Will fix it...
Good news folk, I've been working hard on testing various codes on various order/move/ai files involved in the complex ai pathfinding of several situations.
In so-doing (and a lot of failures) I learnt much more on the ai scripts, which regulate how all ships behave (ai or subordinates).
This to say...
I managed to have a working JUMPDRIVE for ALL ships, used by AI, no errors no lag, perfect...but as always I made things more complex than they need to be (but better

). Making ships jump is easy, what I am doing is having different ranges for the different jumpdrive's class (done) but also involving jumpgates and anomalies as intermediate destinations to the end destination, according to the above jump-range (done).
I am struggling to make the ship use the portals as starting point. Firstly I thought my move scripts were wrong, but they were not. To make the engine recognize my portals I had to add a special invisible component otherwise the engine sees any station as portal. Sofar so good, problem is the engine can not find the right zone to teleport but chooses a random zone of any portal (despite me commanding a specific zone close to target) and teleports the ship in distant sectors....well I am tempted to leave this "feature" as a possible error of the jumpdrive
The number of files involved in doing this work are a lot. All jumpdrive mods out there either limit the experience to player only or max to subordinates. Those old ones trying to change the basic move script, they fail and cause errors/lag. I had tried adapting them, as you know, with bad results. Now that I quite mastered the scripts and rewrote them all from scratch (with several different files I made and various failures of course), the AI pathfinding and jump is very coherent and would say even lessening the burden of calculation for path, by teleporting ships (so by-passing a lot of blacklist checks and interrupts). As always I added a lot of effects, hud messages and pilot's communications to make the whole experience immersive.
My method is the right one, addressing all the order.move files and trade/mine commands/routines so to have a jumping feature that is activated according to the condition: jump drive level, pilot experience, the type of action the ai is performing, etc. For instance I will add the use of jumpdrive to the Expert Trader (a new default command already present in XRSGE), that will use the jumpdrive if mounted, while other lower-level traders won't (I've fixed the big ? appearing instead of a trade icon).
BTW, about player experience, I've already ampliated the player's interface and custom commands not only for activating jump procedures when close to a portal, but also as special commands (jump suit) for subordinates you can activate by calling a subordinate, here some pic:
Next week I will probably release this big update
