Gameplay Question: Traveling Large Distances @ Sub-Warp
Gameplay Question: Traveling Large Distances @ Sub-Warp
Hey all, Im a noob, so my apologies if this is the wrong place for game- play related questions. I am finding it difficult to complete certain missions on time because my ship comes out of warp so far (sometimes hundreds of AU) from my destination, and I am forced to travel the remaining distance at sub warp speed. I don't see anything as far as mods for my ship that sounds like they would increase sub warp speed, nor do I know of a way to warp to a specific spot within a star system. Is this just part of the game, or am I doing something wrong? Thanks in advance.
Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
You can't perform hyperspace travel in-system, but only good old conventional travel. You can bring extra propellant (water) as cargo and refill (F3 screen - cargo tab) your tanks to be able to accelerate more. And you can do the flying manually with a smaller margin for fuel reservation then the autopilot to gain some time too. The autopilot is a bit a of propellant waster as far as I gather.
You can also check your propellant tank mass in the infoview, just to know how much you can extend your burn time. Don't forget that you should only accelerate to halfway, then turn around and decelerate if you don't want to end up overshooting.
There's a Blender addon there in the modding area, which you can use to measure ship performance if yoe enter the data. It can tell you the deltaV of your ship in three situations, like when it has only fuel in the tanks and no cargo, or when fully loaded with cargo, and finally when it's filled up with water fully.
You can also check your propellant tank mass in the infoview, just to know how much you can extend your burn time. Don't forget that you should only accelerate to halfway, then turn around and decelerate if you don't want to end up overshooting.
The community forums might be a better place for these questions :)Hey all, Im a noob, so my apologies if this is the wrong place for game- play related questions.
There's a Blender addon there in the modding area, which you can use to measure ship performance if yoe enter the data. It can tell you the deltaV of your ship in three situations, like when it has only fuel in the tanks and no cargo, or when fully loaded with cargo, and finally when it's filled up with water fully.
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Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
There's two issues here, I've asked about one of them before (http://pioneerspacesim.net/forum/viewtopic.php?f=3&t=87) where we seem to have some star systems that are just... far too big, almost unrealistically so.
The seconds is that there is quite a large gap between hyperspace travel and in-system travel using the engines. I'm not sure if we would ever have something like an in-system "fast-as-light" drive, or if we would allow for a small in-system hyperspace jump (more likely) but it does need raising and discussing again.
For now the best advice is to do as Nozmajner suggests, but also check how big the star system of s prospective job is using the info buttons.
Binary / multiple star systems tend to be much larger than single star systems, just click on the planet furthest from the star and see how far out it is, that's the approximate radius of how far out you will arrive from the star. So you can guess roughly how far you might be from your destination when you arrive in the system.
The seconds is that there is quite a large gap between hyperspace travel and in-system travel using the engines. I'm not sure if we would ever have something like an in-system "fast-as-light" drive, or if we would allow for a small in-system hyperspace jump (more likely) but it does need raising and discussing again.
For now the best advice is to do as Nozmajner suggests, but also check how big the star system of s prospective job is using the info buttons.
Binary / multiple star systems tend to be much larger than single star systems, just click on the planet furthest from the star and see how far out it is, that's the approximate radius of how far out you will arrive from the star. So you can guess roughly how far you might be from your destination when you arrive in the system.
Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
@KipCasper
It's just part of the game. You have all the elements to study, if an urgent mission, is possible with your ship.
You will find also impossible missions. Mu Herculis is an example close to the Sun, has space stations ranging from 100AU over 3600AU. This you can see before accepting the mission.
It's just part of the game. You have all the elements to study, if an urgent mission, is possible with your ship.
You will find also impossible missions. Mu Herculis is an example close to the Sun, has space stations ranging from 100AU over 3600AU. This you can see before accepting the mission.
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Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
I suppose 3600 Astronomical Units is only 0.0569262425 light years.
Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
It is a place that everything pioneer must visit at least once in life.
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Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
I like the idea for improve systems travels with a different propulsion, by now i'm using FastAsLight hack from fluffyfreak repository, and i think with some rules can become really interesting
1) for have Fast as light option is need mount hyperdrive engine
2) Fast as light consume water from ship tanks and only when engage it like the hyperdrive
3) Countdown like hyperdrive for enganging and when start countdown all shields go to 0 (not usefull for evading fight)
4) can be engaged only out of the athmosphere
1) for have Fast as light option is need mount hyperdrive engine
2) Fast as light consume water from ship tanks and only when engage it like the hyperdrive
3) Countdown like hyperdrive for enganging and when start countdown all shields go to 0 (not usefull for evading fight)
4) can be engaged only out of the athmosphere
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Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
I was just wondering ...
whether or constant speed engines off, there was a way to "skip days"
would be to travel in large systems, but also for the attacks to other ships departing from terminals.
whether or constant speed engines off, there was a way to "skip days"
would be to travel in large systems, but also for the attacks to other ships departing from terminals.
Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
Those huge distances usually only appear in multi star systems. Currently you can only select a star system as a hyperjump target and the game automatically selects the primary star (the one designated "A") for you. I wonder if it would be a good solution if you could select a different star than "A" as a target.
I've recently started to code something like that (don't hold your breath, yet), but I'm not sure what would be the best GUI for that. Currently I'm using the SystemInfoView for selecting a target star. If you select a star in a different system than your current one, it will set the hyperspace target to that system and star. But I'm not completely happy with that. For example, it wouldn't allow to jump to another star within the same system, though that might be considered a feature rather than a bug. But I think the selection of the hyperspace target should be in one place (the sector view, currently). Maybe a better solution would be to cycle between stars A-D when selecting an already selected system in the sector view?
I've recently started to code something like that (don't hold your breath, yet), but I'm not sure what would be the best GUI for that. Currently I'm using the SystemInfoView for selecting a target star. If you select a star in a different system than your current one, it will set the hyperspace target to that system and star. But I'm not completely happy with that. For example, it wouldn't allow to jump to another star within the same system, though that might be considered a feature rather than a bug. But I think the selection of the hyperspace target should be in one place (the sector view, currently). Maybe a better solution would be to cycle between stars A-D when selecting an already selected system in the sector view?
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Re: Gameplay Question: Traveling Large Distances @ Sub-Warp
I'll quote myself from my issues page where part of this was raised https://github.com/fluffyfreak/pioneer/issues/35 :
The FastAsLight (FAL) drive was just a prototype, I wanted to test out the idea to see how our game engine would handle ships travelling at that speed and to see how it would affect gameplay. It was one of a series of experiments. @robn tried out an in-system hyperdrive, I think, as well.
It's more likely that one day we will allow some kind of in-system hyperdrive option.
If you and perhaps @walterar wanted to use the FAL drive in something like Scout+ or with Vuzz in Genesia then you're more than welcome too and I'll help you to integrate it and add a Lua script hook for turning it on/off.
It won't be going into Pioneer in it's current state though that's for sure as it is just an experimental cheat :)
Problems include, but are not limited too:
- it uses no fuel,
- the autopilot doesn't use it,
- there are no restrictions about where or how it can be used,
- it has no associated equipment i.e. no FAL-drive you can buy/sell in the shipyard,
- Pioneer already has a hyperdrive so why invent another technology?
I am glad you like it though, I have thought about putting it in as an option for other engines/mods to use so you could remake something like I-War.
In that you had a slice drive called the LDS which you could use for travelling at a fast but absolute speed, and a hyperspace drive which only worked from Lagrange points. So you would use the LDS to reach the Lagrange points before entering hypersace, then use the LDS to reach your destination. The rest was conventional Newtonian mechanics.