Cholly, was interested to see this from you in another thread. Have you been able to work it out, or is it still a problem?Cholmondely wrote: ↑Fri Dec 04, 2020 2:58 pmMind you, to be honest, I had a similar experience with the Manual Witchspace Alignment by phkb which also displays in the ASC when you have bought one.
(Release) Manual Witchspace Alignment
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Re: (Release) Manual Witchspace Alignment
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Re: (Release) Manual Witchspace Alignment
Goodness! Three years ago... I've been driving you chaps bananas for just over 3 years now!phkb wrote: ↑Wed Aug 23, 2023 4:31 amCholly, was interested to see this from you in another thread. Have you been able to work it out, or is it still a problem?Cholmondely wrote: ↑Fri Dec 04, 2020 2:58 pmMind you, to be honest, I had a similar experience with the Manual Witchspace Alignment by phkb which also displays in the ASC when you have bought one.
Despite the included picture in my post, I was actually referring to this:

...and saying that while it looked great, I had no idea what it actually does. It is still a mystery.
But I have since worked out how to use the Manual Witchspace Alignment's imposition on the ASC.
"All" is not lost - just most of it!
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Re: (Release) Manual Witchspace Alignment
I saw that you had just updated this one, so I thought that I'd mention this.
This seems to work in too many situations.
1) When I have stopped and am not moving at all
2) When I have turned away from the alignment point during countdown and am facing in another direction - or even moving in another direction!
To me, this seems counter-immersive.
Would it be possible to alter this (and Deep Horizon's Advanced Navigation Computer) to either fail (when not moving towards the hexagon) - or cause a misjump (when not moving towards the middle of the hexagon) - in such circumstances?
I don't need it, but it just strikes me as such an obvious alteration to these oxps.
Sorry to be a pain...
This seems to work in too many situations.
1) When I have stopped and am not moving at all
2) When I have turned away from the alignment point during countdown and am facing in another direction - or even moving in another direction!
To me, this seems counter-immersive.
Would it be possible to alter this (and Deep Horizon's Advanced Navigation Computer) to either fail (when not moving towards the hexagon) - or cause a misjump (when not moving towards the middle of the hexagon) - in such circumstances?
I don't need it, but it just strikes me as such an obvious alteration to these oxps.
Sorry to be a pain...
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?
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Re: (Release) Manual Witchspace Alignment
What do you think - must get to at least 50% of your ship's max speed in order to make the jump? Or 100%?Cholmondely wrote: ↑Tue May 13, 2025 7:14 pmWould it be possible to alter this (and Deep Horizon's Advanced Navigation Computer) to either fail (when not moving towards the hexagon) - or cause a misjump (when not moving towards the middle of the hexagon) - in such circumstances?
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Re: (Release) Manual Witchspace Alignment
I don't think the actual speed matters. I visualise the hole as appearing in front of me. All I have to do is to get my ship inside it. The speed does not matter - as long as I move. But my direction probably should.
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•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?
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Re: (Release) Manual Witchspace Alignment
It matters in E:D - you can't jump until you have max throttle. It makes some sense, I guess, to be moving reasonably quickly.
I'll leave it at 50% for the moment. I'll run some tests tomorrow and make sure I haven't broken something else, and then issue a new version.
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Re: (Release) Manual Witchspace Alignment
But what about other ships with different speeds? What is the logic there?phkb wrote: ↑Wed May 14, 2025 11:49 amIt matters in E:D - you can't jump until you have max throttle. It makes some sense, I guess, to be moving reasonably quickly.
I'll leave it at 50% for the moment. I'll run some tests tomorrow and make sure I haven't broken something else, and then issue a new version.
An Anaconda can only manage 0.14 LM - less than half of the Cobra's 0.35 LM. Does that mean it should not be able to jump at all unless it uses Injectors?
Are Happy Eye Pulpit Pods permanently posted to perpetually preach at their present planet? (0.08 LM max speed).

What is NPC behaviour here? They usually move at 50% maximum speed, I believe.
How about 5%?
What do we know?
From the vanilla game code, the duration of the hole is related to the mass(?) of ships jumping through it. NPCs move at 50% maximum speed, I believe.
Are they all moving when they jump? Presumably yes, but is this really true?
If I'm not moving at all, I still jump (seems ridiculous, but then Classic Elite's game code fitted into the size of this post, and since Oolite is taken from Classic Elite...)! So there is no needing to enter the hole to jump at all - it presumably just materialises around my ship. But is that what the NPCs do? I'm unsure.
So, if we alter things to make them more immersive...
What happens if one moves so slowly that the hole closes with the ship half-in/half-out?
Is this impossible? Perhaps the hole's duration extends indefinitely while I'm still Duke-of-Yorking. But then when I'm through, the "mass-based duration of closure rules" come into play?
Or perhaps the hole does close with part of the ship left behind - and all sorts of exciting consequences?
Comments wanted:
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•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?
Re: (Release) Manual Witchspace Alignment
Being one of those rare pilots that cozies up to the Witchpoint Beacon, comes to a full stop, and then initiates a Hyperspace Jump the "must be moving at a certain speed" to make a Jump is not my personal idea of immersion. My belief is that DIRECTION is the more important factor in the Jump process. With both the Manual Witchspace Alignment and the Deep Horizon Advanced Navigation Computer systems the jump should be possible and correct as long as you are reasonably aligned with the center of the target hexagon. Granted my speed does get increased to its maximum during the second or two that it takes my computer to propagate the arrival system so that upon exiting the Wormhole my ship is not standing still. Plus the fact that one's ship cannot travel at full speed while inside the Wormhole. One quarter to one third speed is the best that can be had.
Just my two cents. Adaptation is life so anything that comes up will be utilized as best it can be under a given set of circumstances. That is, unless, the code can be TWEAKED. [Cue the Evil Laughter] MUW-HAW-HA-HA-HA.
Just my two cents. Adaptation is life so anything that comes up will be utilized as best it can be under a given set of circumstances. That is, unless, the code can be TWEAKED. [Cue the Evil Laughter] MUW-HAW-HA-HA-HA.
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Re: (Release) Manual Witchspace Alignment
Whenever I tried this, the jump was borked by Oolite, and I got a message that I was too close to the beacon!
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?
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Re: (Release) Manual Witchspace Alignment
Well, Library Config for the win, I guess!
Re: (Release) Manual Witchspace Alignment
Keep the Beacon off either your Port or Starboard side as opposed to directly ahead of your ship. Try to keep yourself at least a half to a full Kiloometer from the Beacon. This has worked for me when even closer than half a Kiloometer using the Deep Space Horizon Advanced Navigation Computer. Do not remember the last time a Manual Witchspace Alignment was used so cannot comment on minimum/maximum distances for that. Converting Kiloometers to Cavezzi is best left to you to figure out.
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Re: (Release) Manual Witchspace Alignment
OK, version 2.12 has the speed requirement in. I set the base/default value to be 20% throttle required to start the countdown. But, via Library Config, you can set it to zero, meaning no speed requirement, or 1, meaning full throttle.
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Re: (Release) Manual Witchspace Alignment
I'll look at DH ANC later.
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Re: (Release) Manual Witchspace Alignment
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?