A fascinating discovery about Cruise.
It's a very simple thing built into FL's code, apparantly: if you make Cruise eat more Energy than a Powerplant produces... when a ship hits 0 Energy, Cruise drops to by a predictable fraction- in short, it drops by a ratio of the amount of Energy "missing" every second- raise the amount of Energy that the Cruise "eats", and the Cruise speed after running out've Energy is lower. Lower it, and it's faster. And if it eats less than 100% of the recharge rate, then Cruise is at full speed.
If Cruise eats 200% of the Energy that the Powerplant provides, then Cruise falls to 50% of the top. It's a direct ratio. Wow... so cool!
But wait... there's MORE. Energy used by ANYTHING, once you've hit the zero mark... *also* effects Cruise, just like cruise_power_usage does. So, for example... you could build Shields that ate enough Energy that if you used Cruise while recharging your Shields... you'd run out've juice, but not if you just needed to power Cruise alone. Really cool stuff here...
The game-balancing opportunities presented by this are very, very interesting- we could nerf Cruise in mods, or build mods where Cruise works super-well for a minute... and then slows down to a reasonable speed- no more having serious issues with Cruise speed upgrades... because we could balance things out, so that you can Cruise at, say, 3000 for a few seconds, and THEN slow down to 300... just one example there. You still wouldn't want to power up Cruise in the middle of an asteroid field... but, if you're a clever game designer (or just plain mean, like I am)... you could make that a "feature", instead of a "bug"
And people could <gasp> actually CATCH one another in CRUISE, and we could balance ship designs around their "Cruise duration". Interceptors could really become interesting designs, among other things, because you could make one that had a long "Cruise duration" and it could catch up with other ships, exit Cruise, fire a Disruptor... and there ya go... a very interesting gameplay concept.
So... here's all I did, so that y'all can verify this- I ran into this through another setup, but I've just re-verified that this works. I'll whip up a mini-mod, if needbe, but this is such a simple adjustment that anybody can do it.
Basically, all you need to do is to edit the Starflier's Engine, so that it eats more Energy than the Powerplant produces. Open up engine_equip.ini, and edit like I have here- the bold print indicates the line to edit, and how much. Then fire up OpenSP and test for yourselves...
[Engine
nickname = ge_gf1_engine_01
ids_name = 263671
ids_info = 264671
volume = 0.000000
mass = 10
max_force = 48000
linear_drag = 599
power_usage = 0
reverse_fraction = 0.200000
flame_effect = gf_li_smallengine01_fire
trail_effect = gf_li_smallengine01_trail
trail_effect_player = gf_li_smallengine01_playtrail
cruise_charge_time = 5
cruise_power_usage = 190
character_start_sound = engine_ci_fighter_start
character_loop_sound = engine_ci_fighter_loop
character_pitch_range = 10, 65
rumble_sound = rumble_ci_fighter
rumble_atten_range = -5, 0
rumble_pitch_range = -25, 25
engine_kill_sound = engine_ci_fighter_kill
cruise_start_sound = engine_ci_cruise_start
cruise_loop_sound = engine_ci_cruise_loop
cruise_stop_sound = engine_ci_cruise_stop
cruise_disrupt_sound = cruise_disrupt
cruise_backfire_sound = cruise_backfire
indestructible = false
outside_cone_attenuation = -3
inside_sound_cone = 60
outside_sound_cone = 180