(Big thanks to Norby for help with this - I'm still struggling to believe that I seem to have it working )
Change line 156 of variablemasslock.js (in the scripts folder) from...
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var r = w.$Range( t.mass );
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var r = w.$Range( t.primaryRole );
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this.$Range = function(mass)
return( mass * 0.02 + 17000 );
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this.$Range = function(primaryRole)
if (primaryRole == "escort" || primaryRole == "escort-medium" || primaryRole == "escort-heavy" || primaryRole == "trader" || primaryRole == "trader-courier" || primaryRole == "trader-smuggler" || primaryRole == "shuttle" || primaryRole == "miner" || primaryRole == "scavenger")
{return 17000;}
else
{return 34000;}
Why?
- It's easier to ensure that no encounters expected to result in combat (e.g. pirates) are avoided by reactivating the torus drive before an aggressor can close sufficiently (none of those ships ever have their scanClass changed).
- The more tedious 'crawl-by' masslocks are both easier to avoid and take less time to escape (initial masslock occurs as normal but the torus drive can then be reactivated).
- Lave to Zaonce - evaded a few large freighters until got too close to one of them (traders presumably) but was masslocked by police.
- Lave to Leesti - was masslocked by a large pack of ships on the edge of the scanner who, moments later, turned out to be pirates
[Edited to remove 'list' formating within the 'code' windows - where it can confusingly appear to be code.]