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localGVector *= 1.1 // or 0.9
after that block.
But better, if you want to tinker, look into the UpdateThrottling method. There you can adjust some values to control how much "force" it generates for a given input.
Vector3D localGVector = Vector3D.Zero;
if (NG != null)
{
localGVector = Vector3D.TransformNormal(NG.Value, invMatrix);
localGVector.Y *= -0.9; //1 - def
}
SpeedLimit should also let the smaller escort ships keep up while the capital ship is controlled by APck since they're too small for the MMF drive. I'd use smaller clang drives but I don't know if TP can support those.
TP/Clang does not have either. Throttling is not easy to do with this type of drive. I recommend backing it up with internal APck drive for stopping completely (I've used grav drive). It can do OK some precision tasks though, e.g. autolanding.
https://youtu.be/33Y1ge7tUg8?t=52
If there's a way for either APck or TP to keep acceleration/deceleration a bit slower on larger ships, I definitely want to implement that too. Major Jon's clang drive manager had some power settings that worked pretty well.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1877726386
it should be compatible with this version.
Regarding speed, there is no built-in way to regulate acceleration by a user. Only if you fiddle with code, which is pretty obscure in MMF drive part.
Also, are there speed controls/limits I can fiddle with? I don't want capital ships accelerating/decelerating too fast if this works.