Archived from groups: alt.games.vga-planets (
More info?)
On 2004-04-15, Christian Gräfe <cg-nntp@graefe.net> wrote:
> I can only presume that you arrived inside the normal gravity well, but
> *outside* the hyperjump well. Again, the former has got a radius of 3ly
> and the latter is a 4 by 4ly square. Thus, there are 4 coordinates
> within the standard warp well you can hyperjump to without beeing
> affected. (See ascii-art figure for clarification.)
>
>
> +
> o o o o o
> o o o o o
> + o o P o o +
> o o o o o
> o o o o o
> +
>
> P - planet
> o - warp-well coordinates that will affect hyperjumping ships
> + - warp-well coordinates that will *not* affect hyperjumping ships
Um, that seems more like a 5x5 square...
🙂
Maybe that explains some of the confusion. At least in another post I
thought you (or someone else) were talking about a hyperjumpwell with a
*radius* of 4 or otherwise a square extending 4 ly from the planet. At
any rate that would make the hypergravitywell larger than the normal
gravity well...
And someone else mentioned a 2 ly hypergravitywell for jumpers, which
would presumably be the same as you mean in the above picture.
Phost can do normal square gravity wells. The the docs say that the square
centers around the planet and has sides with length 2*GravityWellRange.
That should be 2*GravityWellRange+1... So there is confusion there as
well.
🙂
Lets keep it like this for Thost:
- normal ships are affected by round gravity wells with a radius of
three lightyears.
- hyperjumping ships are affected by gravity squares that extend two
lightyears from the planet.
Add your picture and all should be clear.
🙂
--
Maurits van Rees | internet.maurits@xs4all.nl
.... hoping that posting with slrn and vi works. I'll make sure to
convince slrn to start Emacs next time...