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Posted: Fri Jun 30, 2006 1:39 pm
by drew
winston wrote:
One little typo:

A hanger is what you put your jacket on.
A hangar is where you put planes and space ships.

Just my little bit of pedantry for the day.

But a great read so far, look forward to the next one!
You sure you haven't got a Boa in your hanger? :wink:

No, fair do's, will correct! Glad you're enjoying it.

Cheers,

Drew.

Posted: Sat Jul 01, 2006 4:38 am
by Commodore Sics D'fore
"Kessel run", "What the parsec?" Ha.

Very good, once again. I will be interested to see how the different story threads tie in together.

By the way.... one thing I was a little puzzled about- When you referred to the "hyperspace range marker", I assume you meant the navigational buoy? I couldn't imagine them racing all the way to the witchspace marker and then back to the station, but that buoy has nothing to do with hyperspace.

Sorry to nitpick, but it initially confused me.

Posted: Sat Jul 01, 2006 7:03 am
by drew
Ah... I figured it was a short of boundary marker, indicating you were able to hyperspace because you were far enough from the station...

I'll update it next time around.

Cheers,

Drew.

Posted: Sat Jul 01, 2006 8:10 am
by Commodore Sics D'fore
I believe all the navigation buoy is for is to help ships line up with the station for docking. it is always between the planet and the station.

Posted: Mon Jul 03, 2006 9:26 am
by Selezen
Cmdr Sics is right. The bouy near the station is for aligning your ship for docking.

Posted: Mon Jul 03, 2006 9:29 am
by Murgh
but it also marks the boundary of the no-witchjump zone..

Posted: Mon Jul 03, 2006 11:08 am
by magamo
Murgh wrote:
but it also marks the boundary of the no-witchjump zone..
While yes, with the standard stations, this is true, with OXPs, this isn't the case. Gritty Coriolis' for example tend to need about 12 km of clearance before you can hyperspace jump. Torii need significantly more.

Even the Ho0py Casino needs a few kilometers of clearance before you can jump. (I've not tried with any of the other dreadnoughts)

Posted: Mon Jul 03, 2006 11:48 am
by Murgh
touché.
Image

Posted: Tue Jul 04, 2006 6:50 am
by Commodore Sics D'fore
Murgh wrote:
but it also marks the boundary of the no-witchjump zone..
But you can't witchout that close to the planet either, can you? (In which case it would be silly to mark the distance on that side.) Hmm. Actually , I never tried it. I just assumed that since you can't do the (j-key) hyperspeed thing that close to a planet, that you couldn't hyperspace that close to a planet either, but maybe I am wrong?

I am not trying to belabor this point, and it's not like i am getting heated up over such trivia, but if it was for marking the hyperspace boundary, wouldn't there be one on the other side of the station (away from the planet)?

Anyway, it is called the navigation bouy. So there. :P :wink:

Posted: Tue Jul 04, 2006 7:32 am
by aegidian
The Nav Buoy was created initially as a target for testing out weaponry as I worked onthe early Oolite. I placed it directly outside the station so that I'd have to do no more than launch and fire! Then I realised how useful it was as an aid to docking - so as I neared release I decided to keep it in the game.

In terms of Oolite's milieu I tend to see it as a sensor station (quite possibly manned) used for traffic control around a system's main port.

It was never intended to mark 'safe-distance' for witch jumps (although for the standard Coriolis station it is placed at that distance). Your on-board mass-detectors do most of the work of deciding how far from a given mass you need to be to safely create a wormhole.

HTH :)