Loop1 Mission 2 is mostly done, though I still have to play-test my failure contingencies and add debriefings. I've also been having trouble with a fancy trick I was trying to pull at the end. The player is launched and recovered from a Sagittarius class light carrier and as the player approaches the fighterbay, the screen briefly fades to black, the carrier is relocated, the player's craft is changed to that of the light carrier, any damage the carrier had is transferred to the player's ship, it is moved to the same course and speed that the carrier had, then the original carrier is removed entirely, the player's ship is put under AI control, and follows the same waypoint, then the view is supposed to to external so the player can see their own ship as the carrier, then the screen fades back in, then a message is played saying that the player's fighter is aboard and they are jumping out, then I use force-jump to end the mission. Unfortunately, I can't seem to get the view that I want, and the ship never warps. It tells me that its warping out, but it just sits there plugging along on its original course. Is there something to do with it not being a player ship that is preventing it from accelerating to capital-class warping speeds? Because it is forced as a player ship, is the game expecting that warpout speed is to be within the ship's standard engine speed, in this case 30 m/s, but since it's too slow it will never reach warpout speed?
Anyway, I'm also laying the groundwork for Loop1 mission 3, in which a large-scale fleet-on-fleet action takes place some distance away from the player, who is performing a recovery of Shivan cargo while they are distracted.