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[UPDATED RELEASE] Coyote's Run Mission

Discussion and information relevant to creating special missions, new ships, skins etc.

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slomoe
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by slomoe »

El Viejo
From one "dumb pilot" to another, even though I find it hard to believe that you're dumb in any way, your fix worked like a charm! saved my guy and all the kills just alittle less money but I think that everything will be ok, and I do have a FEW back up copys stashed in several safe places!!....... Thanks again!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Okti »

Thanks for the help El Viejo, does the problem still exists? I may be able to help during the week end. Have been busy with RL to much lately but if there are any other problems, let me know.

To any player playing this mission, please number your save files and just don't override the last save. The mission can be tricky at some stages and you may need to go back couple of stages. I blame El Viejo for writing a complicated oofic for that :D

Cheers,
Okti
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Cody »

Okti wrote:
I blame El Viejo for writing a complicated oofic...
<smirks> Ave, Imperator! I guarantee that you won't be able to script the sequel, Okti!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Smivs »

El Viejo wrote:
Okti wrote:
I blame El Viejo for writing a complicated oofic...
<smirks> Ave, Imperator! I guarantee that you won't be able to script the sequel, Okti!
<Smivs chuckles...he knows Okti likes a challenge>
Commander Smivs, the friendliest Gourd this side of Riedquat.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Okti »

Smivs wrote:
El Viejo wrote:
Okti wrote:
I blame El Viejo for writing a complicated oofic...
<smirks> Ave, Imperator! I guarantee that you won't be able to script the sequel, Okti!
<Smivs chuckles...he knows Okti likes a challenge>
:D I can do a challenge only if I am not busy with RL, and does not seem to be happening for another six months. But great to know our joint oxp's are supported at the mean time. Thanks El Viejo.
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by slomoe »

Thanks everyone for all the help!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Jameson 321 »

Please help, I don't know how to activate the tractor beam
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Cody »

Hi and welcome aboard! (Dredges his failing memory!) You need to be pretty close to the Katik asteroid (600-700m), turn so that it's in your aft view, and activate the tractor beam with shift+n/n... you'll be told if you're too far away or not.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: [UPDATED RELEASE] Coyote's Run Mission

Post by Jameson 321 »

Thanks, it's working, onwards and upward
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Re: [RELEASE] Coyote's Run Mission

Post by Utz »

Okti wrote:
Bazabaza wrote:
Have destroyed the first katik anaconda as asked but mission appears stuck?
Have you got a message to follow Zorra's wormhole?
I ended up stuck in the same place. Zorra's ship didn't jump, it just kinda hung there, no wormhole. I didn't know what to do, so I docked, then flew back out to the WP again. Have jumped in and out of the system, F5 screen still says to atomise teh Katik Anaconda. Any ideas?
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Coyote's Run tractor beam?

Post by paulh »

Hello.

Can anyone tell me how to activate/use the UberTek Tractor Beam to tow the Kalik asteroid base into the sun in Coyote's Run? I have the tractor beam fitted, and I can prime it (N), but nothing happens. I can fly to within a few tens of metres of the asteroid, and accelerate slowly away, but nothing happens. Any clues?

Thanks!
Paul
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Re: Coyote's Run tractor beam?

Post by Cody »

Hi Paul and welcome aboard - this is the method, as I recall. It should work okay.
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Coyote's Run tractor beam?

Post by paulh »

Thanks for the quick reply but... no luck. I get within a couple of hundred metres, turn to put it in my rear view, hit Shift-N (screen says Equipment Primed: UberTek Tractor Beam), then ease away at minimal speed and, all of a sudden, nothing happens :-(

Should I try turning it off and turning it on again? :(
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Re: Coyote's Run tractor beam?

Post by Cody »

Try shift-n followed by n... it should appear to jump slightly towards you. If not, yeah... try it again. It was well tested, that much I know!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Coyote's Run tractor beam?

Post by paulh »

Ah - that did it - thanks!
Paul
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