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Re: Emergency in-sysyem hyperjump

Posted: Tue Aug 12, 2014 7:55 pm
by Switeck
I've used quite a few giant wormholes in testing OXPs and not had problems with them.
These were made using stations and large asteroids as the NPC "jumpship" and should be larger than a wormhole made using liners.
I used a .js script for them to be created, make a wormhole, and then remove the npc jumpship.

A possibility is ramming the npc "jumpship" at the exit system, as since about v1.76 it's the case that the player's ship ends up close to the jumping npc ship on arrival at the exit system.

Re: Emergency in-sysyem hyperjump

Posted: Tue Aug 12, 2014 10:39 pm
by ffutures
Really not sure what happened - my impression was that whatever it was happened in the wormhole, but I could be wrong.

Re: Emergency in-sysyem hyperjump

Posted: Sun Aug 24, 2014 3:43 pm
by ffutures
Getting back to the original idea - I think this can be explained as switching off all of the safety equipment that is normally supposed to make a same-system jump impossible, so there would naturally be a fairly high chance of a misjump or other jump error, such as loss of all fuel, and things like jump space sickness. I think that the witch point is the logical destination - there are no instances of ships jumping anywhere else apart from misjumps, apart from the microjump ship design someone mentioned. Since it's not a very useful destination it shouldn't be abused too much in play.

Re: Emergency in-sysyem hyperjump

Posted: Tue Sep 23, 2014 7:15 pm
by Dr Beeb
In the retro BBC micro version Elite-B (shameless plug)
https://bb.oolite.space/viewtopic.php?f=7&t=16899

you can do an in-system hyperjump, it takes you back to the beginning (Witch Point) so all your hard work travelling to the planet is for naught, but you're still alive and probably with a very damaged ship. The escape pod option in Elite-B would deliver you to the station, you get your equipment (except escape pod, energy unit(s) and galactic drive(s) returned), but lost your cargo. Which is best probably depends on deep thought at an inappropriate time.

Each in-system hyperjump requires 0.1 LY of the remaining fuel, so it can only be used a few times before your tank is empty.

Re: Emergency in-sysyem hyperjump

Posted: Tue Sep 23, 2014 10:11 pm
by ffutures
This is exactly what I was suggesting - I really can't see any reason not to have it in Oolite. Especially if there are chances of things going wrong...