I've been spending the last couple of days working on what I'll call the "Velocity" mod, currently for FS1. Essentially what it does is make every ship and weapon in the game move twice as fast, and modifies the rotation and accelerations to be proportional.
This idea has been floating around with me for a while- after spending a while playing Flight Sims, I couldn't help but notice that FS combat is, well, slow. In fact, the fastest ship in the game, the Horus, only cruises at 90m/s. This may sound fast, but it's really only about 200 miles per hour. That's pretty sad for a starcraft. More importantly, it FELT slow. Sure, it made it easy to get kills...too easy IMO. Once you get on the enemy's tail, they don't really stand a chance(Dragon is the only possible exception.

) All you have to worry about is finishing them off before their buddies get to you.
My first attempt had me nearly tripling the speed, but that made combat too far away. After more testing, I got it to my current speed factor of 2. This moves the style of combat from something that felt out of WW1 to more of a late WW2/Korean-war style gunfight. Enemies are more difficult to bag alone, but still destroyable, and buzzing over the deck of a typhon just feels right now.

It's working fairly well, and I'm quite pleased with it, but I have a couple of problems that I would like some help with. Without further ado...
1. Whenever I go to jump out, the gate closes before the ship gets to it. Is there something in the TBL I can modify to fix this? If so, what?
2. I want to be able to easily convert current missions to work with the mod. However, since every ship is going twice has fast, some objectives will have half the time to be done and SEXP event timers will be off. If I could restrict the speed of critical ships to their old limits, this problem could be fixed in many missions. When editing ships in FRED, is there any way to keep a ship heading for a waypoint from going at maximum speed?
Another solution to the problem might be to restore the capships and transport speeds to their old levels. Since few SEXPS and mission objectives rely on fighters, this would fix that problem, but might disturb game balance.
Thanks for any help! I'll probably upload the TBL files as soon as I can find a solution to either problem. If not, I'll probably upload them anyways.

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Sushi- the OTHER white meat!