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At 170% engineer workforce, a deceleration rate of 48.4m/s2, and a boosted speed of 3934m/s I got an estimated 159.92km stopping distance but stopped in about 34km.
I also tested the workforce by taking the same ship and cutting down to 100% workforce. Deceleration still 48.4m/s2, boosted speed was 2316m/s, mod said I'd need 55.43km to stop and I stopped in a bit under 13km.
I do think the low brake force is contributing though - I slapped on a huge inertial dampener and tested again and got a much better result. At a speed of 2315m/s and a deceleration rate of 254.4m/s2, the mod said I'd need 10.54km to stop and I stopped in about 9km. Still not *exact* but close enough that I'd never notice outside of specifically testing things.
My ship has been edited a bit since last night but I did another test. I have engineers at 194% workforce, and with a velocity of 4216m/s (boosted to max) and a deceleration of 50.4m/s2 listed in the build menu, this mod claim a braking distance of 176.36km. Actual braking distance was closer to 38km.
Without boosting I had a velocity of 1053m/s (which fits the build menu's max velocity of 542m/s and my engineers at 194%), deceleration still 50.4m/s2, and the mod showed a braking distance of 11km when I braked in about 8km. So it looks like it gets dramatically worse while boosting or traveling at higher speeds.
150km sounds like a lot. I haven't tested the mod with Velocity Security Control Bypass Systems. What was your velocity and what is your decceleration? Are you using mods that increase velocity/accelleration/decceleration or add systems that do? Or were you using vanilla Systems that alter these values? Do you have more Engineers, i.e. >100% efficiency?
Now the mod is loaded from //G//Steam//steamapps//workshop//content//445220//2615158540 (I guess the // are for escaping purposes) so only / is used.