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@bsump14 yes
I have been using this mod for awhile and it works great
I use this Mod and it works Very well
I know he didn't finish, but he might pick up on it again.
It would also be nice if this were more modular.
There is no textures in the Dev 1.150 but a lot of my other Mods are OK
No rush > Your Warp works fine (just no texture) and I use it in all my Modded ships
Shao, Elkester, Sektan, Darth Biomech, the list of masters is long and ever growing. I am sure that one or two ( or all ) would be happy to help with coding issues.
Perhaps the easiest way to do this would be to keep the 'hyperthruster' idea, but:
1. Make it so that it overrides the upper limit of speed. (perhaps X20)
2. Make it so it can only activate when already traveling at 90% or better of current top speed.
3. Turning it off restores the normal speed limit and drops the ship to that speed.
This would make operation of a warp drive a little more complex than an on/off switch.
AND help limit the advantage a hyperthruster would give in a battle.
The biggest disadvantage of them would be there sheer size. Too big to enclose in a hull, so they would, most likely, need to be mounted on the outside. Meaning, they would likely be the first thing hit in a fight. Not a good propultion choice for a dedicated warship, but workable for a multi-role cruiser.
Is this codeable?
To me, making a 'warp drive' a hyperthruster only makes sense, if there is no other options. With the code opening up, turning a warp drive into something more becomes possible.
AND if warp drive is going to compete with jump drive, then it will need to be something more.