[X3TC] Jumpdrive issue

General discussions about the games by Egosoft including X-BTF, XT, X², X³: Reunion, X³: Terran Conflict and X³: Albion Prelude.

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Jamolotl
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[X3TC] Jumpdrive issue

Post by Jamolotl »

Hi there. 👽

Was playing one of my DiD attempts and while doing one of the Operation Final Fury quests I found myself (in my Skiron) slightly overwhelmed by the amount of Khaak M6s, so I decided to hit and run by taking one out, jumping, repeat.

This was working fine and felt pretty safe until I hit an issue where my jumpdrive just wasn't doing anything. I tried jumping, it seemed like nothing was happening, tried that I think 2 more times and then finally my shields ran out and in typical fashion my jumpdrive was instantly destroyed, meaning game over.

One thing I do wonder about - when it happened I was inundated with voice messages about missiles etc, which would override the jumpdrive countdown, so I guess I'm wondering if anyone knows exactly how that works. Was I wrongly assuming that my jumpdrive was doing nothing because I couldn't see the usual countdown, and then "overwriting" it with a new jump? Or do other voice messages (like the missile warnings) literally interrupt jumpdrive commands? Two very different possibilities with different solutions, so I'd love some input.

Of course I'm aware that I could play more safe by bringing extra ships etc and in the future I will, but I'd rather focus on the mechanics of the jumpdrive so I can learn that better. Thank you! 💚
Martin Head
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Re: [X3TC] Jumpdrive issue

Post by Martin Head »

Did you just run out of energy cells?
Cycrow
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Re: [X3TC] Jumpdrive issue

Post by Cycrow »

the audio wont prevent the jumpdrive from functioning, it will just stop the audio from playing. If you wait it should still continue to jump.

How you activate the jumpdrive can also effect how it functions, if you use the command console/autopilot, then you could be put into a queue at the gate, so it might not jump straight away. If you use the jump hotkey (Shift+J) then it skips the queue and jumps straight away
Alan Phipps
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Re: [X3TC] Jumpdrive issue

Post by Alan Phipps »

Be warned though, Shift-J not only jumps the queue but ignores the jumpgate 'traffic lights'. Using it might jump you right into the path of an oncoming capital about to jump away!
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jlehtone
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Re: [X3TC] Jumpdrive issue

Post by jlehtone »

Yes. If auto-pilot takes over, then ship sits in place and jumps when it is its turn. The manual activation of the drive does not prevent you from still flying and fighting, nor check for traffic.

It was more often the tailpipe of something big that had just passed through the Gate and had not cleared out of area yet, that preceeded the THE END sign for me. :shock:
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Jamolotl
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Re: [X3TC] Jumpdrive issue

Post by Jamolotl »

Martin Head wrote: Sat, 20. Jul 24, 11:40 Did you just run out of energy cells?
No, I was actually so paranoid (paranid? 👽) I was going to forget and run out that I was refilling every time I jumped.
Cycrow wrote: Sat, 20. Jul 24, 12:06 the audio wont prevent the jumpdrive from functioning, it will just stop the audio from playing. If you wait it should still continue to jump.

How you activate the jumpdrive can also effect how it functions, if you use the command console/autopilot, then you could be put into a queue at the gate, so it might not jump straight away. If you use the jump hotkey (Shift+J) then it skips the queue and jumps straight away
Oh well, it wasn't the first time I've screwed myself and definitely won't be the last. In the future I'll try not to panic at the lack of a countdown and trust that it's working. Do any of you know if there's a way to disable specific warnings like that so they aren't overriding the countdown? In a DiD game it really bothers me not seeing/hearing it.
Alan Phipps wrote: Sat, 20. Jul 24, 15:04 Be warned though, Shift-J not only jumps the queue but ignores the jumpgate 'traffic lights'. Using it might jump you right into the path of an oncoming capital about to jump away!
So in the future I'll use autopilot to jump normally and only resort to manual jumping if I feel I truly need to. I'd heard horror stories of people losing their runs to unfortunate jumps, like straight into the cargobay of a mammoth. 💀 I had no idea that autopilot avoided that though, that's incredibly useful to know.

My worst death ever (if you can call it a death) was definitely losing my most successful run to a power cut. That was a huge oof and I may even have raged on the forums about it, LOL. If it's my own mess up I'm usually angry at myself for an hour or two, but then I'll learn from it and start a new run the next day because I know there's something I can do differently. When it's something fairly unpreventable though it's tough because I have to restart knowing exactly the same thing could happen again regardless of what I'd learned. I always seem to come back though, even if it's a year later. I'm not sure what it says about me but DiD X3TC/AP seems to have become one of my forever comfort games. It really is something special and unique.

Thank you all for the input, I really appreciate it. Activity has slowed here a lot over the years so it's nice to see a bunch of familiar old faces still helping people out! 💚
Cycrow
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Re: [X3TC] Jumpdrive issue

Post by Cycrow »

Jamolotl wrote: Sat, 20. Jul 24, 19:48
Cycrow wrote: Sat, 20. Jul 24, 12:06 the audio wont prevent the jumpdrive from functioning, it will just stop the audio from playing. If you wait it should still continue to jump.

How you activate the jumpdrive can also effect how it functions, if you use the command console/autopilot, then you could be put into a queue at the gate, so it might not jump straight away. If you use the jump hotkey (Shift+J) then it skips the queue and jumps straight away
Oh well, it wasn't the first time I've screwed myself and definitely won't be the last. In the future I'll try not to panic at the lack of a countdown and trust that it's working. Do any of you know if there's a way to disable specific warnings like that so they aren't overriding the countdown? In a DiD game it really bothers me not seeing/hearing it.
Theres no way to do it in TC, its partly possible in FL though, with control over some of the notifications, limiting how often they can trigger so they dont spam you.
Jamolotl
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Re: [X3TC] Jumpdrive issue

Post by Jamolotl »

Cycrow wrote: Sat, 20. Jul 24, 20:30
Jamolotl wrote: Sat, 20. Jul 24, 19:48 Oh well, it wasn't the first time I've screwed myself and definitely won't be the last. In the future I'll try not to panic at the lack of a countdown and trust that it's working. Do any of you know if there's a way to disable specific warnings like that so they aren't overriding the countdown? In a DiD game it really bothers me not seeing/hearing it.
Theres no way to do it in TC, its partly possible in FL though, with control over some of the notifications, limiting how often they can trigger so they dont spam you.
I think if I die in a playthrough in which I've finished all the TC exclusive plots I'll probably just move on. Besides Khaak being gone and a few plots not being there for obvious reasons the X3 sequels do seem like straight upgrades.
Cycrow
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Re: [X3TC] Jumpdrive issue

Post by Cycrow »

you can also get a mod to add all the plots into FL, so you will get to do the TC and AP plots with all the improvements for FL
Jamolotl
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Re: [X3TC] Jumpdrive issue

Post by Jamolotl »

Cycrow wrote: Sat, 20. Jul 24, 22:52 you can also get a mod to add all the plots into FL, so you will get to do the TC and AP plots with all the improvements for FL
I've thought about doing that, but as pointless as they are I do enjoy working my way through the achievements in DiD mode. Also if I did start modding I'd probably go much further and use a bunch of extra scripts and maybe even an overhaul, which at that point is just a very different playthrough.

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