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Displacement Impulse on multi-coils constantly resets back to minimum, makes reaching light speed much more difficult than prior versions. #40

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@Raptor22a

I was baffled for ages how my ships, despite showing that they could go dozens of times the speed of light, struggled to get up to even a fraction of light speed when in flight. When I went back to the SPH and took a closer look, I found the issue: for some reason, for all multi coils, their displacement impulse goes back to the value for the shortest size when making a state change. This even includes making a CTRL+Z for a different part, or launching the ship. I can have a medium-size coil that is supposed to produce 15 tons of displacement, but after a reload, it drops down to 5 tons. If I bump the part to a different variant and back again, it jumps back to where it should be, but the next time I try to launch, it drops yet again down to minimum.
This would certainly explain why my ships that I created in previous versions of Blueshift, which could zip around at 40c, can't even break superluminal any more.

Additionally, the coil tier upgrade variants added by JadeOfMaar's ImpulseParty do not provide persistent increases to warp capacity of coils or drives, but instead just drive up mass as the warp capacity resets back just like the displacement impulse. I'm reaching out to them as well to see if you two can collaborate on a potential fix.

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