MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

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Super-Jump Drive
   
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1.083 MB
17 Aug @ 3:12pm
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Super-Jump Drive

Description
Background

Super-Jump Drive is a jumpship enhancement that enables a virtually unlimited jump range at the time and cost of a single jump or other configurable amounts. It provides a lithium-fusion battery and jury-rigged custom technology that operates in concert with a standard jump drive. While such a configuration normally destroys both the jump drive and lithium-fusion battery after a single jump, it has been rumored that outlaws and pirates stumbled upon previously lost schematics of a version that are able to survive across multiple jumps. It is believed they use these to support their clandestine operations. However, despite refinement over the years the technology is not thought to have been perfected and still results in occasional misjumps that destroys the drive.

Stories have proliferated within the Inner Sphere underground that outlaws will occasionally offer up a drive for sale within their black markets to mercenary units. It it suspected that their availability and asking price are dependent upon how that mercenary unit's faction standing is currently viewed.

Usage

When in possession of a Super-Jump Drive, a Super-Jump button will be made available on the Star Map Screen. Select any system in the Inner Sphere and click Super-Jump to travel to that system. As this is unstable technology, there is a risk that a misjump will occur sending the player to another system and that the drive will be destroyed.

Note that traveling to a whole new area of the Inner Sphere can be demanding on the CPU and take longer to perform than a normal shorter jump due to the procedural generation that processes in the background.

Configuration

The cost and time (in days) of a Super-Jump are configurable through the JumpTravelCost and JumpTravelDays variables respectively. The default values are the same as the game's default for a regular single system jump (50,000 C-Bills and 13 days). The JumpTravelCost variable is in units of 10,000 C-Bills, so the default value of 5 reflects the cost of 50,000 C-Bills. The JumpTravelDays value must include the mandatory 6 days needed to transit to low orbit for the jump, so the minimum allowed value is 7.

The game aspect of Super-Jump Drive whereby a drive must be purchased and misjumps may happen can be disabled via the Gamify variable. If this is set to False, the Super-Jump button will always be available on the Star Map Screen and no misjumps will occur. The default is True.

The above configuration variables can be edited through the game's Options menu (via Mod Options support) or through the SuperJumpDrive section of the user's Game.ini file:

C:\Users\<Username>\AppData\Local\MW5Mercs\Saved\Config\WindowsNoEditor\Game.ini

Conflicts

This mod overrides the TravelPlanner asset and will be in conflict of other mods that also override this asset. If other mods override Super-Jump Drive, it should continue to function properly with the exception that the configuration options for JumpTravelCost and JumpTravelDays will have no effect. All Super-Jumps will be that of a regular single jump's cost and days.

The Objective Jump mod overrides this asset, but as Super-Jump Drive is considered to be a lore inspired spiritual successor to Objective Jump, the load order has been raised to supersede it.

Another mod in conflict is WolfEagle1's Faster and Cheaper Travel mod. However, that mod's functions has been incorporated into Super-Jump Drive so it should continue to work if installed. Thanks to WolfEagle1 for the necessary information to support compatibility!
2 Comments
RedΛngel 23 Aug @ 1:32pm 
This mod is functional with YAML installed.
Captain-General Kittonius 23 Aug @ 6:21am 
does this work with YAML?