Deploy Jump Drone
All Pelador's drones: [ external image ]
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Overview:
With any ship equipped with:
Special Command Software
Navigation Command Software
and has the following wares:
Freight Drone.
Teladianium x 50
Cartography Chip
The ship can launch a drone that will fly to a chosen sector position and then on reaching its destination will convert to a jump beacon from the drone.
To order a ship that is equipped to do so simply go to the command console of the ship as normal, select special, then you will see a new menu for drones, select this interface and then "Deploy Jump drone.". Its a fairly intuitive process after that. Select sector and position.
The Jump beacon once deployed can be jumped to using the same interface using command Jump to Shortcut beacon.
A ship needs to be equipped with a jumpdrive of course, but the beacons focus allows for a fixed use of energy cells based on ship class:
M1, M2 = 150 e-cells
TL, M7 = 100 e-cells
M6 = 75 e-cells
M4, M5 = 30 e-cells
Others = 50 e-cells
The beacon is one way and isnt included in the automatic jump processes.
You can only have one beacon active at a time, such then when a new one is deployed the old one will shut down and self-destruct.
When jumping, ships arrive in the centre of the sector where the beacon is deployed.
(Possible Lore/History/flavouring to follow)
[INFO] Deploy Jump Drone
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Re: [INFO] Deploy Jump Drone
Great job !
As you need something like 254 units of free cargo, the fastest ship it can deploy this drone is the "Mjolnir"... and we can't have Mjolnir without your analysis drones and the PHQ... Some more valuables wares with less cargo space will allow more fast shiip to deploy the beacons...
Why not near the beacon : like the "warp to sector" cheat of cycrows ???pelador wrote: When jumping, ships arrive in the centre of the sector where the beacon is deployed.
Don't understand this point.pelador wrote: The beacon is one way and isnt included in the automatic jump processes.
As you need something like 254 units of free cargo, the fastest ship it can deploy this drone is the "Mjolnir"... and we can't have Mjolnir without your analysis drones and the PHQ... Some more valuables wares with less cargo space will allow more fast shiip to deploy the beacons...
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Re: [INFO] Deploy Jump Drone
Cycrows cheat process uses a resetting of the ship position, i.e. changing the object data to move the ship, i'm using the jump command process which requires specific targets. Its to get the added jump drive atmospherics and system included.DarkCorp wrote:Great job !
Why not near the beacon : like the "warp to sector" cheat of cycrows ???pelador wrote: When jumping, ships arrive in the centre of the sector where the beacon is deployed.
Don't understand this point.pelador wrote: The beacon is one way and isnt included in the automatic jump processes.
As you need something like 254 units of free cargo, the fastest ship it can deploy this drone is the "Mjolnir"... and we can't have Mjolnir without your analysis drones and the PHQ... Some more valuables wares with less cargo space will allow more fast shiip to deploy the beacons...
The beacon being one way and not automatic, was to explain that traders and other ships using their jump drives in their daily routine etc. wont obviously use the Jump beacon in their calculations of where to jump to.
The Springblossom is faster and can accomodate more cargo. It's partially a balancing act here, as I have to use resources that try to make the process realistic as the drone converts itself using the materials involved when arriving at its destination. I'm not adverse to modifying this slightly but considering the tactical advantage of the beacon and its benefits it helps. Remember the drone can move on its own steam for a limited duration until its energy runs out. And placing them in enemy territory isn't too advisable unless it's for a short strategic task anyhow as they still will get attacked like other property you own.
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Yes, that would be possible, but so far my modding experience with wares has been only to use two standard community provided wares intentional for modding work for the Analysis Drone process.semiliterate wrote:could you require it to be manufactured using those or perhaps even more wares, but make the drone transferrable?
I dont at present know how to set-up custom wares outside these definitions as yet and I want to avoid using the limited number of wares provided for add-ons. But if someone can provide details I could create a jump beacon kit and utilise the exisiting drones engineering process to make them. I'd appreciate knowing how to use them as then I could adapt other features more readily. I'd also like to know the uninstall process of these objects where possible in case there are changes. I tried the spk creation process in the tutorial without success when looking at the analysis drones, but ideally I would like a raw scripted version for users who dont use the plugin process.
What volume of M sized cargo would you like as a maximum? Please try to be sensible with expectations as it needs to have some influence to ship choices and their cargo. In theory if its to provide scout ships (M5's) with this as a tactical option try to consume most of the cargo bay.
Alternatively, I could swap the Teladianium requirements out for an advanced satallite so that the drone canabalises that in the jump beacons construction.
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i just meant more of the wares already there. as for transferring it... could the script for deploying one accept a ship as an alternate target, transferring the properties of the beacon to the ship itself for a preset time period?
i have to admit no knowledge of M5 cargo space. i had some once but they all died really quickly so i really stopped using them.
i have to admit no knowledge of M5 cargo space. i had some once but they all died really quickly so i really stopped using them.
Last edited by semiliterate on Tue, 3. Mar 09, 18:34, edited 1 time in total.
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Not quite sure I understand what you mean. Any of your own ships can be used to make use of all the drone features it has been designed that way, they're not limited to the player ship.semiliterate wrote:i just meant more of the wares already there. as for transferring it... could the script for deploying one accept a ship as an alternate target, transferring the properties of the beacon to the ship itself for a preset time period?