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Hutton

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Everything posted by Hutton

  1. I did not describe my situation clearly and comletely. Please forgive me. I assume from your tone that you are sure the game is working as intended. If that is the case, end of discussion. I've already started over and have no intetion of salvaging this scenario. I'm going to describe the scenario just in case there is somthing odd happening that you might want to know about, and to demonstrate that I did read all the documentation completely and carfully before presenting a query. My asset was a TER/MIL FIRESTORM near in space near the moon. FC #6 was operated by pilot #6 without a co-pilot. It stopped responding during an enemy engagement. I checked the medical section in the tactical computer, saw the pilot was listed, and gave the order to have him cloned. I dispatched SC #4, piloted by marine #20, to retrive FC #6 and gave FC #5 (the only other active support craft, other than mining drones) the order to defend FC #6. SC #4 delivered FC#6 to the vicinity of the CC. I ordered the CC to TOW FC #6 and let the A/P handle it. I wasn't given an option to recover it. I exited the CC with the AE. I entered FC #6 using the / key with the intention of manually docking it. FC #6 was completely disabled. Life support and the main computer were the only functions not in the red. CTL+D did not work. With TacOps, I instructed the CC to disengage the tractor beam. CTL+D still did not work. Through TacOps, I instruct SC #4 to TOW FC #6. When it engages the tractor beam, FC #6 doesn't twist its orientation so that SC #4 is above its fore. Instead SC #4 jumps to FC #6's fore and FC#6 remains absolutly stationary. SC #4 does not respond to orders to DELIVER or FLY to GENISIS station, which is nearby. At this point I discover ALT+E doesn't work, and that I am stuck in FC #6. SC #4 does jump to hyperspace when told to fly to the moon. It doesn't orient it self first. SC #4 fly's through hyperspace sideways, but regains the ability to manuver along it's X (yaw) and Z (thrust) axis after it comes out of the jump. It appears to operate normally when it's tractor beam is turned off, but has trouble with pitch when engaged. I instruct SC #4, towing FC #6, to jump back to the station. I am unable to dock at the station using ALT+D. At this point I can see the CC must be out of radine because the crew's LF is starting to fade, so there is no point trying to dock with it. My question was, how do I get out of this crippled fighter so I can get back to the command craft and sort out it's problems. The answer i've inffered is, I can't, and that is intended by design. The closest relevant entry in VCF v2.00.13 is, "If the AE attempts to asset switch to his FC with a pilot on board, the pilot first leaves the FC to make space. The pilot is then marked for EVAC. This allows the AE to now assume control of any of his deployed (not in space!) fighters by ordering them to first land, then asset switching to them." It doesn't say anything about in space. I appologize for not specifying space. Section 2.1 of the manual says the AE uses Space Force Marine gear when it exits the command craft in space. You point out that pilots, unlike the AE, are not Space Force Marines. I knew that. I don't see how it's relevant. If I gave the impression I was trying to get somthing other than the AE out of the fighter, I apologize. "In space, when you asset switch to a fighter with a dead pilot, the game allows the ability for your AE to enter the fighter craft (despite the fact that there is no space for a third person) so that you can retrieve it." I'm taking a wild guess that the rest of that sentance is, "...and a side effect of allowing this exception is that the AE can't eject." If it's not, I'm not sure what you meant. In anycase, I'm sorry that I did not mention that there was no co-pilot assigned to the craft. I've given up on this, so don't waste time on it. I have only responded in case it is an undiscovered bug, and because I don't like to be misunderstood.
  2. Done and done. (initial remaining life expectancy)-2Hours=(current remaining life expectancy) Reread sections 2.1, 6.3, 7.0, & 9.4 with care. Searched version control document for terms 'fighter', 'fc' 'stuck', 'exit', 'egress', 'deplane', 'in space', 'dock', 'sfm profile', 'alt+d' and 'alt+e'. If it's in there, it's not placed for easy reference. Nevermind.
  3. I've searched for this issue with the terms eject, exit, can't, unable, and hatch. I leave the CC to recover a fighter in which the pilot has been killed. After doing so I can't eject (alt+E) or dock (alt+D). Alt++ctl+E does work, but that kills me. When this happens, shuttles controled through TacOps seem to have trouble controling there pitch when the tractor beam is engaged. I've encountered this problem twice. Once with a fighter that was not based out of CC when a starbase wouldn't accept it as a delivery. And once with a fighter that was based out of my CC.
  4. quote:Originally posted by jblades: Check your Appendix folder and look at FPGear. All the stats of the Marine types are listed. Page 69 also outlines their differences. Yes, those would have been good places to include some information, but only diferences in equipment are described. I could see that in the tactical computer. As I asked in my initial post: 'Is it just their equipment?' Also, how do you get medical marines to treat injured personel and get the engineering corps marines to make repairs? Or do they not actually perform any funtions suggested by their titles?
  5. I've searched for terms marine, type, mobile, elite, recon, assault, medic, medical, engineer and engineering in various combinations. I have been unable to find what I beleive to be a complete description of the differences between the different marine types. Is it just their equipment? Can medic marines treat other marines in the field? If so, do they need a specific order, like escort to do so?
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