Endless sky ships with hyperdrive4/15/2023 ![]() You could instead replace it with a fuel processor with 6 tons left over - here, you'll get the same fuel difference, some ramscoop, and 2 additional free tons. Advanced Ship Decals V1.2 - This mod adds more varied decals to ships.This does nothing to change the shape of the ships but rather changes the decals that can be found on the hulls of a ship, including some interesting alien writing.No Mans Sky is procedurally generated, but offering more options keeps things from looking the same. This can significantly speed up longer trips, and it also makes it much easier to jump through dangerous systems without taking damage.Īnd replacing your hyperdrive with 2 fuel pods is actually pretty inefficient. Also, you can chain jumps much more quickly than you can chain normal hypers or hypers jumps, since you don't need to slow down between jumps. There are some situations where 6 normal hypers or 4 normal hypers and 1 jump will be better than 4 jumps, but not that many, and 4 jumps is strictly better than 2 normal hypers and 2 jumps or 3 jumps on their own. The jump drive only build lets you jump 4 times. So maybe your options are 600 fuel and double drive vs 800 fuel and a jump drive. If nothing else, you can drop the hyperdrive and replace it with 2 fuel pods with 4 tons left over. Equip a hyperdrive and a jump drive, with the hyperdrive's jump fuel being greater than the jump drive's. restart the game and test the new configuration.I did for a bit, but I eventually decided that it was pointless. When both a hyperdrive and a jump drive are equipped, ships will always favor using the hyperdrive when jumping between two linked systems, even if the jump drive would be cheaper. copy D:\ships over the original in the game data directory (you may want to save the original, just in case) run Ships2 Macro: it will compile the table on drive D:\ in ships.txt I'd expect it to use less if the time is taken to slow the ship down and the normal. ![]() tweak the table of parameters and descriptions Even if the ship comes to a complete halt before jumping, it will still use 1.5 units of fuel rather than 1. run Ship1 Macro (click the buton or open the macro editor and chech it out first, your choice) delete previous text in Tabel_ships and Destinatie_ships tabs Upon copying you'll be asked about format. open ships.txt in Notepad and copy it's contents into the sheet Sursa_ships below (the light blue tab). identify the game "data" directory and ships.txt in it This save includes: - Ships - S-Class - 3 Living Ships - 2 Fighters - 1 Exotic - Max Damage - Max Shield - Max Hyperdrive Range - 48 Slots Inv Tech - Multi-Tool. ![]() install Notepad if you dont have it and check that word wrap is disabled. This will enable the 2 macros in this file to run. Describe the bug It seems that the
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