A Tractor Beam replacement where the cargo does not move like the tail of a rabid mad cow.
- Required equipment:
Tractor Beam (who would have guessed?) - The target is always the current target of your ship.
You can however order another ship to tow this target. - Every object you can target from your ship can be towed.
Catch an UFO, create a zoo of space flies...
Don't like the position of the Goner Temple? Change it... - A Jumpdrive can be used when towing ships or asteroids. Yes, the cargo will jump with your ship.
Every sector costs Energy Cells, even if you used a jump gate. (not recommended with a 4km asteroid in tow)
If your tow ship does not have enough EC a log book message will tell you how much it would have needed.
The smaller your tug is compared to the cargo, the higher the cost in EC. - Any ship with laser or turret capability and a tractor beam on board qualifies.
I never saw the reasoning behind only letting military ships tow stuff.
Your car breaks down. Do you call a tow truck or a battle tank? - Firing any laser disengages the Tractor Beam.
- Executing the menu command again disengages the Tractor Beam.
- If the tow ship is in the same sector as the towee it will fly to this target and leash it. That is all the navigation this script will do.
- After the cargo is on the hook you may issue any nav command you want.
- The alignment of the cargo is exactly the same as the tow ship. You can move and rotate a station as accurately as you can move or rotate a ship.
- The freight is towed with 1km distance to the ship.
- The tow ship is completely safe from the cargo. The rest of the sector is not.
To tow something:
Target the object from your ship.
Order your own or another ship to tow. (Special Menu)
[ external image ]Download: ZIP
Resources used:
COMMAND_TYPE_SPECIAL_34
T-File / PageID 7033
Task IDs (ships) 7033