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Posted by: dgabbless
« on: June 17, 2012, 05:07:40 AM »

Awesome thanks, it will come in handy for my next game.  I had refitted my survey ships with jump drives and gone through.  The third system I entered was filled with hostiles, who chased me through to Sol and turned my conventional start Earth to mush ):
Posted by: Steve Walmsley
« on: June 17, 2012, 04:50:35 AM »

If I remember correctly, there is an issue with the jump gates not being created in Sol. You can turn on SM and manually add them to each jump point though, and all the other systems should start with gates at every point.

Yes, that's correct. It is fixed in the next version.

Steve
Posted by: HaliRyan
« on: June 17, 2012, 04:27:35 AM »

If I remember correctly, there is an issue with the jump gates not being created in Sol. You can turn on SM and manually add them to each jump point though, and all the other systems should start with gates at every point.
Posted by: dgabbless
« on: June 17, 2012, 04:03:37 AM »

I started a new game with this option turned on, but when I tried to put my ships through the first jump point I found I got the "Transit Failure: Geosurvey Task Group cannot carry out its standard transit order as at least one ship is larger than the ship with the highest jump rating.  No friendly or allied jump ships are available for escort" event log.  Does this feature not work as intended or am I doing something wrong? Here's my geosurvey ship:

Code: [Select]
Canberra class Geological Survey Vessel    5,600 tons     229 Crew     707 BP      TCS 112  TH 450  EM 0
4017 km/s     Armour 1-28     Shields 0-0     Sensors 1/1/0/5     Damage Control Rating 1     PPV 0
MSP 79    Max Repair 100 MSP

Ion Engine E0.6 (3)    Power 150    Fuel Use 6%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 150,000 Litres    Range 803.4 billion km   (2314 days at full power)

Geological Survey Sensors (5)   5 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes