When stationary, pressing J activates the Torus jump drive and one is instantly travelling at jump drive speed.
To get back to stationery one has to hold down S to decelerate.
Shouldn't pressing J require a period of acceleration?
Or am I missing something?
Jump drive acceleration discrepancy: why instant full speed?
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- SandJ
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Jump drive acceleration discrepancy: why instant full speed?
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- JensAyton
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Re: Jump drive acceleration discrepancy: why instant full sp
It does.SandJ wrote:Shouldn't pressing J require a period of acceleration?
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Re: Jump drive acceleration discrepancy: why instant full sp
I've edited my shipdata.plist to give myself "
One can go from stationery to very fast using J, but one cannot get from very fast to stationery anything like as quickly.
thrust = 10
". It then becomes obvious that using S & W to change the ship's speed works much more slowly than pressing I to turn on the injectors, and pressing J does mean the time to get to full speed is noticeable, but it is very fast acceleration.One can go from stationery to very fast using J, but one cannot get from very fast to stationery anything like as quickly.
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Re: Jump drive acceleration discrepancy: why instant full sp
It takes exactly as long to reach full hyperspeed as it does to slow down to normal speed.
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Re: Jump drive acceleration discrepancy: why instant full sp
Maybe the acceleration isn't as noticeable because there's no gauge that shows speed beyond full non-injector, non-hypersdrive speed...
But, from a code perspective, I just might have the answer:
From a dead still start, pressing J accelerates the player to hyperspace speed as quickly as if the player was at full speed. To go back to a dead stop, the hyperdrive must disengage, which takes time, and then leaves you at full speed. Then, you have slow down, which takes more time. So, it takes longer to decelerate to a dead stop from torus drive speed then it does to accelerate to torus drive speed from a dead stop (in theory, anyway).
But, from a code perspective, I just might have the answer:
From a dead still start, pressing J accelerates the player to hyperspace speed as quickly as if the player was at full speed. To go back to a dead stop, the hyperdrive must disengage, which takes time, and then leaves you at full speed. Then, you have slow down, which takes more time. So, it takes longer to decelerate to a dead stop from torus drive speed then it does to accelerate to torus drive speed from a dead stop (in theory, anyway).
Re: Jump drive acceleration discrepancy: why instant full sp
That's probably it - and the effect of the scanner acting as a gauge also has a part - slowing down when you hit a masslock takes several kilometres. Accelerating to torus speed also takes several kilometres, but it's usually several kilometres of completely empty space so how do you tell?RyanHoots wrote:Maybe the acceleration isn't as noticeable because there's no gauge that shows speed beyond full non-injector, non-hypersdrive speed...
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Re: Jump drive acceleration discrepancy: why instant full sp
Why don't any of those interested take a numericHUD out for a spin and see what the reality is? It's the perfect tool for showing your speed as you transistion to and from torus drive.Ahruman wrote:It takes exactly as long to reach full hyperspeed as it does to slow down to normal speed.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
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