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[SCRIPT] Convert Trans-Orbital Accelerators to Jump Gates [V2.0]
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amurph0



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PostPosted: Tue, 23. Dec 08, 08:09    Post subject: Reply with quote Print

To anybody who thinks you should be able to jump to trans-orbital accelerators and that egosoft should "fix" it:

They........are.........not.........jump........gates!

Jump gates are like a wormhole that leads to another Jump gate that ships pass through

TOA's fling ships close to the speed of light towards another TOA.

It wouldn't make sense to be able to jump to a TOA, i'm just trying to make that clear.

Also for the sake of realism is it possible to have an actual function to Jump Drive beacons (JDB).

The player can buy a JDB, place it and be able to jump to that position.

I just think that is more realistic than being able to jump to TOA's or just changing all the TOA's to Jump Gates.

If you do want either of those than fair enough, i'm just saying what i would prefer Smile


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Last edited by amurph0 on Wed, 24. Dec 08, 00:49; edited 1 time in total
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Malakie





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PostPosted: Tue, 23. Dec 08, 22:01    Post subject: Reply with quote Print

I guess I never really realized this.. With TOA gates, traders cannot and will not use or go to Terran sectors correct? But by changing the gates using this mod they will do so now?

Am I understanding correctly?


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amurph0



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PostPosted: Tue, 23. Dec 08, 22:03    Post subject: Reply with quote Print

I don't think so because i've never seen any traders go into asteroid belt, and that sector has a jump gate already.


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Seathal



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PostPosted: Tue, 23. Dec 08, 23:31    Post subject: Reply with quote Print

amurph0 wrote:
To anybody who thinks you should be able to jump to trans-orbital accelerators and that egosoft should "fix" it:

They........are.........not.........jump........gates!

Jump gates are like a wormhole that leads to another Jump gate that ships pass through

TOA's fling ships close to the speed of light towards another TOA.

It wouldn't make sense to be able to jump to a TOA, i'm just trying to make that clear.

Also for the sake of realism is it possible to have an actual function to Jump Drive beacons (JDB).

The player can buy a JDB, place it and be able to jump to that position.

I just think that is more realistic than being able to jump to TOA's or just changing all the TOA's to Jump Gates.

If you do want either of those than far enough, i'm just saying what i would prefer Smile


I thought of the idea of usable jumpbeacons. You buy them, eject them somewhere and all yoru ships witha jumpdrive can get there, as a point of entrance froma gate. No need of e-cells maybe? But very expensive, L sized or something like that.

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amurph0



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PostPosted: Tue, 23. Dec 08, 23:39    Post subject: Reply with quote Print

You should still be able to use e-cell's but have it at a set amount. Like 120, i think thats the same amount you need to get to Aldrin.


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Seathal



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PostPosted: Tue, 23. Dec 08, 23:56    Post subject: Reply with quote Print

amurph0 wrote:
You should still be able to use e-cell's but have it at a set amount. Like 120, i think thats the same amount you need to get to Aldrin.


Depending on the ship right? I think i always used 60. 60 to go and 60 to get back, that is.

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Graxster





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PostPosted: Wed, 24. Dec 08, 00:48    Post subject: Reply with quote Print

Seathal wrote:
Depending on the ship right? I think i always used 60. 60 to go and 60 to get back, that is.


Yes, the bigger your ship, the more e-cells it takes to make jumps.

-Grax

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Khas





Joined: 12 Jul 2008



PostPosted: Mon, 12. Jan 09, 00:36    Post subject: Reply with quote Print

I installed this (using the plugin manager), and it managed to FUBAR all starting points - I was sitting in a ship with no weapons, no equipment, and (more importantly) no notoriety. Keep getting shot at.

Uninstalling this solved it.

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mr_laurie





Joined: 02 Dec 2008



PostPosted: Wed, 14. Jan 09, 23:17    Post subject: Reply with quote Print

amurph0 wrote:
To anybody who thinks you should be able to jump to trans-orbital accelerators and that egosoft should "fix" it:

They........are.........not.........jump........gates!

Jump gates are like a wormhole that leads to another Jump gate that ships pass through



Ah but there's a simple way to get them to act like jumpgates

1. Form a wing
2. Jump. Select Jumpgate, pick TOA et voila! You can now jump your fleet into Terran space
How simple is that?

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amurph0



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PostPosted: Thu, 15. Jan 09, 02:15    Post subject: Reply with quote Print

mr_laurie wrote:

Ah but there's a simple way to get them to act like jumpgates

1. Form a wing
2. Jump. Select Jumpgate, pick TOA et voila! You can now jump your fleet into Terran space
How simple is that?


yeah, maybe you can. but i was saying that their not jumpgates, that's the whole plot behind them, so jumdrives shouldn't be compatible.


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Jaga_Telesin





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PostPosted: Tue, 10. Feb 09, 21:09    Post subject: Reply with quote Print

Khas wrote:
I installed this (using the plugin manager), and it managed to FUBAR all starting points - I was sitting in a ship with no weapons, no equipment, and (more importantly) no notoriety. Keep getting shot at.

Uninstalling this solved it.

I can confirm this behavior - start game equipment, credits, etc.. all get reduced to nothing with this active. Using patch 1.4 and a smattering of other scripts.

Enabling only this script produced the same problem, so it doesn't appear to be a conflict.

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seabatt





Joined: 22 Nov 2008
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PostPosted: Wed, 23. Sep 09, 05:12    Post subject: Do NOt use this Reply with quote Print

This script causes all your start games to begin with NO WEAPONS, and NO CREDITS/MONEY.

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virgil64





Joined: 24 Nov 2006
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PostPosted: Sat, 16. Jan 10, 05:37    Post subject: Reply with quote Print

Firstly, as a user of your scripts, thankyou for your efforts in making the X games more enjoyable.

I'm about a week into a new game and am not keen to spend all that travel time in terran space, like the first time, so was considering this. That said, I notice that latest couple of post dealt with affecting the start of subsequent games, is this still an issue. Also someone did ask but I could not see the reply, does this affect the terran missions, as I am yet to start them this time round.

My thanks now, (as it saves cluttering up the forum), lol Smile

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Retiredman





Joined: 04 Sep 2009
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PostPosted: Sat, 16. Jan 10, 17:23    Post subject: Reply with quote Print

Getting close to my wish list about gates.. Maybe ES will grant it..

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RaulKo





Joined: 25 May 2009
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PostPosted: Fri, 5. Feb 10, 13:29    Post subject: Reply with quote Print

Is there any way to unistall and make the TOAs appear in my saved game again?

I've been reading the post but haven't find out how.

Thanks

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