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amorphine





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PostPosted: Thu, 31. May 12, 00:07    Post subject: Emergency jump Reply with quote Print

No one of my Argon ships has Emergency jump. But created by scripts Xenon "I" has. Is that a bug and how much time would it take to release a fix?


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amorphine





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PostPosted: Thu, 31. May 12, 00:14    Post subject: Reply with quote Print

By the way: I have the latest 2.0 version of the game (Steam). Another argon ship Mercury I had created didn't have an emergency jump function too. I suppose it's a bug and it spoiles my impressions from the game. I like Egosoft's X Universe and I hope the solution will be released soon.


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X2-Illuminatus
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PostPosted: Thu, 31. May 12, 10:33    Post subject: Reply with quote Print

It's not a bug. As per FAQ article How do I use the Advanced Jumpdrive Configuration? the Emergency Jump is only available on ships of the classes TM, TL, M8, M6, M7, M7M, M2 and M1. The mercury is a TS class ship.


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amorphine





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PostPosted: Thu, 31. May 12, 12:26    Post subject: Reply with quote Print

Thanx a lot.
IMHO, the traders who wait to be killed are nonsence


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Coreblimey





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PostPosted: Thu, 31. May 12, 12:45    Post subject: Reply with quote Print

I'm afraid this is an inherent flaw with UT traders IMHO. Only yesterday I had to intervene when one of my UT's was attacked. Although he released his fighter drones and managed to escape to the nearest station, he left the station too soon and I had to manually order him to jump out of there. By that time his hull was down to 37% and I had to repair him while in my spacesuit. (Unfortunately I didn't have a lot of credits because I'd just bought my PHQ and didn't want him spending money repairing at a shipyard when it could be put to better use trading wares).


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PostPosted: Thu, 31. May 12, 13:11    Post subject: Reply with quote Print

Coreblimey wrote:
I'm afraid this is an inherent flaw with UT traders IMHO.


He's talking about the emergency jump feature, not UTs. UTs have their own logic for escaping from a fight and don't use the emergency jump.

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amorphine





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PostPosted: Fri, 1. Jun 12, 13:21    Post subject: Reply with quote Print

Anyway I could see them jumping when attacked. But it was in TerrConf.


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Coreblimey





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PostPosted: Fri, 1. Jun 12, 14:25    Post subject: Reply with quote Print

pjknibbs wrote:
He's talking about the emergency jump feature, not UTs. UTs have their own logic for escaping from a fight and don't use the emergency jump.


Sorry about that! I don't think I made my point very clearly. What I actually meant by 'inherent flaw' was the lack of emergency jump for traders (TS). The tactics for UT's is to release their drones to give them time to dock at the nearest station. But I'd rather they were capable of emergency jump to get out of that sector all together so they are not waiting for god knows how long and get back to the job they are supposed to do.


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Nanook
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PostPosted: Fri, 1. Jun 12, 20:36    Post subject: Reply with quote Print

Coreblimey wrote:
pjknibbs wrote:
He's talking about the emergency jump feature, not UTs. UTs have their own logic for escaping from a fight and don't use the emergency jump.


Sorry about that! I don't think I made my point very clearly. What I actually meant by 'inherent flaw' was the lack of emergency jump for traders (TS). The tactics for UT's is to release their drones to give them time to dock at the nearest station. But I'd rather they were capable of emergency jump to get out of that sector all together so they are not waiting for god knows how long and get back to the job they are supposed to do.


If a UT is capable of using a jumpdrive, it will jump out if it has enough energy cells available. It's in the UT script. If yours aren't jumping, you should check to make sure they have all the right gear and supplies.


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Vayde





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PostPosted: Fri, 1. Jun 12, 21:07    Post subject: Reply with quote Print

From your opening post I guess you are playing AP and not TC, that being so, there's bad and good news.

egosoft kind of lost the plot (ahem) when there coding guys fudged the scripts a bit to correct a major flaw Sad After numerous reports that ships were just stopping when getting shot they got out a patch to fix the problem and the result is none jumping LT's and UT's.

However all is not lost as several threads went up and informed egosoft about this issue, culminating in yet another none egosoft fix for one of their problems.

Check out this thread http://forum.egosoft.com/viewtopic.php?t=314455

It's author gnasirator along with the help of the community and Dr B, have a wonderful set of scripts which run rings around the egosoft originals imo.

Version 1.7.9 was released on May 25 and I've been running it since then and not lost a single freighter to enemy fire.

EDIT : I realise this does not directly address your issue of the option of the emergency jump but I hope it goes a little way to correct information given on this thread by Nanook.

EDIT: First noticed here http://forum.egosoft.com/viewtopic.php?t=319655

Hope this helps...


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amorphine





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PostPosted: Fri, 1. Jun 12, 21:23    Post subject: Reply with quote Print

Thank you, Vayde. You've done me a great favour: the script works properly!


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JackKiller2266





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PostPosted: Tue, 5. Jun 12, 08:47    Post subject: Reply with quote Print

dose the CAG and CLS, both use the Emergency Jump in AP or do they sit around and get killed, please respond as fast as possible because i am popping back and forth between this and my minimized game lol

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Troyminator





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PostPosted: Tue, 5. Jun 12, 17:26    Post subject: Reply with quote Print

CAGs have always jumped out or docked on their own for me. I can't speak to whether or not CLS pilots will as I don't use them much. I was not aware of the UT bug, that explains a lot. Would like to see that get fixed as I'm not quite ready to mod AP just yet and I get a little tired of having to babysit my UTs when they get in trouble.

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