[RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
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- Damocles Edge
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Firstly I have to say - great piece of kit - I really enjoy the added immersive element
Can I ask for clarification on something regarding the Advanced Nav Comp please?
When I first started using it I was doing so via the primeable kit option - this takes around 45 seconds from hitting "n" to making the witchspace jump.
You can I have noted still use "h" in the same way that you would activate a witchspace jump without the Adv Nav Comp, doing it this way takes around 15 seconds to enter witchspace.
What I am curious about is whether using the latter "h" option still uses the Advanced Nav Comp?
If so, should there be no time difference in the pre-witchspace sequence?
Can I ask for clarification on something regarding the Advanced Nav Comp please?
When I first started using it I was doing so via the primeable kit option - this takes around 45 seconds from hitting "n" to making the witchspace jump.
You can I have noted still use "h" in the same way that you would activate a witchspace jump without the Adv Nav Comp, doing it this way takes around 15 seconds to enter witchspace.
What I am curious about is whether using the latter "h" option still uses the Advanced Nav Comp?
If so, should there be no time difference in the pre-witchspace sequence?
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- phkb
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
No, just pressing 'h' doesn't start the ANC, that's just a normal jump. The ANC must be started by activating the primable kit. However, once the ANC is added to the game (that is, the OXP is just installed), the jump sequence is altered regardless of whether you have the ANC installed or not, in that your ship will be automatically aligned with the witchspace destination.Damocles Edge wrote:What I am curious about is whether using the latter "h" option still uses the Advanced Nav Comp?
If so, should there be no time difference in the pre-witchspace sequence?
- Damocles Edge
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Thanks for clearing that up for me
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- Cmd. Cheyd
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
To expand on that, the idea of the ANC is that the ANC computer is taking extra time to calculate your route. This is implemented by extending the jump timer. The return for this added time is a fuel savings (refund) upon exiting from WS at your destination. Pressing 'h' relies on the 'normal' computer - Shorter jump timer, but uses more fuel. The idea being to make the ANC a balanced piece of kit, if that makes sense?
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- phkb
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Version 1.0.3 is now available, which fixes some issues with the visual effects not being removed if a jump was cancelled in some situations. I must've introduced this bug at some point, so apologies to the Cmdr Cheyd and Phantor Gorth. I think I've got it stable now, though.
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Well, if you haven't already, add yourself as a contributor. You've added to it, now
Find my OXP's at:
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- Damocles Edge
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Following on from another issue which I noted when using Fast Target Selector oxp with Carriers & Carriers with Turrets oxp's (phkb is already aware of this one).
I have also noted a small peculiarity when using Advanced Nav Comp together with Carriers.
The ANC works and gives a fuel saving when working with Carriers (and Carriers with Turrets) oxp, it is just that where it would normally use a countdown of around 30 seconds once aligned with the star with Carriers the countdown is only 10 seconds.
This makes me wonder is the issue with FTS & ANC or is it more likely that the issue lies with Carriers and / or Carriers with Turrets oxp's ?
I have also noted a small peculiarity when using Advanced Nav Comp together with Carriers.
The ANC works and gives a fuel saving when working with Carriers (and Carriers with Turrets) oxp, it is just that where it would normally use a countdown of around 30 seconds once aligned with the star with Carriers the countdown is only 10 seconds.
This makes me wonder is the issue with FTS & ANC or is it more likely that the issue lies with Carriers and / or Carriers with Turrets oxp's ?
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......
Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Cannot type for any other part of the problems you have been having but the shortened Hyperspace Countdown you mentioned sparked a memory. Do not use Carriers and/or Escort Deck in my Ooniverse but the download is quick so took a look. The shortened countdown is caused by the following entry in the shipdata.plist of Carriers.
Most ship creators do not include this option. More than likely this particular part of the problems you have been having has nothing to do with anything else as it is coded into Carriers itself.
Dock Straight and Fly Well Commander.
Code: Select all
"hyperspace_motor_spin_time" = 5;
Dock Straight and Fly Well Commander.
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Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- Norby
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Yes, I like to give this feature to my ships, for example Andromeda, Constrictor SG and HardShips also can jump this fast.
- Damocles Edge
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
My thanks to Nite Owl for giving me the benefit of his wisdom
I suppose the shortened hyperspace time is a minor benefit to compensate for the fact that a carrier handles like a brick........
..... which is set into a wall.
I suppose the shortened hyperspace time is a minor benefit to compensate for the fact that a carrier handles like a brick........
..... which is set into a wall.
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
I added the Advanced Navigation Computer to my cocktail of OXPs a week ago - and very much enjoy its addition to the immersive aspects of my game. The idea of entering witchspace from the correct angle makes a lot of sense - especially in light of the history of the development of witchspace travel: that it was originally centralised with stations and routes inside witchspace.
BUT: when I use someone else's witchspace entrance (eg after analysing it with my wormhole scanner) and enter it from any jolly old angle - what happens then? Surely the chance that I'll end up with Thargoids peering at me out of my cocktail glass should increase exponentially! Or might there be some other effect?
BUT: when I use someone else's witchspace entrance (eg after analysing it with my wormhole scanner) and enter it from any jolly old angle - what happens then? Surely the chance that I'll end up with Thargoids peering at me out of my cocktail glass should increase exponentially! Or might there be some other effect?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- Cody
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
I've a feeling we're not in Kansas anymore!
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!
And any survivors, their debts I will certainly pay. There's always a way!
Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
The Advanced Navigation Computer puts you at the precise angle necessary to make a Witchspace Jump. This is why your jumps with it in use take 30 seconds to initiate instead of the usual 15 seconds. Note that the timing of these countdowns can be overridden by an entry in a shipdata.plist (go back a few posts). In taking this extra time to align so precisely with the target system's Witchspace Buoy the Advanced Navigation Computer saves some fuel during the jump based on the following formula: (Distance of jump in light years multiplied by 0.1). So the maximum amount of fuel saved could be 0.7 light years worth. Other than the fuel savings and the very nice automatic alignment thing and the cool jump target reticle there is not a lot else going on here. Just another great piece of kit to add to the overall Oolite experience.
Typing of which, might it be suggested that you check out a rather nice complimentary OXZ to this one. Manual Witchspace Alignment forces you do the alignment part of the Advanced Navigation Computer's processes on your own via provided clues. It will only do this if the Advanced Navigation Computer is damaged or not installed on your ship. No fuel savings will be awarded since your manual alignment will much more imprecise than the Advanced Navigation Computer's would be. It does provide the cool jump target reticle for you to align with and the ability to change its color. Once again, not a piece of kit that does a lot but one that does add greatly to the game.
These two OXZs, when used together, give the whole Witchspace Jump Alignment part of the game a more cohesive feel and greatly improve the overall immersion factor of Oolite.
Typing of which, might it be suggested that you check out a rather nice complimentary OXZ to this one. Manual Witchspace Alignment forces you do the alignment part of the Advanced Navigation Computer's processes on your own via provided clues. It will only do this if the Advanced Navigation Computer is damaged or not installed on your ship. No fuel savings will be awarded since your manual alignment will much more imprecise than the Advanced Navigation Computer's would be. It does provide the cool jump target reticle for you to align with and the ability to change its color. Once again, not a piece of kit that does a lot but one that does add greatly to the game.
These two OXZs, when used together, give the whole Witchspace Jump Alignment part of the game a more cohesive feel and greatly improve the overall immersion factor of Oolite.
Last edited by Nite Owl on Thu Oct 22, 2020 7:49 pm, edited 1 time in total.
Humor is the second most subjective thing on the planet
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
Brevity is the soul of wit and vulgarity is wit's downfall
Good Night and Good Luck - Read You Soon
- Cholmondely
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
Thank you - I'd not realised that Manual Witchspace Alignment was complementary!Nite Owl wrote: ↑Thu Oct 22, 2020 2:40 pmThe Advanced Navigation Computer puts you at the precise angle necessary to make a Witchspace Jump. This is why your jumps with it in use take 30 seconds to initiate instead of the usual 15 seconds. Note that the timing of these countdowns can be overridden by an entry in a shipdata.plist (go back a few posts). In taking this extra time to align so precisely with the target system's Witchspace Buoy the Advanced Navigation Computer saves some fuel during the jump based on the following formula: (Distance of jump in light years multiplied by 0.1). So the maximum amount of fuel saved could be 0.7 light years worth. Other than the fuel savings and the very nice automatic alignment thing and the cool jump target reticle there is not a lot else going on here. Just another great piece of kit to add to the overall Oolite experience.
Typing of which might it be suggested that you check out a rather nice complimentary OXZ to this one. Manual Witchspace Alignment forces you do the alignment part of the Advanced Navigation Computer's processes on your own via provided clues. It will only do this if the Advanced Navigation Computer is damaged or not installed on your ship. No fuel savings will be awarded since your manual alignment will much more imprecise than the Advanced Navigation Computer's would be. It does provide the cool jump target reticle for you to align with and the ability to change its color. Once again, not a piece of kit that does a lot but one that does add greatly to the game.
These two OXZs, when used together, give the whole Witchspace Jump Alignment part of the game a more cohesive feel and greatly improve the overall immersion factor of Oolite.
BUT: what about when I enter the witchspace from totally the wrong angle? Or when a throng of pythons dive into the witchspace entrance from every conceivable angle?
Why, Oh Why, are they not all marmalised by the terrible thargons?
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
- phkb
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Re: [RELEASE] DH-Adv. Nav. Comp & Emer. Witchspace Inititator
*handwavium*Cholmondely wrote: ↑Thu Oct 22, 2020 5:29 pmwhat about when I enter the witchspace from totally the wrong angle?
Having the correct angle of alignment is only required when opening a wormhole - once the wormhole is established, it will auto-align any vessels entering it's sphere of influence, so there is no further need to align.
*end handwavium*