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Posted: Fri Aug 27, 2010 11:49 am
by Killer Wolf
re Kaks point, given a non-jump ship wouldn't have the jump computers etc that theoretically control the flightpath in a WS tunnel, i'd think a tailgater would have a much greater chance of coming unstuck - the longer the trip, the greater the odds. a tailgating jump-capable ship would, presumably, be safer since its computers could travese the route more reliably.

Posted: Fri Aug 27, 2010 1:30 pm
by Switeck
That isn't likely a problem, since Pythons, Boas, and Anacondas regularly use Sidewinders and Mambas as cheap escorts...which don't have hyperspace ability (on their own).

But...I'd think non-hyperspace capable ships might not be able to equip/use a Witchspace cloud Analyser, which would make "hitchhiking across the galaxy" a rather hit or miss affair. (Don't forget your towel!) 8)

Posted: Fri Aug 27, 2010 2:46 pm
by Cody
Switeck wrote:
which would make "hitchhiking across the galaxy" a rather hit or miss affair.
I’ve done this many times… waited for a ship to jump out, then followed it blind, without analysing the cloud. You can find yourself in some ‘interesting’ systems… places you might not normally visit, and you emerge with a full tank, which is always a good thing.
Now, if only npc ships made the occasional gal-jump... following that would be a nice surprise.

Posted: Fri Aug 27, 2010 8:23 pm
by Switeck
The Galactic jump might either not leave a witchspace bubble or leave a very short-lived one. As-is, NPC ships never do that...so were it added it'd have to be insanely rare.

I changed my mind...any significant NPC and player ship can get should be able to have a Witchspace cloud Analyser. Reason being -- witchspace bubbles are navigational hazards and even escort ships would need to verify the route is ok/stable. Game balance wise, the player would be jumping with random NPCs and reloading their game if they didn't end up where they wanted. No point, might as well give the player a Witchspace cloud Analyser if they want (and can afford) it.

Posted: Sat Sep 11, 2010 7:19 pm
by Cody
Kaks wrote:
And, in line with the latest hadwavium discoveries, in trunk the total time taken for a failed hyperspace jump is not a linear 1/2 of the travel distance anymore
Can anyone please tell me how much total time is taken by a mis-jump now (in trunk, that is)... what is the ratio?

Posted: Sat Sep 11, 2010 7:38 pm
by another_commander
The comment in the code wrote:
misjumps take 3/4 time of the full jump, they're not the same as a jump of half the length!

Posted: Sat Sep 11, 2010 7:47 pm
by Cmdr James
I wrote that :)

Phantor Gorth showed that by setting the jump time to 3/4 of the expected time for the full jump there was no benefit or penalty timewise for misjumping. This is important because of the potential to have to race across a number of jumps to make a delivery.

There is a reasonably full discussion of the reasoning and some mathematical analysis, and even explanations of the observed time taken on the forum somewhere.

Posted: Sat Sep 11, 2010 8:37 pm
by Cody
Thanks Commodore… I looked for that thread, but couldn’t find it.

Posted: Sat Sep 11, 2010 8:58 pm
by Cmdr James

Posted: Sat Sep 11, 2010 9:15 pm
by Cody
Thanks again, James... crikey, that was back in May... where did summer go?

Posted: Mon Sep 27, 2010 12:39 pm
by Alex
I recon you all forgot the plot then;

Why would a Galcop jump to catch anyone??
Doesn't the cop have a home to go to?
Besides all nearby systems are auto alerted for incoming fugitives.

So Baddies beware: If the cops don't get ya, I'll happily take the dosh for your scrappy ship.