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[Outdated]Some explanation of Jumpdrive, Cloaking and Survey module.

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[Outdated]Some explanation of Jumpdrive, Cloaking and Survey module.
Offline Pimper
05-07-2012, 12:24 AM,
#51
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Posts: 25
Threads: 1
Joined: May 2008

I apologize for not updating this, I've been a bit busy...rectified now, assuming the .ini updates reflect the server configuration (as per usual)
(Update concerns cloak fuel usage, Oil replacement with Promethene (only for cloaks, though, according to .ini's) as well as cloak warmup time changes)

Also, feel free to either post inconsistencies here (would appreciate evidence as well) or PM me.

P.S. Yay, stickied!
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Offline Scaryowl
05-07-2012, 04:20 PM,
#52
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Posts: 178
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Joined: Sep 2011

' Wrote:6.Jump Drive Module Series IV
Requires 1200 cargo space, multiple ship jump*
Minimum of 7,000,000 powercore required to use (Zoner Carrier, Rheiland Carrier, Osiris, Dragon Battleship, Bounty Hunter Battleship are the minimum required)
Takes 200 seconds to /charge, using either of the following : 12 MOX/14 Oil/14 H-Fuel/16 Deuterium/16 Helium-3 per second.
The Field value (I assume the range of ships to jump with you) is 300 (I will assume those are meters).

*Part of the description taken from FL Stat:
"...It also will force other ships near to the jumping ship into the wormhole and so can be used to move fleets of capital ships."
Have one question on this: what part of the jumping ship are those 300 meters measured from?

[Image: signature.jpg]
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Offline Coin
05-11-2012, 01:01 PM,
#53
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Posts: 3,329
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Quote:3.Hyperspace Survey Module Mk3
Needs 400 cargo space to mount
Requires minimum of 100,000 powercore to start (/survey)
Runs for 1000 (yes, that number is taken from the config file) seconds, consuming either of the following: 6 MOX/7 Oil/7 H-Fuel/8 Deuterium/8 Helium-3 per second.
Accuracy is 1.5 times the accuracy of Mk2.
Presumably coordinates stay active for 30 days.

if it runs for 1000 seconds, and uses minimum of 6000 mox (which is perishable, so you'll actually need more), then the only ship capable of using a mk3 survey module is the barge.


can the barge use these survey modules?

==========================


why are the co-ordinates perishable? its not like the planets orbit around the suns or anything.


A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline alphadog
05-11-2012, 01:05 PM,
#54
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Posts: 680
Threads: 35
Joined: Apr 2010

' Wrote:if it runs for 1000 seconds, and uses minimum of 6000 mox (which is perishable, so you'll actually need more), then the only ship capable of using a mk3 survey module is the barge.
can the barge use these survey modules?
You can bring along a transport with fuel y'know.
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Offline Coin
05-11-2012, 01:17 PM,
#55
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Posts: 3,329
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' Wrote:You can bring along a transport with fuel y'know.

does trading/tractoring interrupt the scan?
does getting shot interrupt the scan?
does moving interrupt the scan?

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline Stygian
05-11-2012, 01:29 PM,
#56
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Posts: 1,196
Threads: 108
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' Wrote:does trading/tractoring interrupt the scan?
does getting shot interrupt the scan?
does moving interrupt the scan?

No
No
Yes

[Image: osi-hiring.png]
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Offline Coin
05-11-2012, 01:30 PM,
#57
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Posts: 3,329
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ty stygian.

' Wrote:why are the co-ordinates perishable? its not like the planets orbit around the suns or anything.

bump

A Day in the Life of an NPC | Coin | The Journal of Caius Oakley | Build Your Dream Boat
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Offline alphadog
05-11-2012, 01:54 PM,
#58
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Posts: 680
Threads: 35
Joined: Apr 2010

I guess balance is the word you're looking for. You can think of some reasons why they perish, but they just do.
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Offline escopton
05-12-2012, 04:00 AM,
#59
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Posts: 749
Threads: 61
Joined: Aug 2011

So... No ships with a cargo hold of 121-200 can cloak then.

[Image: 29415592.png]
[Image: 46822555.png][Image: 26937320.png][Image: 71656505.png][Image: 47399654.png]
[Image: tazap.png] [Image: resavguard.png]
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Offline Caladan
05-19-2012, 09:44 AM, (This post was last modified: 05-19-2012, 09:45 AM by Caladan.)
#60
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Posts: 29
Threads: 3
Joined: Feb 2010

Hello,

In what line you write the coordinates for jump?

I first did /setcoords, then /charge, then /jump.

But the coords where not saved and i entered blind jump.

Maybe stupid question, but i cannot find it anywhere...

Maybe i should yust try, i think they probably come after charge?

I dont want to make anymore blind jumps,

Last time i ended up with my Mako in Omega 50 right in front of some SCRA :-)


Thanx!
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