diff --git a/src/pilot.c b/src/pilot.c
index acc5d2d..087c2f7 100644
--- a/src/pilot.c
+++ b/src/pilot.c
@@ -275,13 +275,24 @@ static void pilot_hyperspace(Pilot* p) {
       pilot_setFlag(p, PILOT_HYPERSPACE);
     }
   } else {
-    double diff = pilot_face(p, VANGLE(player->solid->pos));
+    // Pilot is getting ready for hyperspace.
+    double diff;
+    
+    if(VMOD(p->solid->vel) > MIN_VEL_ERR) {
+      diff = pilot_face(p, VANGLE(player->solid->vel) + M_PI);
+    
+    if(ABS(diff) < MAX_DIR_ERR) // Brake.
+      vect_pset(&p->solid->force, p->ship->thrust, p->solid->dir);
+    } else {
+      vectnull(&p->solid->force); // Stop accelerating.
+      diff = pilot_face(p, VANGLE(player->solid->pos));
 
-    if(diff < MAX_DIR_ERR) {
-      // We can now prepare the jump.
-      p->solid->dir_vel = 0.;
-      p->ptimer = SDL_GetTicks() + HYPERSPACE_ENGINE_DELAY;
-      pilot_setFlag(p, PILOT_HYP_BEGIN);
+      if(ABS(diff) < MAX_DIR_ERR) {
+        // We should prepare for the jump now.
+        p->solid->dir_vel = 0.;
+        p->ptimer = SDL_GetTicks() + HYPERSPACE_ENGINE_DELAY;
+        pilot_setFlag(p, PILOT_HYP_BEGIN);
+      }
     }
   }
 }
diff --git a/src/space.c b/src/space.c
index 29c8ddb..dcb1ed0 100644
--- a/src/space.c
+++ b/src/space.c
@@ -168,7 +168,7 @@ int space_canHyperspace(Pilot* p) {
 int space_hyperspace(Pilot* p) {
   if(!space_canHyperspace(p)) return -1;
   // Too fast.
-  if(VMOD(p->solid->vel) > MAX_HYPERSPACE_VEL) return -2;
+  //if(VMOD(p->solid->vel) > MAX_HYPERSPACE_VEL) return -2;
 
   // Pilot is now going to get automatically ready for hyperspace.
   pilot_setFlag(p, PILOT_HYP_PREP);
@@ -527,8 +527,8 @@ void space_render(double dt) {
   for(i = 0; i < nstars; i++) {
     if(!paused && !toolkit) {
       // Update the position.
-      stars[i].x -= VX(player->solid->vel)/(15.-10.*stars[i].brightness)*dt;
-      stars[i].y -= VY(player->solid->vel)/(15.-10.*stars[i].brightness)*dt;
+      stars[i].x -= VX(player->solid->vel)/(13.-10.*stars[i].brightness)*dt;
+      stars[i].y -= VY(player->solid->vel)/(13.-10.*stars[i].brightness)*dt;
       // Scroll those stars bitch!
       if(stars[i].x > gl_screen.w + STAR_BUF) stars[i].x = -STAR_BUF;
       else if(stars[i].x < -STAR_BUF) stars[i].x = gl_screen.w + STAR_BUF;