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whichspace jumps
Posted: Mon Jan 05, 2009 2:58 pm
by steviel
is it possible to increase the distance of the jump? i remember in elite you could add a fix that could cover 50 light years in one jump instead of 7
Posted: Mon Jan 05, 2009 3:04 pm
by Disembodied
I don't think so, no... AFAIK the 7-light-year limit is hard-coded.
Posted: Mon Jan 05, 2009 3:04 pm
by Thargoid
Nope, it's (deliberately) hard-coded into the game that 7 LY is the max for a jump.
Posted: Mon Jan 05, 2009 4:24 pm
by Eric Walch
A 50 LY jump would take to much time. Witch-jumping does strange things with time that even Einstein didn't know of. A X LY jump takes X^2 hours time. A 7 LY jump takes 49 hours (about 2 days). But a 50 LY jump would take 104 days. With such big jumps you would miss every appointment in space.
Posted: Mon Jan 05, 2009 4:26 pm
by wackyman465
Plus it would just miss the point of the game.
Posted: Mon Jan 05, 2009 5:39 pm
by Captain Hesperus
Apparently it is quicker to make multiple short jumps as opposed to one long one as the time is proportional to the distance (something like x2 or x4, I can never remember). This can be shortened by buying things like Fuel Scoops to negate the need to visit stations for refueling and Witchfuel Injectors for those times you have blips on the scanner preventing your Torus Drives.
Captain Hesperus
Posted: Mon Jan 05, 2009 5:53 pm
by wackyman465
As previously stated, the time for a witchspace jump is distance * distance = time in hrs.
Posted: Mon Jan 05, 2009 6:07 pm
by Pangloss
Captain Hesperus wrote:Apparently it is quicker to make multiple short jumps as opposed to one long one as the time is proportional to the distance (something like x2 or x4, I can never remember). This can be shortened by buying things like Fuel Scoops to negate the need to visit stations for refueling and Witchfuel Injectors for those times you have blips on the scanner preventing your Torus Drives.
Captain Hesperus
Yeah, I always wondered about that. I had a consignment to take 20 l.y to another system, and I could do it in 3 jumps and j-u-u-s-t make it in time. Or hop for 2 or 3 hours at a time by taking local star routes and I had two days left to complete my assignment.
And weren't the areas around suns meant to be crawling with pirates? Because I almost always get a straight J-jump to the star's mass to refuel.
Posted: Mon Jan 05, 2009 6:09 pm
by wackyman465
which space are we talking about here?
Posted: Mon Jan 05, 2009 6:50 pm
by Disembodied
Pangloss wrote:And weren't the areas around suns meant to be crawling with pirates? Because I almost always get a straight J-jump to the star's mass to refuel.
You could always try the
Deep Space Pirates OXP...
Posted: Mon Jan 05, 2009 7:08 pm
by Screet
Pangloss wrote:And weren't the areas around suns meant to be crawling with pirates? Because I almost always get a straight J-jump to the star's mass to refuel.
One solution is to add deep space pirates oxp.
Someone also wrote an oxp which adds additional trade routes (w-sun and w-n), which could also help with your experience. I didn't give that one a try yet.
Screet
Re: whichspace jumps
Posted: Mon Jan 05, 2009 11:11 pm
by DaddyHoggy
steviel wrote:is it possible to increase the distance of the jump? i remember in elite you could add a fix that could cover 50 light years in one jump instead of 7
A 50ly jump isn't a "fix" it's a "break" - it would break the game utterly. 7ly is just perfect - B&B knew what they were doing.