I'll give the new Stars an update! Great job by the way on everything.Realspace wrote: ↑Mon, 12. Sep 22, 10:22 Yes I will check REM for the starting scenarios. The Split scenario does not work but there are workarounds. The easiest not elegant solution is to start a game without REM, accomplish mission, then activate mod. REM can be activated whenever you like, it changes ship's stats on the fly.
P.s what I actually want to do is increasing the basic engine/thruster specs but only after I find how to increase their price too (or decrease mk1's and mk2's prices), because in vanilla they make no sense. Their price difference is even 20x, while their performance difference is minimal. I think I prefer to decrease mk2/3 prices because they are too high, higher than the nude ship
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Corrected STARS mod is available, I called it 3.2.1 so that Nexus recognizes it as update but it is the same...and yes, I had deleted the materials file before zipping. Sorry, I was tired and uploaded both mods late in the night after hours modding![]()
The issue I see with at least the starting ship / various mission ships, is that when mission ships (pretty much any time Axiom / Ace flies something personally, etc) are being used, they tend to not use travel drive or they use it very intermittently. After testing a bit with different starts, for example the starting ship (Stranded) flying from 18 Billion > Emperyan Curs ship, it appears that Axiom does not use his travel drive at all and coasts along with his regular thrusters. Not sure what the cause of that is, as it appears the same in vanilla. I believe this was originally intended due to the various dialogue options you have with Axiom that you can realistically get through all voice lines then arrive at the destination within a few minutes. With XRGSE, the distance is much further so the issue is more apparent.
I'll give it another run with REM enabled/disabled to test a bit further and let you know what I find with various intro starts and some plot missions I can test out.
Another note, for the engines and thrusters themselves, I believe any change you make will be good. The price is an issue mainly with your first few ships really, so even just a slight modification won't affect the overall longer term game in my opinion. I believe buffing the Mk1's will make them more viable for your very first ship (which you tend to not have any money at all for upgrades), which is a good way to "sell" the mod for REM for first time users. If you play around with only the Mk1's it's pretty much very difficult to learn (I literally spent 20 minutes trying to land in various plot locations during the Terran Cadet start lol), but the Mk2's and above make it more "learnable" if that make sense.