Capital ship jump behaviour

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Grelouk
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Capital ship jump behaviour

Post by Grelouk » Fri, 28. Aug 15, 21:07

Hi i usually find what i need on the internet but this problem is giving me a headache.

I can't figure out how/where capital ships jump to get to their destination.

Using trade ships i thought they could jump anywhere but I've been trying to fight with my cap ships and i don't understand.

From A to B my cap ship does : A => jump to closest jump beacon to jump gate => flies to jump gate => uses jump gate => jump to closest jump beacon to B => flies to B.

Is this correct ? I'd love for them to jump directly since i'm using no jump fuel for player ships.

UniTrader
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Post by UniTrader » Fri, 28. Aug 15, 21:34

jep, they always jump to the only Jump beacon in each Sector (in code it is the closest, but there is only one per sector in vanilla and if you define more per mod it will always use only one per sector, the other ones are ignored), pass gates from there and continue with jumping to beacons.

technically p2p jumps are no problem (i am basically using this in my movement Script for a "random jump" function which uses a random object in the target sector as temp Jump Beacon) but its more complicated than just flipping a var,
if you mean direct jumps to the destination Sector - that is just flipping a var.
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XenonSurf
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Post by XenonSurf » Fri, 28. Aug 15, 23:43

Yes, very well explained, Unitrader.
I just want to add that you can define your own Nav beacons, which are different and have nothing to do directly with jumping, but you can drop these from your Inventory and have permanent 'Empty zones' where your ships could fly (after passing though the Jump Beacons if comming from other sectors.) I think such zones are created when you build a station too.

But much more than Jumps, I'm disapointed by the fact that cap ships don't use their boosters if travelling longer in-zone distances. With, lets' say 6 km, not using them is still acceptable, but with 10 or more km it gets annoying for the player to wait for the ships to join.
I really hope they fix this in the next game release.

XenonS

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Post by UniTrader » Fri, 28. Aug 15, 23:57

dont want to turn this into a mod topic and advertising, but my movement Scripts do use the boosters InZone if the Distance is grater than 20km, but they wont fly to the exact destination position with them, just really close (to within about 2km) - release soon, still need some testing if they work correctly in all situations they are supposed to cope with though
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

XenonSurf
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Post by XenonSurf » Sat, 29. Aug 15, 00:15

Hi Unitrader,
what will be the name of your mod? As for 3.53 (or 3.60) I don't want to miss this :)

It would be great to give the player the possibility to edit these 20 km - if still the mod would work with smaller distances, say 10 km and up.

Thanks,
XenonS

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Post by UniTrader » Sat, 29. Aug 15, 00:41

i dont think i will give it an own name since its just a part of a bigger project. when its ready i will add it to the "Not Another Trader"-Topic since both are part of the same bigger project i am planning to evolve said trading Script to.
Will also make a standalone-Version available which replaces the EGO Nav scripts for big ships when it works without spamming the Log
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

XenonSurf
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Post by XenonSurf » Sat, 29. Aug 15, 01:08

Thanks a lot to spend your time :) I wish you a good job on this one, and maybe re-think about a standalone..

Cheers,
XenonS

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Post by UniTrader » Sat, 29. Aug 15, 05:32

a full standalone nope, because that woule be one more project to maintain and i didnt write it to improve the ego scripts but because i needed to add some way to coordinate jump/boost/gate passage behavior and this seemed the easier way for me than to modify the vanilla nav script (this part would be unused in the standalone version since it also requires modified escort/follow scripts)
Also it has not all functions of the Vanilla Scripts, for example automatic refuel is missing because i intend to handle this diffrently in my big project and it doesnt really fit into the scripts (would have allow single ships to fly away when coordinating a group jump, which is a big no for me. better everyone waits 10 minutes)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Gligli
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Post by Gligli » Sat, 29. Aug 15, 11:33

I just want say that this OP behaviour don't belong to NPC...
On v 3.53, if I remember well, I could land on a NPC CV which was scouting. He could universally direct-jump where he wanted to. Without the use of beacons at all.
If that can help :)
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.

UniTrader
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Post by UniTrader » Sat, 29. Aug 15, 17:55

Gligli wrote:I just want say that this OP behaviour don't belong to NPC...
On v 3.53, if I remember well, I could land on a NPC CV which was scouting. He could universally direct-jump where he wanted to. Without the use of beacons at all.
If that can help :)
i think he just wanted to get out of your sight to despawn safely :P
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

Grelouk
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Post by Grelouk » Sat, 29. Aug 15, 19:41

Thank you for the answers. On that note if you guys know about mods to manage my fleet that would be great, it seems old mods are not updated anymore, i found Miscellaneous Combat Tweaks but i'm not sure it would work with Conquest and War mod.

UniTrader
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Post by UniTrader » Sat, 29. Aug 15, 19:46

it seems many use them combined and from what i have seen w.evans and BlackRain also fix compatibility issues with each other if they are reported ;)
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

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Gligli
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Post by Gligli » Sun, 30. Aug 15, 08:59

UniTrader wrote:i think he just wanted to get out of your sight to despawn safely :P
My ! It's an Exploit then... :D
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.

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