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i think carriers just don't use my script
Also, in what lets this mod to be incompatible with carriers? I mean: what happens between these two mods to not allow your to not behave correctly? (out of curiosity)
Thanks in advance for your answer :)
A modder can never be guilty. The mooder is the heart of this game ;-)
Glad to hear I'm innocent :)
hi, glaube es geht auch in deutsch :-)
Habe noch einmal alles ausgtestet. Glaube nicht, dass es an Deinem Mod liegt, eher an der Speicherverwaltung von XR. Beim wiederholten Laden bleibt wahrscheinlich irgendein Müll zurück, der zu den Aussetzern führt. Bei frisch gestarteten Rechner, einmal Spiel geladen, ist alles normal.
hi janda. Your mod is what we need. Normally it takes aeons until the squad arrived. But I have a liitle problem with your scondary mod "More Jumps". I deactivated mod "no jump fuel for playerships" and installed your mod "More Jumps". In the result the gameplay stops approximately every 45 seconds. When deactivating your mod and activating "no jump fuel for playerships" again, gameplay is back to normal. Nevertheless your idea for this mod is great.
what I could easily do, is to upload a second version of this mod that never uses jump fuel no matter if you have "no jump fuel for playerships" installed or not
Because I'd have to take a look how it does it's magic first. And then I'd have to adjust another script (probably move.jump.xml) to make my mod compatible. In addition to this increase of work for me, I find "no jump fuel for playerships" to much of a cheat to use when there are alternatives (my personal opinion).
Feel free to mod things to your taste yourself if you want/can.
I know, I do not support that mod. I updated my mod description accordingly to make that clear.
As mentioned above, I recommend to use "More Jumps" instead of "no jump fuel for playerships"
Thanks anyways. Apologies again