[X3 TC Vanilla] Large objects and towing
Moderator: Moderators for English X Forum
[X3 TC Vanilla] Large objects and towing
I' ve just pass Aldrin plot (towing mining ship) and i have a question: is this a possible to towing my own silicon mine from one sector to another?
Not in vanilla. Only ships can be dragged through gates. Stations won't move between sectors.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain
-
- Posts: 2493
- Joined: Mon, 2. Feb 09, 17:34
Boarding not necessary
You don't have to tow that ship. You can board it and deliver it yourself with less trouble.
Bill in S.F., enjoying the game
Re: Boarding not necessary
Less fun thoBill Huntington wrote:You don't have to tow that ship. You can board it and deliver it yourself with less trouble.
FWIW there's been some discussion WRT towing things thru gates recently. Here are my observations:
- Always try to use autopilot on the tug!
- When towing thru gates, the tug needs to have access to a clear area on the other side of the gate, often up to 50Km (depending upon the size of the towed object)
- The tug needs to be given explicit orders to defend itself (if necessary) without dropping the tow
- Accompanying ships need to move from the gate's immediate area ASAP; they can position themselves for defence as <player> wishes.. (so don't drop a bunch of LTs down there for defence: they'll work against you: cf point 2 above!)
- Once thru the gate (& while <playership> is IS), the tug will hang around until its client appears thru the gate; it may be up to 30s (estimated) or longer, depending upon the towed object. THIS IS NORMAL BEHAVIOUR under autopilot, or if you're piloting the <playerhip> tug! IF <tug> manoeuvrers during this time the tow will be lost!
- Towed object won't collide with <tug> provided autopilot is used & no obstacles are present to muck up pathing. <Tug> will simply continue on its way to its eventual destination (thru gates etc), towing <object> as it goes
- Provided the tow hasn't been lost (cf), the towed object should appear thru the gate as expected, then the tug will continue on its way to its designated destination.
- THIS APPLIES TO PLAYERSHIP TUGS TOO! I've seen any amount of complaints around here saying that towed objects don't work thru gates, but IME (non-modded ofc) they do just fine /if/ you have the patience!
- It is almost always better to allow gate transference to continue using autopilot, altho it can take extra time
There are some exceptions I'll go into below..
If you're going to deploy LTs as defence, do so on the outside (hostile) gate rather than the inside, then get OOS really quickly before the 'physics' mucks up the tug's pathfinding! Ofc this only makes sense if the tug's destination is at least neutral.. but why wouldn't it be?
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.
I know how to spell teladiuminumiumium, I just don't know when to stop!
Dom (Wiki Moderator) DxDiag
My preference is a Pirate Galleon for towing. It's not much faster than the 80m/s speed limit, but has capital class shields and fighters for self defense if anything turns up to try and ruin your day.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain
- ubuntufreakdragon
- Posts: 5189
- Joined: Thu, 23. Jun 11, 14:57
I heard of an exploit that if the player builds as station an simultaneously changes sectors the station sometimes get build in the wrong of the 2 sectors, never tested trough.
Or you use Gazz's Supertraktor Script.
Or you use Gazz's Supertraktor Script.
My X3 Mods
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
XRebirth, things left to patch:
In General; On Firing NPC's; In De Vries; Out Of Zone; And the Antiwishlist
Fair enough, though the Galleon is pretty tiny compared to most things it'd be towing.
On the other hand, the Dragon's combat ability is all forward facing, and so you've got to stop and drop the station/ship you're pulling while the Galleon isn't going to pick up any speed and has turreted weapons, so it can just continue to motor along without losing any ability to fight back.
On the other hand, the Dragon's combat ability is all forward facing, and so you've got to stop and drop the station/ship you're pulling while the Galleon isn't going to pick up any speed and has turreted weapons, so it can just continue to motor along without losing any ability to fight back.
A Pirate's Revenge Completed Now in PDF by _Zap_
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain
APR Book 2: Best Served Cold Updated 8/5/2016
The Tale of Ea't s'Quid Completed
Dovie'andi se tovya sagain