Ambrosia Garden Archive
    • Reduce Jump time


      It can be donw with outfits... but only for your ship...

      If i have, say a Fed Carrier in my fleet bot i want a 1-day jump, is there anyway to do that with outfits (Instead of editing mass values)?

      If i made fed carriers all start with an outfit that reduces hjump time, would that let me jump my fleet in 1 day?

    • When making ships (or editing them) there's a flag for 'fast jumping'. I'm not sure if this makes you jump fast or in 1 day, but you can also make ships have outfits for defaults, and you could put the outfit on there.

      This post has been edited by zapp : 18 April 2005 - 05:10 AM

    • Fast jumping means the jump takes less real time and there's only a select handful of outfit types that affect the AI. I've never thought that ships in your fleet would affect hyperspace time though.

    • When you have a fleet, the limiting factor on your days in hyperspace is the mass of the largest ship. Unfortunately, the game enginedoesn't check for jump time reducing outfits in your escorts.

    • Satori, on Apr 18 2005, 04:13 AM, said:

      It can be donw with outfits... but only for your ship...

      If i have, say a Fed Carrier in my fleet bot i want a 1-day jump, is there anyway to do that with outfits (Instead of editing mass values)?

      If i made fed carriers all start with an outfit that reduces hjump time, would that let me jump my fleet in 1 day?
      View Post

      What I would suggest is more time consuming, but you'll get a better result:

      Change the specs of the ships to one day jumps, then give them all, depending on their size, 0, 1 or 2 invisible outfits (i.e. that will not appear in the "extras" pilot dialog) of jump time modifiers. This way, the AI will always jump in one day, and the player will take x days.

    • On a similar note, is there any way to make some, but not all, ships not have to accelerate into hyperspace?

    • Pace (haldora), on Apr 18 2005, 12:17 PM, said:

      What I would suggest is more time consuming, but you'll get a better result:

      Change the specs of the ships to one day jumps, then give them all, depending on their size, 0, 1 or 2 invisible outfits (i.e. that will not appear in the "extras" pilot dialog) of jump time modifiers. This way, the AI will always jump in one day, and the player will take x days.
      View Post

      Well that would solve the problem but you'd also get some unwanted side effects, as the mass field is used for quite a number of things other than hyperspace time.

    • Yep, I think it would be best to create a variant of the ship, that will be used only for being a player's escort, that has <100 mass. No one need ever know.

    • Well, but technically, the effects of the minimass would still be there.

      If the escorts are mission-based, do they still hold you back?