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Archived from groups: alt.games.vga-planets (More info?)

Sorry I discovered (ok ok at last!!!) that feature... but isn't
hyperjump 345-355? VPA draws 340-360 🙁

Merry Easter
 
Archived from groups: alt.games.vga-planets (More info?)

* IH870 <help@paolofiore.it> wrote:

> but isn't hyperjump 345-355?

No, it is 340-360.

Regards, Heiko
 
Archived from groups: alt.games.vga-planets (More info?)

IH870 wrote:
> Sorry I discovered (ok ok at last!!!) that feature... but isn't
> hyperjump 345-355? VPA draws 340-360 🙁

No, it's actually 340-360 light years. At least in THost.

Christian
 
Archived from groups: alt.games.vga-planets (More info?)

Im Artikel <c56mve$ngd$1@garnet.hamburg.cityline.net> schriebst du:

> No, it's actually 340-360 light years. At least in THost.

With gravity well it's 338-362 light years.

Manni
 
Archived from groups: alt.games.vga-planets (More info?)

That's not true in the games I have tested. When I Hyperjump to a gravity
well, the probe stays in the well. It does not go to the planet, regardless
of its warp speed.

Shawn


"Manfred Straucher" <news2@straucher.de> wrote in message
news:c58ddn$2nqa7h$1@ID-12577.news.uni-berlin.de...
> Im Artikel <c56mve$ngd$1@garnet.hamburg.cityline.net> schriebst du:
>
> > No, it's actually 340-360 light years. At least in THost.
>
> With gravity well it's 338-362 light years.
>
> Manni
 
Archived from groups: alt.games.vga-planets (More info?)

"S" <smcpherson75NOSPAMHeRe@hotmail.com> wrote

> That's not true in the games I have tested. When I Hyperjump to a
> gravity well, the probe stays in the well. It does not go to the
> planet, regardless of its warp speed.
>

You are wrong. For hyperships, the warpwells that pull you in are 2 lys.
For normal ships its 3 lys.

Matthias

--
Due to the current Worm going round, I have a "special" From-Adress.
If you want to e-mail me, use this adress: grim-reaver AT gmx.de
 
Archived from groups: alt.games.vga-planets (More info?)

Matthias Gietl wrote:
> You are wrong. For hyperships, the warpwells that pull you in are 2 lys.
> For normal ships its 3 lys.

Phost has the config option AllowHyperjumpGravWells. When it is set to
Yes, hyperjumpers are effected by the same gravity well as normal ships,
so three lightyears. But a hyperjumping ship that jumps into the well at
warp 1 is also pulled to the planet, unlike normal ships at warp 1.
When AllowHyperjumpGravWells is set to No, hyperjumpers are not effected
at all.

--
Maurits van Rees | planets.maurits@xs4all.nl
http://maurits.vanrees.org/
"Be steady and well-ordered in your life so that
you can be fierce and original in your work." - Gustave Flaubert
 
Archived from groups: alt.games.vga-planets (More info?)

Christian Gräfe wrote:
> IH870 wrote:
>
>> Sorry I discovered (ok ok at last!!!) that feature... but isn't
>> hyperjump 345-355? VPA draws 340-360 🙁
>
> No, it's actually 340-360 light years. At least in THost.

Actual range is 340..360 in all hosts. However, in THost, boundaries are
not inclusive (i.e. waypoint 340 ly to the west will jump 350 ly because
it is not recognised as an exact jump). In PHost, boundaries are inclusive.

You can do exact jumps
- with Winplan-registered an THost 3.20 or later
- with any other client with THost 3.22.019 or later, or PHost

AFAICT, THost does not do gravity wells after an exact jump (but after
an inexact jump); PHost follows the usual rules.


Stefan
 
Archived from groups: alt.games.vga-planets (More info?)

Stefan Reuther wrote:
> AFAICT, THost does not do gravity wells after an exact jump (but after
> an inexact jump); PHost follows the usual rules.

Gravity wells do affect ships after an extact jump in THost. But in this
case the well is a square of 4 by 4 light years and not a "circle" with
a radius of 3 lys.

Christian
 
Archived from groups: alt.games.vga-planets (More info?)

"Stefan Reuther" <stefan.news@arcor.de> wrote in message
news:c59ut7.10k.1@stefan.msgid.phost.de...
>
> Actual range is 340..360 in all hosts.

I had a THost Falcon jumping from 1574,2449 to 1888,2318 (VPAMM=340.2LY)
which didn't reach the planet and stopped to the gravity-well limit...

[btw afaics the speed is always reset to warp1]
 
Archived from groups: alt.games.vga-planets (More info?)

IH870 wrote:
> I had a THost Falcon jumping from 1574,2449 to 1888,2318 (VPAMM=340.2LY)
> which didn't reach the planet and stopped to the gravity-well limit...

Well, Shawn already mentioned:
> When I Hyperjump to a gravity
> well, the probe stays in the well. It does not go to the planet, regardless
> of its warp speed.

So Thost doesn't use the gravity well when hyperjumping and in Phost it
is configurable.

> [btw afaics the speed is always reset to warp1]

I don't think so. Are you talking about the client doing the resetting
or the host doing it? I think most clients set the warp speed of your
ship to match its engines. Probes with warp 1 engines are not uncommon
(though I like to put better tech on them if I can afford it), so
resetting its speed to warp 1 may be reasonable. If it's just the client
doing that, then you can give your ship a different warp factor manually
if you want to.


--
Maurits van Rees | planets.maurits@xs4all.nl
http://maurits.vanrees.org/
"Be steady and well-ordered in your life so that
you can be fierce and original in your work." - Gustave Flaubert
 
Archived from groups: alt.games.vga-planets (More info?)

> > I had a THost Falcon jumping from 1574,2449 to 1888,2318 (VPAMM=340.2LY)
> > which didn't reach the planet and stopped to the gravity-well limit...
> Well, Shawn already mentioned:
> > When I Hyperjump to a gravity
> > well, the probe stays in the well. It does not go to the planet,
regardless
> > of its warp speed.
> So Thost doesn't use the gravity well when hyperjumping and in Phost it
> is configurable.

THost does use the gravity well, but a 4 ly square and not a 3 ly round.

> > [btw afaics the speed is always reset to warp1]
>
> I don't think so. Are you talking about the client doing the resetting
> or the host doing it? I think most clients set the warp speed of your

VPA resets the warpfactor to warp1. Host to warp 0 after the hyperjump.

Harry
 
Archived from groups: alt.games.vga-planets (More info?)

"Harry Bur" <h.y@gmx.de> wrote in message
news:407cfd94_2@news.arcor-ip.de...
> > > I had a THost Falcon jumping from 1574,2449 to 1888,2318
(VPAMM=340.2LY)
> > > which didn't reach the planet and stopped to the gravity-well
limit...
>
> THost does use the gravity well, but a 4 ly square and not a 3 ly
round.

Why didn't I reach the target?

> VPA resets the warpfactor to warp1. Host to warp 0 after the
hyperjump.

VPAMM doesn't reset it.
host reset it to 1 (one) (just checked!)
 
Archived from groups: alt.games.vga-planets (More info?)

IH870 wrote:
>>>>I had a THost Falcon jumping from 1574,2449 to 1888,2318
>>>>which didn't reach the planet and stopped to the gravity-well
>
> Why didn't I reach the target?

That's hard to say for sure since you don't seem to be playing the
standard map. At least none of the coordinates you provided is near any
planet on the standard map.

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
 
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...
 
Archived from groups: alt.games.vga-planets (More info?)

Maurits van Rees wrote:
>
>> +
>> 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
>> +
>>
>
> Um, that seems more like a 5x5 square... 🙂

Well, think twice. Of course, there are 5 coordinate points on each
side. But each side has a length of 4lys, so I'd call it a 4 by 4 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...

That was certainly not me who postet that...

> 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. 🙂

Agreed.

Christian
 
Archived from groups: alt.games.vga-planets (More info?)

On 2004-04-16, Christian Gräfe <cg-nntp@graefe.net> wrote:
> Maurits van Rees wrote:
>> Um, that seems more like a 5x5 square... 🙂
>
> Well, think twice. Of course, there are 5 coordinate points on each
> side. But each side has a length of 4lys, so I'd call it a 4 by 4 square.

<reloading brain>
Oops. You are right of course. 🙂

--
Maurits van Rees