RETURN TO SWITCHBOARD |
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6A. Ship Missions |
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Return to Ships Sub-Menu |
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6B. Primary
Enemy |
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1. Introduction to VGA Planets |
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7. Minefields
Sub-Menu |
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6C.
Fix/Recycle Ships |
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2. Race Information Sub-Menu |
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8. Combat
Sub-Menu |
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6D. Cargo |
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3. Friendly Codes Sub-Menu |
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9. Ion Storm
Sub-Menu |
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6E. Movement |
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4. Planet Information Sub-Menu |
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10. Misc.
Information Sub-Menu |
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6F. Ship
Combat |
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5. Starbase Information Sub-Menu |
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11. Strategy and Strategy Guides |
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6G. Ship Hull
List |
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6. Ship Information
Sub-Menu |
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12. Add-on
Information |
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6H. Ship
Hulls by Race |
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6I. Special
Abilities and FCs |
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6J. Ship
Hulls by Hull and Race |
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STARSHIP MOVEMENT: |
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There are several ways
in which a Ship can move in VGA Planets. |
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The Regular Way: |
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Yep, that's right. Ships
have Engines. And those Engines propel the Ship through space. |
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You knew that though,
didn't you? |
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Ships require Neutronium
(fuel) to power their Engines. |
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The Amount of fuel
required to move a Ship is determinate upon the Ship's Mass, the tech |
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level of the Engines,
the speed at which the Ship will travel, and the distance to be travelled. |
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The Mass of the Ship is
the sum of its Hull Mass, Components Masses, Cargo Mass, and Fuel Mass. |
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The more Massive the
Ship, the more fuel it takes to move it. |
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Ships with more than 89%
damage (except Lizard (Race2) Ships) are unable to move. |
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Ships without fuel
cannot move and cannot attack or be attacked. |
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The distance (in light
years) a Ship will travel in a turn increases as a square of its warp factor. |
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Speed |
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Normal Distance Traveled |
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Gravitonic Ship Movement |
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Warp factor 1 |
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1 light year |
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2 light years |
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Warp factor 2 |
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4 light years |
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8 light years |
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Warp factor 3 |
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9 light years |
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18 light years |
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Warp factor 4 |
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16 light years |
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32 light years |
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Warp factor 5 |
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25 light years |
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50 light years |
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Warp factor 6 |
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36 light years |
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72 light years |
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Warp factor 7 |
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49 light years |
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98 light years |
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Warp factor 8 |
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64 light years |
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128 light years |
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Warp factor 9 |
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81 light years |
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162 light years |
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Three Ships are equipped
with Gravitonic Accelerators: |
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44 BR4 GUNSHIP |
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45 BR4 KAYE CLASS TORPEDO
BOAT |
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46 METEOR CLASS BLOCKADE
RUNNER |
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These three Ship Hulls
travel twice the normal distance at no extra fuel cost. |
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When you move a Ship,
you set a Waypoint (destination) and choose a warp speed for the Ship to |
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move. The faster the
speed, the farther the Ship will travel in one turn. |
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A Waypoint can be any
point in space. It can be a Planet, or it can be set to Intercept another
Ship. |
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Your ETA (Estimated Time
of Arrival) is the number of turns it will take to travel to the selected
Waypoint at the currently |
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selected warp speed. |
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Ships complete their
movement when the Host program runs, not when you do your turn. You will |
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see the results of the
Ship movement after the Host program runs and you receive a new RST file. |
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The formula for normal
movement follows: |
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Normal_x =
rnd(warp^2/(way_x^2 + way_y^2) * way_x) - .5 |
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Normal_y =
rnd(warp^2/(way_x^2 + way_y^2) * way_y) - .5 |
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NOTE:
These formulas are correct for approximately 90% of movements |
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Alternatively: |
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First,
determine the ship's major direction. Put quite simply, see if it set to move
more in the east or west (X) |
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direction,
or more north or south (Y). If the waypoint of a ship, relative to it's
current position, is 50 lightyears |
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south and 40 lightyears
west the major direction is south. The minor direction is south. |
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The distance
travelled in this major direction is |
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INT [ (warp^2 * major
direction) / sqr (major direction^2 + minor direction^2) + 0.5] |
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The distance
travelled in the minor direction is |
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INT [ movement in major
direction * (minor direction / major direction) + 0.5 ] |
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Last
but not least, add or subtract (movement south and west leads to coordinates
with a lower X and Y value) |
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the lightyears
calculated from the ship's current coordinates. |
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Note: The INT function
rounds a number down to the nearest integer. INT (5.99) = 5 and INT (-2.99) =
-3 |
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Fuel Cost: |
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The exact
fuelconsumption calculations in Host 3.22.026 are as follows: |
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The distance from your
current location to your waypoint is calculated and then rounded down to the
nearest integer: |
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distance = INT [SQR (
(Xwaypoint-Xship)^2 + (Ywaypoint-Yship)^2 ) ] |
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The maximum length of
movement is determined by your warpsetting: |
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maxtravel = warp^2
(gravitonic accelerators: maxtravel = warp^2 * 2) |
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If the distance to your
waypoint is longer than the maximum travel (based on your warpsetting),
you'll only travel the |
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maximum distance allowed
by your warpsetting. The following formula is then used to calculate the
amount of fuel burned: |
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fueluse = INT
[fuelfactor * (TRUNC (mass/10) ) / 10000 ] |
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(note:
"fuelfactor" in this formula is a value based on the engine's specs
and the warpsetting, for default values see table below) |
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If
the distance to your waypoint is shorter than or equal to the maximum travel
based on your warpsetting, the following |
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formula is used: |
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fueluse = TRUNC
[fuelfactor * ( TRUNC (mass/10) ) * ( (TRUNC(distance) / maxtravel) / 10000 )
] |
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(note:
"fuelfactor" in this formula is a value based on the engine's specs
and the warpsetting , for default values see table below) |
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In case the fuel needed
for your travel is more than you have onboard, you only move as much of the
journey as your fuel allows: |
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movement = distance to
waypoint * (fuel onboard / fueluse) |
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Or
in plain English: you move a fraction of your desired distance, equal to the
fraction of fuel you have compared to the fuel |
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you'd need for the entire
desired distance. |
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Fuelconsumption while
towing another ship |
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As
can be seen above, in the fuelconsumption formulas
a ship's mass gets divided by 10 and rounded down to the nearest |
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integer
before being processed. The same happens with the mass of towed ships. The
difference between having for |
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instance
299 kilotons of cargo on a ship and towing a ship with a total mass of 299
kilotons is as follows: On a ship |
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with
299 kilotons of cargo, the mass of the cargo is first added to the ship's
mass, then the total is divided by ten |
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(effectively
adding 29.9 from the cargo) and then that total is truncated. When towing a
ship of 299 kilotons, that ship's |
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mass
is first divided by 10, then truncated and only then added to the towing
ship's mass - effectively only |
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adding 29 kilotons. |
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Default engine specs /
values for "fuelfactor": |
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Eng Slot |
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Warp Factor |
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1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
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1 |
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100 |
800 |
2700 |
6400 |
12500 |
21600 |
34300 |
51200 |
72900 |
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2 |
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100 |
430 |
2700 |
6400 |
12500 |
21600 |
34300 |
51200 |
72900 |
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3 |
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100 |
425 |
970 |
5400 |
12500 |
21600 |
34300 |
51200 |
72900 |
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4 |
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100 |
415 |
940 |
1700 |
7500 |
11600 |
24300 |
31200 |
72900 |
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5 |
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100 |
415 |
940 |
1700 |
2600 |
10500 |
14300 |
23450 |
72900 |
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6 |
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100 |
415 |
940 |
1700 |
2600 |
3733 |
12300 |
21450 |
72900 |
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7 |
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100 |
415 |
940 |
1700 |
2600 |
3733 |
5300 |
19450 |
42900 |
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8 |
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100 |
400 |
900 |
1600 |
2500 |
3600 |
5000 |
7000 |
42900 |
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9 |
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100 |
400 |
900 |
1600 |
2500 |
3600 |
4900 |
6400 |
8100 |
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The
above table differs from the more commonly known "fuel burned per
kiloton per lightyear travelled" tables. |
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When you divide the
values above by warp^2 for each cell, you'll get the 'more commonly known
values. |
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Movement Without Fuel: |
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If this HConfig setting
is set to YES, then a Ship without fuel can move a very short distance that
is |
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determined by the Ship's
mass. |
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Towing: |
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A
Ship with multiple Engines can tow another Ship. That means that the other
Ship will travel with the |
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towing Ship, while
expending no fuel to do so. (because the towing Ship expends enough fuel for
both Ships) |
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Towing is a Ship Mission
and it allows Ships with two or more Engines to tow another ship. |
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There are several reasons
to tow Ships: |
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To take an enemy Ship to
your Starbase and force it to surrender. |
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To conserve fuel on the
Ship being towed. |
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To protect the towed
Ship from Minefields. (A Ship under tow cannot be hit by Mines) |
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A Ship with a Gravitonic
Accelerator moves twice as far as normal and therfore, can tow |
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larger Capital War Ships
into combat situations much faster. |
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To pull an unsuspecting
enemy Ship away from safety and into the attack range of your Capital Ships. |
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I'm sure there are more
reasons, but I just cannot think of them right now. :) |
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Ships with one Engine
cannot tow another Ship (Hconfig). |
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A Ship with one Engine
can always be towed by a ship with two or more Engines |
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A Ship trying to break
tow will do so if its warp factor is higher and it’s Waypoint is set to more
than one turns movement rate. |
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Two
Ships trying to tow each other will cancel each other out unless one has a
higher warp setting, in which case that |
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Ship will win and
successfully tow the other. |
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A 'losing' Ship will be
towed and its mission gets reset from 'Tow X Ship' to 'Tow' . |
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If a Ship trys to tow
and fails, its warp speed is reset to 0. |
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If a Ship has less than
25 KT of fuel, it will not be able to break tow. |
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The towing Ship will
expend fuel based on the Mass of both Ships involved. (the towing Ship and
the towed Ship). |
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Hyperjumping: |
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Several Ship Hulls are
equipped with a Hyperdrive. |
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HULL SLOT 51 (B200 CLASS
PROBE) |
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HULL SLOT 77 (PL 21
PROBE) |
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HULL SLOT 87 (FALCON
CLASS ESCORT) |
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These Ships can Jump 350
light years by expending 50 KT of fuel simply by setting their Friendly Code
to HYP. |
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The Ship must set a
Waypoint at least 21 light years away and set Warp Speed to at least 1. |
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Ship jumps 350
light years and burns 50 KT of fuel. |
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Hyperjumping Ship cannot
have Mission set to Intercept and cannot be towing or towed. |
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Hyperjumping Ship will
avoid Minefields. |
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After Hyperjumping, the
Ship will have a Speed of 0 and no Waypoint set. |
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A Hyperjumping Ship can
specifically set a Waypoint between 340 and 360 light years. The Ship will
jump to that exact Waypoint. |
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The formula for
Hyperjump movement follows: |
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final_x =
ERND(x+350*dx/ERND(sqrt(dx^2+dy^2))) |
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final_y =
ERND(y+350*dy/ERND(sqrt(dx^2+dy^2))) |
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NOTE: ERND() is a
rounding function which rounds normally to the nearest integer, except when
the number to be |
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rounded ends in exactly
0.5. Then, it rounds to the nearest even number, e.g. 8.5 rounds to 8 and 9.5
rounds to 10. |
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The innermost ERND() can
be just a simple RND() (round to nearest integer) since the square root of an
integer will |
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never end in 0.5. |
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Chunneling: |
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One Ship Hull has a
Chunnel Device installed within it. |
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HULL SLOT 56 (FIRE CLOUD
CLASS CRUISER) |
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This Ship can initiate a
Chunnel and move to another Ship of this same type. |
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The
moving Ship must set its Friendly Code to the ID # of the target Ship. |
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Both the moving Ship and
the target Ship must have Speed set to 0. |
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Chunneling Ship must
have at least 50 KT of fuel. Chunneling burns 50 KT of fuel. Target Ship must
have at least 1 KT of fuel. |
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If a Chunneler is being
towed, it cannot Chunnel. However, if the towing ship runs out of fuel, the
Chunneler can Chunnel |
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that
same turn. A Chunneler cannot tow another Ship while Chunneling. |
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The range is minimum 100
light years and maximum 5000 light years. (Misprint - actually the minimum is
10 light years) |
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All other Ships at same
location as Chunneler are pulled through also. Enemy Ships can also 'Chunnel'
if: |
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They are cloaked OR They
have no fuel OR Their Speed is 0 OR They have same FC as Chunneling Ship. |
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All Chunneling Ships
have no shields after Chunneling. All Cloaked Chunnelers remain Cloaked. |
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Warp Wells: |
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Planets exert gravity
and any Ship within 3 light years of a Planet will be pulled to the Planet's
location. |
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Ships doing an exact
Hyperjump that end up within 3 LY of a Planet will not be affected by the
Warp Well. |
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Ships with a Warp Speed
of 1 will not be affected by the Warp Well. |
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A Ship Intercepting
another Ship that is not affected by the Warp Well will also not be affected. |
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This has been changed by
Host 3.22.043. Now Intercepting Ships are affected by Warp Wells if their
warp speed is greater than 1. |
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Ion Storms: |
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This isn't the type of
travelling you want to engage in. |
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Ion storms come in
different varieties. By varieties, I mean strength. The stronger the Ion
Storm, the more dangerous |
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the Storm is. |
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Ships will be caught up
in an Ion Storm and will move along with it if the Storm is powerful enough. |
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