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Tips, tactics, and general discussion for Evochron Legacy.
DORN
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Post by DORN »

I remember seeing threads on these subjects about how to do these things, but I can't find them.

1. The precision jumping had something to do with being able to jump beyond the gate exit to avoid the crowd of enemies waiting.

2.The precision docking had something to do with being able to jump right to the front of the dock entrance - or even inside of the station.


I think this info may have been part of a guide or tutorial or...?...on fighting? or...?



Thanks,

Dorn
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Marvin
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Post by Marvin »

(1) The gate has two sides, either of which can be hazardous to your health. Use the method outlined in (2) when entering a gate and, either way, use afterburner if you expect company to meet you near the gate.

(2) Put your nose on the horizon (pitch 0 degrees). For gates, turn to a heading of zero or 180 and engage inertial before jumping. For trade stations, either use one of SeeJay's modded compasses or turn to heading 180. Do not use inertial when jumping to a station if other pilots are already docked.

Two other places you can jump to for a quick-dock: a carrier (heading 180) and a constructor station (cardinal headings).
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Post by DORN »

Yes, I have been doing some of that.

I think that when I go into a gate on inertial at a high speed, then that speed bleeds off during the exit and drops down to 1000k of so rather than staying at entry speed???


So, immediately upon exiting, it is back on the afterburner to build up speed again?


Could you explain the reason for entering the gate on Inertial?
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Marvin
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Post by Marvin »

Inertial keeps you coasting on a heading of zero. You can turn your ship to shoot down missiles without changing your trajectory. A little boost with afterburner will be all that's needed, giving you time to open the Nav Console and plot your next jump point. If your next point is another gate, you're already oriented for the jump.
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Post by Busch »

The jump gate/worm whole/black whole-thingy was certain "adjustments" along the Z axis...IIRC. (ref.: les objet une.)

Dousieme - All station entry portals are on a 5-pointed star (pentagram) pattern. "0" deg. egress - "180" deg. ingress for the #1 station portal. All other portals are spaced equi-distant respectively (cardinal-point mimmicry.). Line up zero/level on the ecliptic, and nose-in to one of the five portals. Launch at Will. There's several compass mods for EM 2.XX available, all have the station entry points in major hash marks denoted. It's very much worth the effort of acquiring and installing.
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Post by -splosives- »

From post: 158201, Topic: tid=10568, author=Marvin wrote:Do not use inertial when jumping to a station if other pilots are already docked.
Why not? I do it all the time.
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Post by Zach »

Yeah, the AI sure loves to bang into me when I'm docked, too. Doesn't really do any damage.
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Post by hank »

space ports (5 gates) : headings of 36,108, 180, 252, 324 let you jump right in
carriers : only 180
gates : 0, 180

all are emblazened in my mind - no need for a mod if you can recall these on demand
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Post by SeeJay »

There is a compass on my site with brackets for the docking headings.

I will upload one with the gates numbers as well.
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Marvin
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Post by Marvin »

From post: 158227, Topic: tid=10568, author=-splosives- wrote:
From post: 158201, Topic: tid=10568, author=Marvin wrote:Do not use inertial when jumping to a station if other pilots are already docked.
Why not? I do it all the time.
It's annoying. And distracting ... especially when you're trying to swap out equipment. :o ... :cool:
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Post by Maarschalk »

LOL....Marv......iirc that is what some Roll Play is about for some players! The annoying and distracting part that is!.....;):P:cool:
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Post by Maarschalk »

***************SPOILER ALERT*************


To jump directly into a Station, Gate, Wormhole, you have to add a certain amount to the directional axis coordinate so that when you exit the jump your jump exit is in the center
of the object you are trying to jump into. Usually you come out of the jump a certain distance before the objects coordinates. The easiest to experiment with to find out how this works is Gates. The same principle aplies to immediate Station docking and Carrier Docking. You have to know when to add and when to subtract and how much to which coordinate Z,X axis depending on your jump angle. Pitch is always zero! You can jump directly through a Gate without using after burner and cruise out of the Gate on the other side in Inertia avoiding trafic at the Gate using this method!.......;):P:cool:
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Post by DORN »

Hi Maarschalk,


That was the technique I was looking for. I remembered seeing it a while ago.


I am now looking for an aircraft hangar with a wall big enough to start pasting up the Evoverse map. Heated and toasty. ...with a frig and a toilet and my comp.
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Post by zex »

From post: 158260, Topic: tid=10568, author=Marvin wrote:
From post: 158227, Topic: tid=10568, author=-splosives- wrote:
From post: 158201, Topic: tid=10568, author=Marvin wrote:Do not use inertial when jumping to a station if other pilots are already docked.
Why not? I do it all the time.
It's annoying. And distracting ... especially when you're trying to swap out equipment. :o ... :cool:
I like demanding credits from these bumbling pilots for my new paint job!
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Marvin
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Post by Marvin »

:cool: Oh, I forgot: disable auto-docking too (Alt F3). Nothing worse than getting pulled into the guy parked next to you.