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Author Topic: Hyperspace jump fails with fast-moving jump points  (Read 1363 times)

Taverius

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Hyperspace jump fails with fast-moving jump points
« on: September 23, 2013, 01:07:48 PM »

This is something I've seen only in Bushi because the jump points in the Seiiki system are on a really fast orbit, but its not unthinkable that it might happen in the base game with jump points orbiting inner planets. Not sure what the orbit speed threshold is.

Basically, if the jump point orbits fast enough, and you approach it 'catching up' from its trail rather than head on from the direction its moving, once you select 'jump through' you'll get the jump out sound, the green ring around your fleet will disappear, but you won't actually jump out. Appears to have to do the jump point moving away from range by the time the animation ends.

I can reliably make it happen by just starting with a wolf, travelling to the Seiiki system, and trying to use the inner jump point by coming at it from the rear, so it should be (relatively) easy for you to test, Alex.

You can still actually jump out by coming at it head-on, so its not game-breaking, mind.
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Alex

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Re: Hyperspace jump fails with fast-moving jump points
« Reply #1 on: September 23, 2013, 01:18:33 PM »

Right, actually aware of this. Not an issue in the vanilla game, and, well, mods should be more careful when making jump points move fast :)

Although, the part about losing the green circle... does that mean you're permanently stuck in that state? That wouldn't be great on general principles.
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Taverius

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Re: Hyperspace jump fails with fast-moving jump points
« Reply #2 on: September 23, 2013, 03:33:06 PM »

No, you enter a weird half-state where the green circle is gone but your ships still there, but it resets when you actually do jump out.

Not sure what happens if you save & load, didn't test that.
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Histidine

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Re: Hyperspace jump fails with fast-moving jump points
« Reply #3 on: September 23, 2013, 10:55:39 PM »

I've noticed something similar once in the vanilla game (fleet facing away from jump point which is behind it; give jump order; animation begins and green circle disappears but fleet has to turn around and touch the jump point again before it can actually leave).

If a fix is desired, perhaps the animation should be simply cosmetic; once the player clicks on the "use jump point" dialogue option the fleet jumps out after a fixed delay, no ifs ands or buts.
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