[Realspace MODS] "STARS" - "XRSGE" - "REM" - various
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
REM Overhaul could cause few cases of ships missing thrusters so they don't move. Using Prism mod both engines and thrusters are yellow in the info so quick to see. Oc I use all my mods (except REM Inertia and the redundant ones) and still have not seen this happening but do not exclude it can happen. I've redone all loadouts to avoid this but could happen. You could check if it always the same kind of ship, check the engine etc. I'd exclude issues with shw, I get no errors in the log.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various

The Expanse version 0.3 (beta)

The entire map is done, all sectors internally redone (some more superhighways could be added), all scripts and missions redone.
This starts the BETA. So the game should be save-compatible, but let's first focus on all superhighways (that can not be replaced further on, only redone).
I've decided to leave Avarice as it is, it's the only cluster having sub-sectors and inter-sector superhighways.
Things also to check: pirate plot and terran plot.
edit: Beta 2 uploaded:
fixed and changed Terran: Venus/Mars and Segaris
edit: BETA 3 uploaded:
- fixed gate Litany of Fury - Emperor's Pride
- new gate Greater Profit VI - Silent Witness
- Leap of Faith is no more linked to Event Horizon
- new gate Emperor Mines - Nathan's Voyage
- new internal superhighway in Emperor Mines
- removed default faction colors (color blind options will be used)
- moved some sectors (not connections)
- added luminosity to some sectors
- added XRSGE_Factions as color settings that reverts the colors of factions to those of Seven, see Miscellaneous tab
---------------------------------------------------------------
I wish to change the previous (XRSGE 7) naming for each sector, so there are 3 options, I'd like to hear what you think:
1) as it is now, system name (+ roman number) : sector name
2) System name + roman number only (particular names in the planet on the map or the zones)
3) No system name, only single names in the sector (system name is there but not written), similar as vanilla Sol system where there is Earth, Jupiter etc not Sol : Earth, Sol : Jupiter as I did in xrsge 7.0
I will still add planet icons in the map and special names, this can be done with time no issue with saves, but what do you think is the best mode?
Examples:
1) Antigone Memorial : Sandwell - Antigone Memorial : Oberon - Antigone Memorial : The Void
2) Antigone Memorial IV - Antigone Memorial VI - Antigone Memorial IX (and planet names in the map)
3) Antigone Memorial (planet Sandwell in the map) - Oberon - The Void
Last edited by Realspace on Wed, 19. Feb 25, 16:15, edited 18 times in total.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Still shows 0.1...
Also, Is the Jaguar that's supposed to pick you up in Fires of Defeat, supposed to be 100+km away from you?
-edit- shows 0.2 now
Also, Is the Jaguar that's supposed to pick you up in Fires of Defeat, supposed to be 100+km away from you?
-edit- shows 0.2 now
DDTC just went v1.3!
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Hmm
Good question
On one hand it's good to leave names as they are. Thus each sector could have it's unique name while staying in the same system, which I find rather immersive. On the other, only system name with numbers should make the mid more lore friendly. For example, Oberon is on of the settelites of Uranus, but in XRSGE it's a planet in Antigone Memorial, and some sectors have names which should have been independent systems like Montalaar, Akeela Beacon and some others (they were unique in X3 and I think they should be in X4 too). But anyway, argons could have used old earth names for their planets and some new sectors after gate shutdown could have been given some old X3 names, why not.
The main question is if you really want to rebuild this stuff which was working quite fine all this time
Btw, is savegame from alpha compatible with beta?
P.S. tested with alpha savegame - ships don't use shw. System: Greater Profit, ship - Heron E, all the engines are in place
P.P.S. Why so many mines in some sectors? Flying through Rhy's Defiance Matrix 5 and it seems they're infinite
A shame actually, because I'd like this sector for myself. I definitely can kick the Xenon out of it, but don't know how to get rid of such amount of mines...okay, forget about it, it's all inside shield-eating gas cloud
Good question
On one hand it's good to leave names as they are. Thus each sector could have it's unique name while staying in the same system, which I find rather immersive. On the other, only system name with numbers should make the mid more lore friendly. For example, Oberon is on of the settelites of Uranus, but in XRSGE it's a planet in Antigone Memorial, and some sectors have names which should have been independent systems like Montalaar, Akeela Beacon and some others (they were unique in X3 and I think they should be in X4 too). But anyway, argons could have used old earth names for their planets and some new sectors after gate shutdown could have been given some old X3 names, why not.
The main question is if you really want to rebuild this stuff which was working quite fine all this time

Btw, is savegame from alpha compatible with beta?
P.S. tested with alpha savegame - ships don't use shw. System: Greater Profit, ship - Heron E, all the engines are in place
P.P.S. Why so many mines in some sectors? Flying through Rhy's Defiance Matrix 5 and it seems they're infinite

A shame actually, because I'd like this sector for myself. I definitely can kick the Xenon out of it, but don't know how to get rid of such amount of mines...okay, forget about it, it's all inside shield-eating gas cloud

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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Xenon sectors have to be scary and inaccessible not a relaxing place for weekend
well I can reduce a bit the size of the mine bubble.
Alpha saves are not compatible. I call beta indeed the versions that are save-compatible. Even if in greater profit two gates changed from beta2 to beta3 so some ship could have old orders in the save that looks for a no more existing gate.
About names, still don't know what to do. In some systems as Sonra the unique names work: argom prime - power circle etc then sonra VII so both references are safe. In smaller systems (2 sectors) the system name seems needed.
---------------------------------
edit:
I've done some new planets
This time I made brand new GAS GIANTS that are really giant, 72.000 km of radius
These are nice from far but expecially from very close, here an example:

I am open to suggestions about where to put them.
As you will probably notice, The Expanse has no copy-pasted planets (XRSGE Seven had some but with different light). These new planets are meant to be used as indeed gas giants you can fly far or to very low orbit, entering the clouds/gas, same as are now other gas giants but even better looking.
One (red version) is in Ocraco's Storm, Yaki space:

...there are other 4 to put (green, blue, brown and pink)
(The pink one will probably go to some Khaak sector...btw did you notice than now Khaak can claim sectors?
)

Alpha saves are not compatible. I call beta indeed the versions that are save-compatible. Even if in greater profit two gates changed from beta2 to beta3 so some ship could have old orders in the save that looks for a no more existing gate.
About names, still don't know what to do. In some systems as Sonra the unique names work: argom prime - power circle etc then sonra VII so both references are safe. In smaller systems (2 sectors) the system name seems needed.

---------------------------------
edit:
I've done some new planets

This time I made brand new GAS GIANTS that are really giant, 72.000 km of radius
These are nice from far but expecially from very close, here an example:


I am open to suggestions about where to put them.
As you will probably notice, The Expanse has no copy-pasted planets (XRSGE Seven had some but with different light). These new planets are meant to be used as indeed gas giants you can fly far or to very low orbit, entering the clouds/gas, same as are now other gas giants but even better looking.
One (red version) is in Ocraco's Storm, Yaki space:

...there are other 4 to put (green, blue, brown and pink)


Last edited by Realspace on Thu, 20. Feb 25, 18:02, edited 1 time in total.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
I have an issue with my travel drive not working at all. or it works then it just disables and I'm not able to use it again. I have tried just the required mods and with the rem mod, I don't know if anyone else has run into this problem and how to fix it.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
In asteroid belts, gas regions, low atmospheres, close to stations and gates there are the disrupts in actions, no travel engine will start, not yours not npc's. And travel will be disrupted when you enter such regions, not a bug it's a feature. A yellow icon engine lights on in the hud and betty warns you.dominican3121 wrote: ↑Thu, 20. Feb 25, 17:34 I have an issue with my travel drive not working at all. or it works then it just disables and I'm not able to use it again. I have tried just the required mods and with the rem mod, I don't know if anyone else has run into this problem and how to fix it.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
inst that if you Have REM installed it does the same without it also. it's almost impossible to navigate with small ships where there are belts it takes forever to do anythingRealspace wrote: ↑Thu, 20. Feb 25, 18:06In asteroid belts, gas regions, low atmospheres, and close to stations and gates there are the disrupts in actions, no travel engine will start, not yours not npc's. And travel will be disrupted when you enter such regions, not a bug it's a feature. A yellow icon engine lights on in the hud and betty warns you.dominican3121 wrote: ↑Thu, 20. Feb 25, 17:34 I have an issue with my travel drive not working at all. Or it works then it just disables and I'm not able to use it again. I have tried just the required mods and with the rem mod, I don't know if anyone else has run into this problem and how to fix it.
i did some testing and that is the case is there a way to get around that navigating between stations with a bel around makes navigation impossible in some systems. it takes too long to slow-burn
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Small bug in Montalaar: west superhighway leads through the planet
Btw, with REM Hyperdrive installed timelines ships have very low velocity in travel mode in comparison to other ships. Maybe that's because they use different engines?
Btw, with REM Hyperdrive installed timelines ships have very low velocity in travel mode in comparison to other ships. Maybe that's because they use different engines?
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Edit: do they only travel at low speed but move normally? Do you mean REM Hyperdrive or Overhaul? If they have vanilla speed and travel yes they use their engine. I won't remize them, they are used for race so probably better not to add inertia. Will increase travel only.
Thanks for report, will look the shw.
About disrupts, I need more precise reports: what sectors have too big disrupt areas so that travelling takes ages? I've not checked all, still have not even played the game once, that's why beta is needed.
The idea is not to have an entire sector no-travel but only some parts. Maybe I added the disrupts to too big regions? I usually added it only to small regions, not the big scenery regions.
The sectors where travelling takes time is the far sectors in the Frontier quadrant, that have no superhighways. That is intended, up to a reasonable limit of course.
Please write a list of what sectors you mean as impossibile to travel so I can check their regions.
Edit: ok fixed Montalaar, I moved the moon not the shw so it is save-compatible.
Edit2: I can not find a suitable sector for the new planets, maybe I can re-add a couple of sectors to the new systems, which one do you think will benefit from a system-sector with a gas giant?
Thanks for report, will look the shw.
About disrupts, I need more precise reports: what sectors have too big disrupt areas so that travelling takes ages? I've not checked all, still have not even played the game once, that's why beta is needed.
The idea is not to have an entire sector no-travel but only some parts. Maybe I added the disrupts to too big regions? I usually added it only to small regions, not the big scenery regions.
The sectors where travelling takes time is the far sectors in the Frontier quadrant, that have no superhighways. That is intended, up to a reasonable limit of course.
Please write a list of what sectors you mean as impossibile to travel so I can check their regions.
Edit: ok fixed Montalaar, I moved the moon not the shw so it is save-compatible.
Edit2: I can not find a suitable sector for the new planets, maybe I can re-add a couple of sectors to the new systems, which one do you think will benefit from a system-sector with a gas giant?
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Maybe expand newly dlc- added sector Third Redemption? You can already figure it looks... bad
Or maybe Rebirth sectors I continue to babble about?
Would fit well to Omicron Lyrae or DeVries? Maybe even Toride/Cold star/Maelstrom?

Or maybe Rebirth sectors I continue to babble about?
Would fit well to Omicron Lyrae or DeVries? Maybe even Toride/Cold star/Maelstrom?
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Is there a third redemption new sector? Bc I already added one and it is gorgeous. Is it coming with Hyperion pack? Then I must change the name of mine. Does the new sector fit in xrsge 8?
For now I've added one sector back to Omicron A. Omicron Lyrae already has a gas giant...I know you mean the Rebirth's Omicron lyrae not xrsge's
For now I've added one sector back to Omicron A. Omicron Lyrae already has a gas giant...I know you mean the Rebirth's Omicron lyrae not xrsge's

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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Yes, now there're two Third Redemption sectors
I don't remember how your Third Redemption looks like, but I can bet it's a lot more beautiful, so yes, it can just be renamed (btw Light of Heart still has President's End description)
I can't say I completely dislike Timelines and other new sectors added by Ego- at least they're quite similar to X3. But these new sectors could use some more love. Nebulae are good, but not as realistic and immersive as in X3 or yours from XRSGE, planets have even less quality and rotate too quickly... Seems like guys've completely forgotten Rebirth universe with it's wonderful sectors.
Btw in one of the mods to X-Rebirth there used to be a gas giant. In Devoid Clime if I'm correct

I don't remember how your Third Redemption looks like, but I can bet it's a lot more beautiful, so yes, it can just be renamed (btw Light of Heart still has President's End description)
I can't say I completely dislike Timelines and other new sectors added by Ego- at least they're quite similar to X3. But these new sectors could use some more love. Nebulae are good, but not as realistic and immersive as in X3 or yours from XRSGE, planets have even less quality and rotate too quickly... Seems like guys've completely forgotten Rebirth universe with it's wonderful sectors.
Btw in one of the mods to X-Rebirth there used to be a gas giant. In Devoid Clime if I'm correct

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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
graphic error?
Upon entering the map, all sector backgrounds appear in opaque white, with the icons above (stations, doors, etc.). When you zoom in on the sector it disappears and the map view appears normal.
travel engine.
I think you should consider being able to enable it in any circumstance. I think it greatly limits the gameplay and the options when it comes to fleeing, exploring, attacking... my humble opinion
Upon entering the map, all sector backgrounds appear in opaque white, with the icons above (stations, doors, etc.). When you zoom in on the sector it disappears and the map view appears normal.
travel engine.
I think you should consider being able to enable it in any circumstance. I think it greatly limits the gameplay and the options when it comes to fleeing, exploring, attacking... my humble opinion

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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
i agree with the travel engine it makes it too difficult to do anything maybe just have the disruption around stations but anywhere else its to limitingTempelgarden wrote: ↑Fri, 21. Feb 25, 19:18 graphic error?
Upon entering the map, all sector backgrounds appear in opaque white, with the icons above (stations, doors, etc.). When you zoom in on the sector it disappears and the map view appears normal.
travel engine.
I think you should consider being able to enable it in any circumstance. I think it greatly limits the gameplay and the options when it comes to fleeing, exploring, attacking... my humble opinion![]()
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
There is some issue in your game, not loading the new fog of war texture, that's why you see a white layer, it is missing the texture. Try to download again STARS update if you did not and xrsge 8 too. That texture is in xrsge actually.
About the disrupts, REM Hyperdrive regulates the disrupt close to stations and gates while xrsge does it in regions (atmosphere, gas clouds, asteroids). Now, I tried not to make huge regions having disrupts, only small regions. On top of this, REM Overhaul allows very prolonged booster and, most important, ships do not lose momentum after boost (npc neither) so in these regions one can still boost at 2000 m/s. Only in atmosphere one can not boost, but that is not in the core of sectors. So I need some more detailed scenarios to understand what is limiting you, which sectors etc.
Doing the modularity of multiple mods that are meant to work together has some limits. One is the unlimited booster, if not enabled and without travel, the top speed is very limited. So I could need to re-add it as single feature mod for those who do not use REM Overhaul or add this feature to REM Hyperdrive maybe. It changes a lot.
About the disrupts, REM Hyperdrive regulates the disrupt close to stations and gates while xrsge does it in regions (atmosphere, gas clouds, asteroids). Now, I tried not to make huge regions having disrupts, only small regions. On top of this, REM Overhaul allows very prolonged booster and, most important, ships do not lose momentum after boost (npc neither) so in these regions one can still boost at 2000 m/s. Only in atmosphere one can not boost, but that is not in the core of sectors. So I need some more detailed scenarios to understand what is limiting you, which sectors etc.
Doing the modularity of multiple mods that are meant to work together has some limits. One is the unlimited booster, if not enabled and without travel, the top speed is very limited. So I could need to re-add it as single feature mod for those who do not use REM Overhaul or add this feature to REM Hyperdrive maybe. It changes a lot.
Last edited by Realspace on Fri, 21. Feb 25, 20:28, edited 1 time in total.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
The issuer is in any system with asteroid belts. if you try to autopilot it just slowly burns to the location same with the NPC and with gates and everything is so far away it makes traveling a nightmare Systems like Grand Exchange are too time-consuming to navigate. i think you should get rid of disruption on belts or make the disruption a lot smaller around asteroids.Realspace wrote: ↑Fri, 21. Feb 25, 10:06 Edit: do they only travel at low speed but move normally? Do you mean REM Hyperdrive or Overhaul? If they have vanilla speed and travel yes they use their engine. I won't remize them, they are used for race so probably better not to add inertia. Will increase travel only.
Thanks for report, will look the shw.
About disrupts, I need more precise reports: what sectors have too big disrupt areas so that travelling takes ages? I've not checked all, still have not even played the game once, that's why beta is needed.
The idea is not to have an entire sector no-travel but only some parts. Maybe I added the disrupts to too big regions? I usually added it only to small regions, not the big scenery regions.
The sectors where travelling takes time is the far sectors in the Frontier quadrant, that have no superhighways. That is intended, up to a reasonable limit of course.
Please write a list of what sectors you mean as impossibile to travel so I can check their regions.
Edit: ok fixed Montalaar, I moved the moon not the shw so it is save-compatible.
Edit2: I can not find a suitable sector for the new planets, maybe I can re-add a couple of sectors to the new systems, which one do you think will benefit from a system-sector with a gas giant?
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
I've updated REM HYPERDIVE to 1.7
https://www.nexusmods.com/x4foundations ... ?tab=files
changed autopilot to use booster if travel is not possible or too close
added the BOOSTER KEEPS MOMENTUM feature
added Timelines engine to hyperdrive
So I re-enabled my changes to autopilot, you'll notice that it will use the booster when travel is not possible or too close, also the ship should keep momentum so in dangerous zones you can still boost at 2000.
Guys as I wrote in the Nexus, the nebulae drain shields, and asteroid belts stop travel usage, etc. These regions are meant to be dangerous and since sectors are huge you have different zones and different scenarios.
This is why I need a beta testing, the mod has tons of new features and needs balancing. Of course it is not meant to be played as vanilla, not a shallow experience.
You need to know where you go, what ship can cross a dangerous area, what ship can travel to gas giant's low orbit without being damaged (L ships can).
I am not blind to your concerns but please play the mod a bit longer as it is intended, explore the different zones and approaches, then we can maybe revise some situations (maybe limiting the disrupts only to smaller regions or doing the regions themselves smaller).
Also, the mod is meant to be played with REM Hyperdrive that allows very fast travel speed and unlimited booster (limited, but ship keeps momentum).
I tested Grand Exchange f.i., in the junction core (lagrange point where all superhighways converge) there is almost no disrupt, you have it in action when flying to planet's low orbit in gas area. Now, maybe it is a too big area but gas giant's low orbit is meant to be a dangerous area where shields are drained, etc.
The map has to be read strategically, you can travel to different sectors without crossing dangerous areas, but if you go mining/collecting in dangerous areas then there is danger.

changed autopilot to use booster if travel is not possible or too close
added the BOOSTER KEEPS MOMENTUM feature
added Timelines engine to hyperdrive
So I re-enabled my changes to autopilot, you'll notice that it will use the booster when travel is not possible or too close, also the ship should keep momentum so in dangerous zones you can still boost at 2000.
Guys as I wrote in the Nexus, the nebulae drain shields, and asteroid belts stop travel usage, etc. These regions are meant to be dangerous and since sectors are huge you have different zones and different scenarios.
This is why I need a beta testing, the mod has tons of new features and needs balancing. Of course it is not meant to be played as vanilla, not a shallow experience.
You need to know where you go, what ship can cross a dangerous area, what ship can travel to gas giant's low orbit without being damaged (L ships can).
I am not blind to your concerns but please play the mod a bit longer as it is intended, explore the different zones and approaches, then we can maybe revise some situations (maybe limiting the disrupts only to smaller regions or doing the regions themselves smaller).
Also, the mod is meant to be played with REM Hyperdrive that allows very fast travel speed and unlimited booster (limited, but ship keeps momentum).
I tested Grand Exchange f.i., in the junction core (lagrange point where all superhighways converge) there is almost no disrupt, you have it in action when flying to planet's low orbit in gas area. Now, maybe it is a too big area but gas giant's low orbit is meant to be a dangerous area where shields are drained, etc.
The map has to be read strategically, you can travel to different sectors without crossing dangerous areas, but if you go mining/collecting in dangerous areas then there is danger.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
graphic error resolved. just as you indicated. thank you so muchRealspace wrote: ↑Fri, 21. Feb 25, 20:26 There is some issue in your game, not loading the new fog of war texture, that's why you see a white layer, it is missing the texture. Try to download again STARS update if you did not and xrsge 8 too. That texture is in xrsge actually.
About the disrupts, REM Hyperdrive regulates the disrupt close to stations and gates while xrsge does it in regions (atmosphere, gas clouds, asteroids). Now, I tried not to make huge regions having disrupts, only small regions. On top of this, REM Overhaul allows very prolonged booster and, most important, ships do not lose momentum after boost (npc neither) so in these regions one can still boost at 2000 m/s. Only in atmosphere one can not boost, but that is not in the core of sectors. So I need some more detailed scenarios to understand what is limiting you, which sectors etc.
Doing the modularity of multiple mods that are meant to work together has some limits. One is the unlimited booster, if not enabled and without travel, the top speed is very limited. So I could need to re-add it as single feature mod for those who do not use REM Overhaul or add this feature to REM Hyperdrive maybe. It changes a lot.
REM 1.7: much better. By maintaining inertia it doesn't seem like you're going at a snail's pace.
As you say, your mod is beastly. You have to test it thoroughly.
very good work. congratulations.
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Re: [REALSPACE MODS] "STARS" - "XRSGE" - "REM" - various
Maybe something is going on with my mods because i don't have unlimited boost i will cheek againRealspace wrote: ↑Fri, 21. Feb 25, 21:30 I've updated REM HYPERDIVE to 1.7
https://www.nexusmods.com/x4foundations ... ?tab=files
changed autopilot to use booster if travel is not possible or too close
added the BOOSTER KEEPS MOMENTUM feature
added Timelines engine to hyperdrive
So I re-enabled my changes to autopilot, you'll notice that it will use the booster when travel is not possible or too close, also the ship should keep momentum so in dangerous zones you can still boost at 2000.
Guys as I wrote in the Nexus, the nebulae drain shields, and asteroid belts stop travel usage, etc. These regions are meant to be dangerous and since sectors are huge you have different zones and different scenarios.
This is why I need a beta testing, the mod has tons of new features and needs balancing. Of course it is not meant to be played as vanilla, not a shallow experience.
You need to know where you go, what ship can cross a dangerous area, what ship can travel to gas giant's low orbit without being damaged (L ships can).
I am not blind to your concerns but please play the mod a bit longer as it is intended, explore the different zones and approaches, then we can maybe revise some situations (maybe limiting the disrupts only to smaller regions or doing the regions themselves smaller).
Also, the mod is meant to be played with REM Hyperdrive that allows very fast travel speed and unlimited booster (limited, but ship keeps momentum).
I tested Grand Exchange f.i., in the junction core (lagrange point where all superhighways converge) there is almost no disrupt, you have it in action when flying to planet's low orbit in gas area. Now, maybe it is a too big area but gas giant's low orbit is meant to be a dangerous area where shields are drained, etc.
The map has to be read strategically, you can travel to different sectors without crossing dangerous areas, but if you go mining/collecting in dangerous areas then there is danger.