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Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Mon Sep 24, 2012 3:16 am
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!

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Wed Sep 26, 2012 5:41 pm
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

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Wed Sep 26, 2012 6:08 pm
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!

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Wed Sep 26, 2012 6:22 pm
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>

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Wed Sep 26, 2012 7:06 pm
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.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Fri Sep 28, 2012 5:06 am
by slomoe
Thanks everyone for all the help!

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Oct 14, 2012 12:06 pm
by Jameson 321
Please help, I don't know how to activate the tractor beam

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Oct 14, 2012 12:19 pm
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.

Re: [UPDATED RELEASE] Coyote's Run Mission

Posted: Sun Oct 14, 2012 12:52 pm
by Jameson 321
Thanks, it's working, onwards and upward

Re: [RELEASE] Coyote's Run Mission

Posted: Thu Jan 10, 2013 6:49 am
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?

Coyote's Run tractor beam?

Posted: Wed Jan 16, 2013 9:57 pm
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

Re: Coyote's Run tractor beam?

Posted: Wed Jan 16, 2013 10:01 pm
by Cody
Hi Paul and welcome aboard - this is the method, as I recall. It should work okay.

Re: Coyote's Run tractor beam?

Posted: Wed Jan 16, 2013 10:15 pm
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? :(

Re: Coyote's Run tractor beam?

Posted: Wed Jan 16, 2013 10:17 pm
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!

Re: Coyote's Run tractor beam?

Posted: Wed Jan 16, 2013 10:29 pm
by paulh
Ah - that did it - thanks!
Paul