Remote jumping ocassionally takes longer than usual
Moderators: timon37, Moderators for English X Forum
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Remote jumping ocassionally takes longer than usual
Some times when I order my Vidar or Elephant to jump to a specific sector (my current sector or any other one), it takes much longer than the usual 10 secconds. Have any of you noticed this? Could be a bug?
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Well, I'm reviving this request. It's becoming kind of annoying.
I normally fly in my Nova looking for missions. Everytime I get the "kill this guy mission" I check first the sector map where the target spawn (usually near a gate), I order my Vidar to jump to that gate (most targets now are corvettes escorted by 3 or 4 corvettes and some M3s and M4s) and I jump with my Nova with the intention to transfer to the Vidar after both jumps.
The thing is, the Vidar takes forever to jump in the sector, usually 30 or 40 seconds after I jumped (even if I issued the command before), loosing the precious element of surprise and having to engage with the Nova.
It seems to be happening only with the Vidar. All other ships seem to be jumping in the usual 10 secs. So??
I normally fly in my Nova looking for missions. Everytime I get the "kill this guy mission" I check first the sector map where the target spawn (usually near a gate), I order my Vidar to jump to that gate (most targets now are corvettes escorted by 3 or 4 corvettes and some M3s and M4s) and I jump with my Nova with the intention to transfer to the Vidar after both jumps.
The thing is, the Vidar takes forever to jump in the sector, usually 30 or 40 seconds after I jumped (even if I issued the command before), loosing the precious element of surprise and having to engage with the Nova.
It seems to be happening only with the Vidar. All other ships seem to be jumping in the usual 10 secs. So??

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I'm not entirely sure but could it be something to do with what they do when ordered to jump? iirc ships ordered to jump first move clear of other objects, then drop speed to 0, waits for there to be space to enter at the targetted gate, and only then begins jump countdown. also their countdown runs in real-time ignoring seta.
could it be something to do with this?
could it be something to do with this?
'I brake for nothing - not even spaceflies'
Promoting Intergalactic roadkill.
Promoting Intergalactic roadkill.
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Hi,
Yes, seen this exact thing numerous times.
What I think it's caused by is the gate in the destination location not being clear. What I mean by that is either there are other ships already queuing to get through the gate from the other side, or a ship this side is too close and blocking the gate. This appears to happen whether I'm in or out of sector.
Could be it's just a bug however. I did notice this same thing in Reunion, though no where near as often.
Cheers,
Scoob.
Yes, seen this exact thing numerous times.
What I think it's caused by is the gate in the destination location not being clear. What I mean by that is either there are other ships already queuing to get through the gate from the other side, or a ship this side is too close and blocking the gate. This appears to happen whether I'm in or out of sector.
Could be it's just a bug however. I did notice this same thing in Reunion, though no where near as often.
Cheers,
Scoob.
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large ships have to request a slot to get through the destination gate
if the gate is busy, then your ships will have to wait in a queue before they can jump to them. This is the same as if they fly through gates as well, they will wait in a queue at busy gates.
the players current ship is the only one that can queue jump
if the gate is busy, then your ships will have to wait in a queue before they can jump to them. This is the same as if they fly through gates as well, they will wait in a queue at busy gates.
the players current ship is the only one that can queue jump
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yep this happens with my 3 M6/M7 escorts - they only jump one by one but with big time gaps between them.
Its quite scary in a big battle and your Deimos M7 is surrounded by 3 Xenon K...i was shouting a little for that stupid captain to press that big 'JUMP' button in front of him..it was down to 10% shields before that g*t pressed it!
i assume they have to do a long big conga line through the same gate or they will smash into each other if they came through the gate at the same time! makes sense.. so wtach out for the big fleets
CORRECTION: just read cycrows post!!! but my warning still stands when you fleet is in a big battle
Its quite scary in a big battle and your Deimos M7 is surrounded by 3 Xenon K...i was shouting a little for that stupid captain to press that big 'JUMP' button in front of him..it was down to 10% shields before that g*t pressed it!
i assume they have to do a long big conga line through the same gate or they will smash into each other if they came through the gate at the same time! makes sense.. so wtach out for the big fleets
CORRECTION: just read cycrows post!!! but my warning still stands when you fleet is in a big battle
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Don't think so, collision detection is totally off OOS. And it happens when the Vidar is at 0 speed away from everythingascmesomething wrote:I'm not entirely sure but could it be something to do with what they do when ordered to jump? iirc ships ordered to jump first move clear of other objects, then drop speed to 0, waits for there to be space to enter at the targetted gate, and only then begins jump countdown. also their countdown runs in real-time ignoring seta.
could it be something to do with this?
It would be a logical explanation if the gate crashing was really avoided in the game, which is not true. Many times some ships have crashed with my ship just comming out of the gate. And again, does not explain when OOS, where collision detection is offScoob wrote:What I think it's caused by is the gate in the destination location not being clear. What I mean by that is either there are other ships already queuing to get through the gate from the other side, or a ship this side is too close and blocking the gate. This appears to happen whether I'm in or out of sector.
Could be it's just a bug however. I did notice this same thing in Reunion, though no where near as often.
**EDIT** Just read Cycrow post. Interesting, but makes totally no sense OOS, where collition detection is off. Why puting some feature to provide realism contradicting another feature of the game?
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just because collisions are off, doesn't mean you should be able to send huge amounts of ships through the gate at the same time.
besides what if lots of ships went trough and then the player jumped there causing the collosion detection to come on u'll end up with lots of ships all stacked on top of each other.
besides what if lots of ships went trough and then the player jumped there causing the collosion detection to come on u'll end up with lots of ships all stacked on top of each other.
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Well, that's another story. The queue would then make sense but only for player ships for that reason, but not because of collision. When you enter a sector all ships are relocated to avoid collisions. For example, two ships can be at exactly the same coordinates when OOS, but when you enter they are spaced out. Specially noticable with big ships. When I order my TL to move to position OSS by a specific station, in the sector map looks exactly on the same coordinates, but when I enter the sector it would appear like 20Km away.
But well, I thiks the explanation is clear, even if I don't agree with the reasons
I will have to change my engage strategy
But well, I thiks the explanation is clear, even if I don't agree with the reasons
