That sounds more like a bug, Neko.
AFAIK speed should be reset to 30% or so after didExitWitchspace.
Also I thought speed already dropped off to max_speed after a while....depending on thrust and mass. But that may just be gamer-expectation.
If your speed is above max, you should be able to decelerate.
Because of the non-newtonian physics in the game, I think however that it might be more logical if a max_speed*a_superaccelerated_factor should never be exceeded by any object.
(all entities limited to a max_speed ceiling independent of their assigned max_speed+evt boosters. say an absolute max_speed of 100.)
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@ahruman:
About that last sentence...
Does that new this.addship() method if executed by a ship-entity remove it and then replace it by the designated ship-key?
Or did you mean 'ships added by this method can be fiddled with'?
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Yeah you hit the main obstacle on the head there, using JS was always assumed to be inevitable.
Random descriptions have never been a problem, rather reproducing the same descriptions is.
This moldable ship.script thing is a nice idea.
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I was hoping to use a set of standard, but customizable shipdata, using some of the pre-generated "missionVariable.mark_1_somevalue"s to modulate the parameters of the shipdata.
eg
<key>max_speed</key> <integer>30*[missionVariable.mark_1_maxspeedFactor]</integer>
Probably using seednumbers instead of missionVariables is neater, but the latter are easier to interpret and mess with for casual coders.
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Are you sure converting plist.arrays into lists cannot be done by JS?
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