Author Topic: Group Jumping question  (Read 3138 times)

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Offline serger (OP)

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Group Jumping question
« on: May 08, 2016, 05:58:00 AM »
1st of all - big thanks for this beautiful old-style game! After a pair of newbie starts with utterly wrong game options, I have now my 1st longterm campaign, and this is great crazy amusement!
And now I have one newbie question, that I venture to ask here, 'cause Aurora wiki is down and I cannot read an answer there.

So, version 7. 1 (not 7. 2! that was my fail, I miss to update installation in time), and I built my first set of commercial interstellar ship designs, and among them a heavy jump capable tug for those cases, when I need to drag some of those regular ships from systems, still not connected with 2-way jump gate.
But when I try to use this jump capable tug exactly for her mission - I have only a transit failure messages!

Here are those ships in question.

Incapable jump tug:
Code: [Select]
Kreios I class Jump Tender    36 850 tons     322 Crew     1494.4 BP      TCS 737  TH 4000  EM 0
5427 km/s    JR 2-25(C)     Armour 1-98     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
MSP 104    Max Repair 100 MSP
Intended Deployment Time: 8 months    Spare Berths 3   
Tractor Beam     

JC 2x40000     Max Ship Size 40500 tons    Distance 25k km     Squadron Size 2
DC Heavy Interim MP (10)    Power 400    Fuel Use 5.3%    Signature 400    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 92.2 billion km   (196 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

And unlucky freighter, stuck in frontier star system:
Code: [Select]
City II class Freighter    38 900 tons     150 Crew     812 BP      TCS 778  TH 2000  EM 0
2570 km/s     Armour 1-102     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 13    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Cargo 25000    Cargo Handling Multiplier 10   

DC Heavy Interim MP (5)    Power 400    Fuel Use 5.3%    Signature 400    Exp 5%
Fuel Capacity 500 000 Litres    Range 43.6 billion km   (196 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Several SM testings just confused me finally with contradictory results.

I read old threads here, and see 2 unexpected things, though there was about old versions of game, but. . :

1. Jump squadron size was limited with SUM of ship sizes, not with max ship size, that is wrote in jump engine description.
2. Jump squadron size was limited with jump capable SHIP size, not with her DRIVE max ship size.

So, the question is: which of those 2 game mechanics features still actual in 7. 1 version and are they actual for both commercial and military designs?
« Last Edit: May 08, 2016, 06:13:59 AM by serger »
 

Offline rorror

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Re: Group Jumping question
« Reply #1 on: May 08, 2016, 07:01:31 AM »
There is a bug that when your jump ship is not exact or bigger then the ship you want to jump, it wont go, even if the jump drive is the same size.

I have had a lot of problem, when jumping to a system was possiable, but the way back, my ships where to big.
Now i use SM edit, to correct the fenomen. (edit the ships to the right size.)
 

Offline Prince of Space

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Re: Group Jumping question
« Reply #2 on: May 08, 2016, 07:54:49 AM »
It's not a bug. It's working as intended. The jump tender needs to be at least as big as the piggybacking ship(s). Any extra capacity on the jump tender's jump drive is ignored.

Throw some more fuel or engines or even armor on the jump tender to get it's size up to 40,000 tons or so and you'll be set. Your second description is accurate.
 
The following users thanked this post: rorror, serger

Offline rorror

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Re: Group Jumping question
« Reply #3 on: May 08, 2016, 07:57:51 AM »
It's not a bug. It's working as intended. The jump tender needs to be at least as big as the piggybacking ship(s). Any extra capacity on the jump tender's jump drive is ignored.

Throw some more fuel or engines or even armor on the jump tender to get it's size up to 40,000 tons or so and you'll be set. Your second description is accurate.

Tnx, for correcting my lines of text and for giving me a beter insight of the game.
 

Offline serger (OP)

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Re: Group Jumping question
« Reply #4 on: May 08, 2016, 10:09:59 AM »
Well, my beatiful plans with some neatly specialised ship designs was broken completely. . .  :)
Thanx!
 

Offline linkxsc

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Re: Group Jumping question
« Reply #5 on: May 08, 2016, 10:29:21 PM »
Wow been playing this for a year and a half and i didnt even know that this was a rule... but itend to only use self jumping ships, fleet tenders of identical size to the fleet they support, or gates.

Well recommends to the op, fuel and engines. Usually cant go wrong deagging around some extra fuel.
 

Offline serger (OP)

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Re: Group Jumping question
« Reply #6 on: May 12, 2016, 11:29:49 AM »
Well, 2nd try. 

Here is my new heavy jump capable tug:

Code: [Select]
Atlas I class Tug    52 400 tons     438 Crew     2698.8 BP      TCS 1048  TH 7500  EM 0
7156 km/s    JR 2-25(C)     Armour 1-124     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
MSP 129    Max Repair 125 MSP
Intended Deployment Time: 48 months    Spare Berths 2   
Tractor Beam     

JDC 7000/2x52500t     Max Ship Size 52500 tons    Distance 25k km     Squadron Size 2
DC Heavy Interim ICF (15)    Power 500    Fuel Use 3.54%    Signature 500    Exp 5%
Fuel Capacity 5 000 000 Litres    Range 485.2 billion km   (784 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

And here is a gate builder station, that I try to pull through the jump point:

Code: [Select]
Unity I class Construction Ship    51 200 tons     110 Crew     1235 BP      TCS 1024  TH 0  EM 0
1 km/s     Armour 1-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 10 MSP
Intended Deployment Time: 72 months    Spare Berths 0   
Jump Gate Construction Ship: 180 days


This design is classed as a Commercial Vessel for maintenance purposes

The same result!

What.  I.  Am.  Doing.  Wrong? Exclamation point. 
 

Offline Erik L

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Re: Group Jumping question
« Reply #7 on: May 12, 2016, 02:38:30 PM »
It might be the fact your construction ship does not have an engine.

Offline serger (OP)

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Re: Group Jumping question
« Reply #8 on: May 12, 2016, 02:45:15 PM »
So, there is no way to transport station through the jump point in tow?
 

Offline Erik L

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Re: Group Jumping question
« Reply #9 on: May 12, 2016, 03:08:14 PM »
I do not believe so.

Offline MarcAFK

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Re: Group Jumping question
« Reply #10 on: May 13, 2016, 06:50:58 AM »
Is this with squadron jump or standard transit?
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
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Offline Sheb

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Re: Group Jumping question
« Reply #11 on: May 13, 2016, 10:18:47 AM »
What if you tug the station to the jump point, uncouple them, then order the station to jump?
 

Offline 83athom

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Re: Group Jumping question
« Reply #12 on: May 13, 2016, 04:08:12 PM »
What if you tug the station to the jump point, uncouple them, then order the station to jump?
That does work.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline serger (OP)

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Re: Group Jumping question
« Reply #13 on: May 14, 2016, 03:20:01 PM »
Quote from: MarcAFK link=topic=8635. msg91022#msg91022 date=1463140258
Is this with squadron jump or standard transit?
Any of them.
 

Offline serger (OP)

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Re: Group Jumping question
« Reply #14 on: May 14, 2016, 03:24:25 PM »
Quote from: Sheb link=topic=8635. msg91031#msg91031 date=1463152727
What if you tug the station to the jump point, uncouple them, then order the station to jump?
How could this station jump without jump drive?. .