Author Topic: Jump transit effects  (Read 884 times)

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Offline Zeebie

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Jump transit effects
« on: February 11, 2014, 06:43:51 PM »
I'm trying to find out exactly what the effects of jump transit are. The wiki is vague.

- The only firm statement I've seen is that sensors are somehow disrupted.  However, I've seen enemy active sensors light up 5 seconds after transit.
- Are active shields taken down? Is there a delay before raising them after a jump?
- Engines seem to work fine, as do move orders - enemy fleets always seem to be moving 5 seconds after transit.
- Missiles seem to work in that first 5 second increment as well, so maybe nothing happens to sensors? But If I try to use the Msl Launch button on the task force screen, I get a message about the effects of jump transit up to several minutes later.
- How about beam weapons?
- Is there some kind of general fire delay effect?
- Any other possibilities I missed?
 

Offline MarcAFK

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Re: Jump transit effects
« Reply #1 on: February 11, 2014, 10:45:31 PM »
I recently checked the effect jump transit has in shields and found them working perfectly, I also noticed sensors aren't effected so I guess it's just fire controls that are effected by 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. "
"Stop exploding, you cowards.  "
 

Offline Paul M

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Re: Jump transit effects
« Reply #2 on: February 12, 2014, 02:12:05 AM »
Active sensors are down for a certain period of time I thought, but your passives work fine.  Your fire controls are what are really messed up.  I'm not sure about CIWS.

The big difference though is if you use "standard transit" or "squadron transit"

Standard Transit disables sensors and fire controls for a fixed 5 min interval.  Your ships arrive exactly on the jump point.  All ships in the formation can transit at once so long as at least one jump engine equiped ship is on the jump point (either side).  The jump engine has to be able to transit the ships that make up the formation though.  So you can't send through a 30,000 tonne ship with a 3000 tonne jump engine tender (or at least I don't think that is possible).

Squadron Transit disables sensors and fire controls for a variable amount of time, and I don't know what determines it, but seems to be around 30 seconds or so.  Your ships arrive scattered around the jump point at variable distances up to the maximum distance your jump drive allows.  I don't know any details of how the distance is selected as I've never looked in detail at arrival positions.  I assume angular arrival is purely random but the distance might be anything (bell curved or whatever).  Jump engine limitations are enforced per formation, so a starting jump engine can bring over 2 other ships.  This requires you break up your formations usually.
 

Offline sublight

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Re: Jump transit effects
« Reply #3 on: February 12, 2014, 07:41:01 AM »
The psuedo code is as follows:

Code: [Select]
   Bonus = 1 - (Int(Sqr(GradePoints) - 10) / 100)
    
    If Squadron Transit then
        Delay = (10 + Random Number(20)) * Bonus
    Else
        Delay = (120 + Random Number(60)) * Bonus
    End
Which means that a squadron transit will cause blindness for 11-30 seconds and a regular or jump gate transit will cause blindness for 121-180 seconds. This affects both fire control and active sensors. The delay is reduced by the grade bonus of each ship.

Steve

I think CIWS works even with jump blindness.
 

Offline Zeebie

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Re: Jump transit effects
« Reply #4 on: February 12, 2014, 08:05:20 AM »
Thanks everyone, that's extremely helpful.

But now I'm wondering if this applies to NPRs? I have seen the following sequence of events multiple times while guarding a jump point:
t=0 sec  Hostile transit detected!
t=5 sec  Active sensor detected
t=10 sec  Nuclear detonation x8 detected [as their missiles hit my pickets]

which suggests to me that the NPR ships sensors and fire controls are working just fine after transit. And they are appearing right on the JP, so I presume its not a squadron transit.
 

Offline SteelChicken

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Re: Jump transit effects
« Reply #5 on: February 12, 2014, 08:05:37 AM »
CIWS is completely self-sustained with sensors and not effected by jumping.
Shields work fine.
Passives work OK.
Actives have a randomish delay.
Firecontrols have a randomish delay.

Delays can be reduced by using jump engine versus gate.

My personal experience is NPR's seem to suffer this effect a little less, but even some of the very advanced spoilers do suffer from it.
« Last Edit: February 12, 2014, 08:10:58 AM by SteelChicken »
 

Offline MarcAFK

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Re: Jump transit effects
« Reply #6 on: February 12, 2014, 11:16:57 AM »
I'm thinking there's a bug stopping this from working as intended since my tests were conducted with a spawned ship being sent through a jump point, immediately it could raise sensors and immediately the other faction could detect its sensors, this happened with both types of transit, and since the ship was spawned there wasn't a significant grade bonus.
" 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. "
"Stop exploding, you cowards.  "
 

 

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