 2021, 03:56:23 PM »

It doesn't turn on your transponder, but the effect is similar to briefly switching it on and then off.

halloween20

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #112 on: May 25, 2021, 05:19:36 PM »

so they know who you are, not only that you are there (getting tracked with transponder off)

is there a specific reason?
if you are spotet with transponder of inside the core systems the local faction will try to hunt you down. so they wont 'need' to know who you are atm ?

that's just me beeing curious what is giving off your idently (a little lore :P)
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halloween20

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #113 on: May 26, 2021, 08:50:42 AM »

new post for "after testing the mod"

very nice mod...
but getting warped at by 2-3 enemie fleets while trying to run to a hyperspace jump portal firing their inderdictions seconds later is terrifying...  :o

NICE!

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Sundog

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #114 on: May 29, 2021, 11:25:43 PM »

Glad you like it  ;D
Hyperdrive reveals your identity because...
  • I don't think hyperwarping should be useful for subverting the game's stealth mechanics, since it's only intended purpose is improving quality of life.
  • It wouldn't make sense for enemy fleets to try to intercept you without knowing your affiliation.
  • Due to how the A.I. works, enemy fleets that intercept you usually won't pursue you unless they know you are an enemy.
As for lore justification? Ahhhm... drive signatures maybe?

halloween20

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Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
« Reply #115 on: May 30, 2021, 06:59:44 AM »

    Due to how the A.I. works, enemy fleets that intercept you usually won't pursue you unless they know you are an enemy.[/li][/list]

    uhm... what about being inside a system with turned off transponder...
    i know that wont solve the problem in hyperspace but inside a system "finding" you with turned off transponder will trigger them to chase you?!
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    Sundog

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    Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
    « Reply #116 on: May 30, 2021, 07:15:54 AM »

    Yes, there are many situations where fleets will pursue you even if they don't know who you are, and there are many situations where they won't. If using hyperdrive didn't reveal your identity, then many fleets (the ones that won't pursue you unless they know you're hostile) would hyperwarp to intercept you, and then immediately leave.

    slowpersun

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    Re: [0.95a] Hyperdrive v2.1.1 - Fast and engaging long distance travel
    « Reply #117 on: June 13, 2021, 02:14:23 PM »

    Yes, there are many situations where fleets will pursue you even if they don't know who you are, and there are many situations where they won't. If using hyperdrive didn't reveal your identity, then many fleets (the ones that won't pursue you unless they know you're hostile) would hyperwarp to intercept you, and then immediately leave.

    Perhaps it would better to just have an activation period for the hyperdrive rather than some sort of required standoff distance from hostile fleets (a la transverse jump).  Seems kind of silly to be gunning along at 20 e-burn level to escape but you can't activate the warp drive for gameplay reasons (although I both accept and understand how having it the other way is highly exploitable).  But since I haven't really used the mod, I'm somewhat unclear how the interception works anyway...

    I actually would very much like to run this mod with significantly increased jump range but only able to jump into certain systems with a much cheaper fuel cost than regular hyperspace, AND only after you have already discovered such systems (most likely a pulsar/neutron, both for lore/physics reasons as well as another tradeoff for getting much cheaper fuel requirements vs distance; but since that is already disabled by mod, prolly not).  Dunno, maybe a sub-mod would be better for this sort of belief.
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