First, the word is spelled 'obscure'. Second the Forklift is unjammable.
killer bob said:
1. Close, but not quite. EVC and EVO's engines take one third of the original shield damage, and put it into hull damage, and vice-versa, taking one third of the original hull damage, and pumping it into shield damage. That means that it actually does 4 to shields, and 1 to armor. This applies to all weapons.
2. Close again, but same problem. The Phased Beam Turrets will end up doing 10 to shield and 3 to armor.
The bible says it's 1/4th, not 1/3rd.
Okay, here are a few more Override factoids:
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It's possible to have a Crescent Fighter hold a Crescent Fighter bay.
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The Plasma Siphon also functions as a fuel scoop. Read following paragraph.
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It is possible to pilot the Strange Asteroidand to use it as an escort.
The fuel scoop and plasma siphon each have fuel scoop values of 40, and you can have up to two fuel scoops. The freighter has an inherent fuelregen of 100, which the player takes advantage of. Thus, the maximum possible fuel regen rate is an Igadzra-string freighter with two fuel scoops, which has an effective fuel regen value of 200/17, or approximately 11.8 frames per unit of fuel. This is equivalent to gaining 2.55 fuel per second, meaning it takes about 39.2 seconds to get one jump's worth of fuel, and exactly 153 units of fuel (1.53 jumps' worth) are regained every minute.
Having consulted the data files and bible, I now understand jamming in Override. For the most part. Here is my conclusion. If you want the supporting data, read the rest of my post. If not, you can stop after this table.
(color=blue) ECM System Needle Jammer Zidagar ECM(/color)
(color=red)Hunter Missile(/color) No Jamming No Jamming No Jamming
(color=red)Needle Missile(/color) No Jamming Maximum Jamming No Jamming
(color=red)Persuit Missile(/color) Weak Jamming No Jamming No Jamming
(color=red)SAD Module(/color) Medium Jamming (a) No Jamming Maximum Jamming
(color=red)SAE Module(/color) Weak Jamming No Jamming Medium Jamming (b)
Medium Jamming (a) and Medium Jamming (b) are different in cause, but I have not studied their effects at all, so I don't know if one is more powerful than the other.
Here is my explanation:
The ModVal field is stored as a decimal number, but in the case of jammers it is interpreted by the engine as a hex value.1 = $0001
2 = $0002
10 = $000Aand so on. The Seeker field of a guided missile stores the vulnerability of that missile to each of the 4 types of jamming in the middle two digits of its hex value.
Thus, the three jammers and 5 (common) guided missiles have the following properties:
(b)(color=blue) Jammers(/color)
Name ModVal Hex equivalent(/b)
(color=blue)ECM System(/color) 6 $0006
(color=blue)Needle Jammer(/color) 16 $0010
(color=blue)Zidagar ECM(/color) 64 $0040
(b)(color=red) Missiles(/color)
Name Seeker Field Middle two digits of seeker field(/b)
(color=red)Hunter Missile(/color) $0000 00
(color=red)Needle Missile(/color) $C106 10
(color=red)Persuit Missile(/color) $2025 02
(color=red)SAD Module(/color) $040C 40
(color=red)SAE Module(/color) $0044 04
Now, the hex values have the following meanings:
(b)(color=blue) Jammers(/color)
Hex digit Meaning(/b)
$0001 Weak Type I Jamming
$0002 Weak Type II Jamming
$0004 Weak Type III Jamming
$0008 Weak Type IV Jamming
$0010 Strong Type I Jamming
$0020 Strong Type II Jamming
$0040 Strong Type III Jamming
$0080 Strong Type IV Jamming
(b)(color=red) Missiles(/color)
Hex Digit Meaning(/b)
$0010 50% Vulnerability to Type I Jamming
$0020 50% Vulnerability to Type II Jamming
$0040 50% Vulnerability to Type III Jamming
$0080 50% Vulnerability to Type IV Jamming
$0100 100% Vulnerability to Type I Jamming
$0200 100% Vulnerability to Type II Jamming
$0400 100% Vulnerability to Type III Jamming
$0800 100% Vulnerability to Type IV Jamming
This means that the jammers and missiles have the following properties:
(b)(color=blue) Jammers(/color)
Name Effect(/b)
(color=blue)ECM System(/color) Weak Type II and Weak Type III Jamming
(color=blue)Needle Jammer(/color) Strong Type I Jamming
(color=blue)Zidagar ECM(/color) Strong Type III Jamming
(b)(color=red) Missiles(/color)
Name Vulnerability(/b)
(color=red)Hunter Missile(/color) Unjammable
(color=red)Needle Missile(/color) 100% Vulnerable to Type I Jamming
(color=red)Persuit Missile(/color) 50% Vulnerable to Type II Jamming
(color=red)SAD Module(/color) 100% Vulnerable to Type III Jamming
(color=red)SAE Module(/color) 50% Vulnerable to Type III Jamming
Now, finally, I will mention the distinction between what I call Medium Jamming (a) and Medium Jamming (b). Medium Jamming (a) occurs when a 100% vulnerable missile is confronted with weak jamming. Medium Jamming (b) occurs when a 50% vulnerable missile is confronted with strong jamming. To find out which is more effective, I would have to make a test wherein hundreds of missiles are fired in each scenario, and count the missiles that get jammed to find a ratio of jammed missiles to total missiles. Of course, it might turn out that both scenarios are equally effective. I don't actually plan to do the testing any time soon.
I also do not know how the engine deals with multiple jammers of different effectiveness levels operating simultaneously. That is, if you have both an ECM system and a Zidagar ECM system, and an SAD or SAE module is fired at you, I'm not sure whether only the stronger jamming is applied, or whether the two jammers are somehow combined to get a single jamming value, or whether each jammer operates and has its chance to jam calculated seperately.
I hope I have made jamming less murky. My first table should have all the information you need.
This post has been edited by Qaanol : 01 June 2005 - 06:15 PM