Mines and relocation (trought jumpgates)

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Nelo_angelo
Posts: 8
Joined: Wed, 20. Oct 04, 17:15
x4

Mines and relocation (trought jumpgates)

Post by Nelo_angelo »

So am I doing something wrong or for some reason you can't tow mines trought jumgates anymore? Perhaps my memory is failing me but I kinda remember towing mines with a tractor beam trought gates in TC/AP? Tried "Autopilot: Fly trought gate" and "SHIFT + A" But it doesn't come along with me. Or perhaps it was in Litcubes Universe mod that this worked?

Any dev here that could confirm if theres a way or not to do this in FL? Thanks in advance :wink:
Die Zuckunft liegt in deinen Händen.
shameless creature
Posts: 260
Joined: Tue, 5. Mar 13, 21:35
x3ap

Re: Mines and relocation (trought jumpgates)

Post by shameless creature »

It was never possible to tow mines or asteroids through gates in TC and AP either. LU has a feature called Plutarch Tractor System that lets you move asteroids (without a mine on them) from one sector to another.
johneh77
Posts: 465
Joined: Mon, 31. May 04, 18:28
xr

Re: Mines and relocation (trought jumpgates)

Post by johneh77 »

Actually I believe their was a bug in early Reunion that let you but was patched quick
In some games you could apparently time your building a mine at the almost exact time as you jump no idea if it still works.
Invisible Hand wrote: Mon, 21. Sep 09, 20:25 There is an exploit in vanilla X3R 2.5 (don't know if X3TC has it) that lets you bring in asteroids from other sectors into your sector where your factories are. No scripts needed. A member called Neonjaeger came up with this and it goes like this:

- Player ship, TL containing mine factory, and desired asteroid are in the same sector
- initiate jumpdrive for player ship (shift j)
- the moment before player ship jumps, deploy mine onto asteroid.

Once the player ship jumps to the destination sector, the newly deployed mine from the original sector will appear in the destination sector to which you just jumped.

The timing must be impeccable though, as the mine deployment must occur exactly during the moment the player ship jumps. But one quickly gets the hang of it with some practice.

It's a pretty neat exploit. It makes Avarice finally worthwhile to acquire in X3R 2.5.
chip56
Posts: 500
Joined: Mon, 13. Apr 20, 21:52

Re: Mines and relocation (trought jumpgates)

Post by chip56 »

You can only move mines in the same sector with the beam.
However there was a mod super tractor beam that allowed you to move them to different sectors.
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Night_Dragon
Posts: 138
Joined: Sun, 8. Feb 04, 22:50
x3

Re: Mines and relocation (trought jumpgates)

Post by Night_Dragon »

Actually, if you dont mind a *modified*, theres the Super Tractor Script from AP wich allows moving asteroids with a jumpdrive between secrors (mines still wont work).
The script works fine in FL.
Nelo_angelo
Posts: 8
Joined: Wed, 20. Oct 04, 17:15
x4

Re: Mines and relocation (trought jumpgates)

Post by Nelo_angelo »

Night_Dragon wrote: Fri, 28. May 21, 07:59 Actually, if you dont mind a *modified*, theres the Super Tractor Script from AP wich allows moving asteroids with a jumpdrive between secrors (mines still wont work).
The script works fine in FL.
Nice, will check it out after getting all archievements :D
Die Zuckunft liegt in deinen Händen.

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