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Posted

1.)When towing an object(a fighter in my case) and I select a destination that requires an Hyper Jump and press shift-9. The crew reports "engaging hyper drive profile" and then nothing happens. If I save then restore the game, upon reloading the ship will then proceed to H.J.

2.)When towing an object during the jump I can enable the shield without causing the tractor beam to disengage. Coming out of the H.J. I still have the object in tow and have the shields at max.

I am running the newest patch.

[ 05-24-2004, 06:40 AM: Message edited by: Supreme Cmdr ]

Posted

I would also like to add that turning off the hyper drive causes the same effect as turn off the N. reactor. Malfunction is displayed in the VDD, NID, engines are disenabled, etc.

Posted

In the case of #1, if the jump target is outside the HJ range, nothing will happen. Thats normal. And if you don't wait for the ship to orient itself, it won't jump.

In the case of #2, dunno, will look into it later today.

In the case of #3, it works as designed.

btw, you have the ability to edit your messages, so next time you have something to add, edit your original message instead of creating a new one.

EDIT: I found (and fixed) a problem with the delay (its too long) in doing a hyperjump when towing an object.

[ 05-24-2004, 11:49 AM: Message edited by: Supreme Cmdr ]

Posted

quote:

Originally posted by Supreme Cmdr:

In the case of #1, if the jump target is outside the HJ range, nothing will happen. Thats normal. And if you don't wait for the ship to orient itself, it won't jump.

In the case of #2, dunno, will look into it later today.

In the case of #3, it works as designed.

btw, you have the ability to edit your messages, so next time you have something to add, edit your original message instead of creating a new one.

EDIT: I found (and fixed) a problem with the delay (its too long) in doing a hyperjump when towing an object.

For issue #3 I was going to post it in its own thread as it does not have anything to do with the tractor beam, However point taken.

I am going to create a new game in case this is just a corrupt one and see if I can reproduce the issue's later today.

Thank you for your time.

Posted

On the issue of being able to raise the shields w/o loosing the object being towed during a Hyper Jump. I went back and started a new game and was able to reproduce it with the following ships.

AESTROM, BATTLECRUISER MK2, NIGHTSTAR, WARMONGER, STARCRUISER, SHUTTLE MK1(towing a BATTLECRUISER MK3). That is all I could test in the time I had available. I ran all my tests from the launch base GalcomHQ jumping to the moon jump gate.

Posted

quote:

Originally posted by jamotto:

On the issue of being able to raise the shields w/o loosing the object being towed during a Hyper Jump.

That wasn't a bug. It was a survival mechanism.

Now that you brought it up, I suspect life in hyperspace is gonna get a little harder.

Posted

You will no longer be able to do any shield ops if towing something. i.e. the shields will no longer auto drop the TB and raise. You have to first drop the TB, then raise the shields.

The issue has nothing to do with hyperspace.

If you were not in hyperspace and you raised the shields while towing something, it would drop the tractor beam and raise the shields.

The reason you can do shield ops and not have the towed object drop (as it should) is because you are in hyperspace and nothing can be created during that transition. If this were allowed, it would be a cheat way to interrupt the transition and drop you out of hyperspace.

  • 4 weeks later...
Posted

I too am experiencing the same (sounds like it) problem.

Going through the tutorial, I reached the spot where you do a chained tow, and are supposed to head for the next jump point. If I use jump to or shift-9 same thing happens.

Visual display shows HS, ship dissapears, but I go no where. I am unable to break out of the problem, no matter what I do. Curiously, my ship and the shuttle dissapear, but the diabled ship the shuttle is towing does not. Its almost like it anchors me in normal space...yet the VDD shows HS, with 0 velocity. I have powered off systems, tried a few things, cannot break free of my 0 movement HS. (including shields, engines, etc)

I must re-load, and its completely repeatable. I have yet to try this without the shuttle in the tow chain, will do so in the next few minutes.

BTW, this is the latest patch.

Posted

For the sake of a good problem description (yes SC, I do tech support for a living), I did test without the shuttle in the tow "chain". Worked fine. Seems specific to having more than one ship in the TB chain and trying to HS.

Lemme know what you think.

Posted

Sure didn't. Mucho apologies SC. Though, I did let it sit for 20 minutes (stuck in HS)...a 0 movement senario where you can't break out of it is kinda...no fun. Possible to consider a bug?

Posted

Yeah, its probably a bug - but not for the reason you're thinking. The problem is probably in the propagation of the mass along the TB chain. Its not fatal, so its like at the bottom of my list right now, it would be a small miracle if it gets looked at before the end of the year.

So, rule of thumb : don't daisy chain the TB

Posted

Good to know, thanks SC. Mind if I make a suggestion? Known bugs are no problem to me, but having the tutorial step you right into one isn't the nicest.

BTW, otherwise, liking this game...very very interested in how BCO turns out...I see tons of potential here. I just "fell" into your series when I picked up UC on the shelf and thought it sounded interesting. Hours and hours later...here I am on your forums :-)

PS - Thanks for the quick response!

Posted

quote:


Originally posted by Scirocco81:

Good to know, thanks SC. Mind if I make a suggestion? Known bugs are no problem to me, but having the tutorial step you right into one isn't the nicest.


It works in debug/cheat mode, thats why I didn't realize that it was even a problem. In that mode (which is what I use because its easier to do things), the mass for ships in a TB chain is not calculated.

And no, its not really a bug; but rather an anomaly related to the CC's dynamics performance being reduced due to the propagation of the mass of ships in the TB chain. You can probably daisy chain in the same fashion, depending on the type of ships that are in the chain. Also, if you save/resume the game (after starting the chain), it will work. I just need to find out what the numbers are and revise them to ensure that under no circumstance should the CC's performance be zeroe out. Its quite simple: if your CC isn't powerful enough to daisy chain, don't do it.

quote:


Originally posted by Scirocco81:

BTW, otherwise, liking this game...very very interested in how BCO turns out...I see tons of potential here. I just "fell" into your series when I picked up UC on the shelf and thought it sounded interesting. Hours and hours later...here I am on your forums :-)

PS - Thanks for the quick response!


heh, thats how most people ended up here. Some going as far back as 1997. Its a widespread infection. Before you know it, it would be 2010...and you'll still be here.

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