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0.9.x now takes a lot of SPEC/FTL capacitors to provide enough energy to jump #1032
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This was fixed in master. The trick now is to either find a simple patch or add the relevant commit to 0.9. Not sure where the discussions were. Probably as part of various PRs. @evertvorster was the one finding out all of them. |
@royfalk Good to know, thanks. |
Tried again with new game (not loading saved game). This time on launching, while autopiloting the message was JUMP: OFF. Which I think is normal and would have allowed at least one jump. Unfortunately, while on final approach to the jump point (less than 10000 meters to go), the game crashed with message of: Exception thrown at 0x000001D31AFDC7A9 in vegastrike-engine.exe: 0xC0000005: Access violation reading location 0x000001D330E09018. |
Tried a third time. Same as the second test, but was able to jump (once). Message after jumping was JUMP: LOW ENERGY. Wanted to see if landing somewhere would refuel the jump drive so I could jump again, but unfortunately, the game crashed (again) soon after the jump. |
It used to be that a single FTL Capacitor II, or two FTL Capacitor I's, were enough to allow the starting Llama to jump. This is no longer the case. I'm finding that I now need to buy an FTL Capacitor V, and maybe a III or IV in addition, in order to be able to jump through warp points.
These higher-capacity FTL capacitors are more expensive -- out of reach for players starting out with the default 13,500 credits. In order to be able to jump, players will have to either hack their savegames, or trade a bunch, or fly a bunch of missions in-system, before they will be able to afford enough FTL capacitance to jump out of the starting system. This is not a good experience for players of the game. And it's a change from how things used to be.
I think we should fix this before we release 0.9.0.
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