Terran plot had some potential breakers, as for instance the Yaki space not split into two sectors with different entrances. I fixed it and other small things. I also fixed a bug that is probably vanilla (or possibly the vanilla code not working in my layout despite I changed the references), in recognizing the venus-earth gate. This is used for the cutscenes but also for entrance licenses.
I had not time to start the envoy plot but the grey-hair guy contacts me often during my many game starts...btw I removed the postpone of the mission.
I don't know about compatibility, I don't want to participate to the beta this time because I can not allow all my mods to be broken before I finish updating them.
It is my guess because I saw they changed the regions and the map's defaults now regulate resources instead of the regions...this seems as a big change to me but, hey, it is their game, they probably know how to make it update.

They usually add some script to check for these changes, as I did with the updater that you had to run once....but better.
Anyway, I am taking the time before 9 is out of beta to continue polishing XRSGE. This time is a big work on the Supercruise which is the pillar of XRSGE 950, what Jump Drive was for 9.00.
BTW
I strongly recommend NOT to use the modules: Jump Drive and Added Superhighway. Base mod is perfectly balanced and supercruise capable to cover the medium distances.
If you do use them, please update the Jump Drive Module to 1.0.1 or you will miss the jump commands to pilots.
So here it is...
XRSGE Version
9.5.0 BETA
(BETA4) - beta testing
https://www.nexusmods.com/x4foundations/mods/1140
- Highly improved SUPERCRUISE: Supercruise is vastly used by the AI ships especially in relation to player but also alone. Scripts check for a time period to trigger or record to the usage of supercruise by the player and trigger ships having a relation with the player to use it too: subordinates, attackers, following ships etc. NPC AI ships are also commanded to use it when they are in player's space or out of sight. For this latter, I use some specific moments to avoid any lag, i.e. when player is in the superhighway, gates, on stations or landing. If you see a small lag during the gate entrances it is normal, this is used for the ships to catch up in the big distances.
- Highly improved Autopilot Supercruise: Autopilot will be much more sophisticated (no more using the same supercruise that the player can manually trigger). It is more strict than manual for using it, checking for close ships, stations or gates before activating. Usually does not start in crowded areas. Also Autopilot will consider the distance to cover and use different pushes.
- slightly reduced pushes of both manual supercruises; manual supecruise can be activated by the player at any moment, player can use the Supercharged TM to cover small areas (about 200 km) but the Supercharged TM will re-activate automatically unless the player stops it. Regular supercruise is untouched, except that it covers about 7000km instead of 9000km.
- more sophisticated usage of the supercruise by the subordinates and player's pilots who calculate the distances and use different pushes. They also check for obstacles (stations, ships, etc.) but (as humans) are more flexible and use it more than autopilot.
- fixed the reveal of stations by the LRS
- added the reveal of collectibles by the LRS
- many small fixes
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Guys how is it in an advanced game, about the trades revealed by satellites? Do you need to drop hundreds of satellites to have the offers updated?
I need time to check in a real game, I suppose I should add the offer-updater to advanced satellites for a big range of, say 3000-5000 km to cover at least each one a main area of the map
