New Frames & Inventory Console Features

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

From post: 173650, Topic: tid=10221, author=_-Caleb-_ wrote:Hola.

It's me with another crazy idea.

The INCREDIBLE Surface Scanner for Explorers!.

With this hypothetical item you can scan the surface of the planets for create a 2d map with the cities or other objects/Structures and then you can sell the info in a station.

When you active this item your ship auto-orbit around the planet at ~300k altitude at max speed (Around 20-30 mins for planet) without shields then you have something like this: (Sorry for the quality of the image but the image edition is not my point)


Image

Then you have some info of the planet, atmosphere pressure, population, number of cities and other objects, prospection zones, etc.

This is my crazy idea of today, thanks all for read xD

[Edited on 10-10-2014 by _-Caleb-_]



[Edited on 10-10-2014 by Marvin]

This is the one of the best ideas, I had something exactly like this in mind - statistics and more populated space, some big conflicts, wars that decrease population etc, drving prices up - something like dynamic economy based on what is going on at the moment in the sector. This is DLC stuff we are talking about - but I think it would be well justified if everything implemented (few euros aint the problem to keep VICE motivated - imho).
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Post by primedragoon »

Aaaah, shame. I still dream of capital ships in this game. Any new news on that at all? I posted some idea's before, what I thought were good idea's and suggestions for Vice to explore the nature of player owned and operated capital ships, but honestly I don't think he ever replied to anything ore than the initial idea. Not sure if he read the more fleshed out and detailed portion of the idea, addressing some of the issues he'd brought up directly.

But yeah, any new news on cap ships? The ship builder interface would be more fun, and exploration would be more fun with longer ranges. Plus I'd love to see turrets added to the game, and freighters. More direct methods of assuming whatever role you're interested in.
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Post by DaveK »

I suspect that wrt to capital ships you'll have a long wait - Vice's games are about solo mercs in their small ships because that's what he enjoys creating and what most of us enjoy playing. I guess if you want cap ship control you'll have to look for a space based micro management game - after all capital ships tend not to be flown by a single pilot - the bridge crew is pretty big (BSG - SAAB etc) The boss spends their time planning and giving commands to the bridge crew usually through the XO and the rest of the command officers - doesn't really feel like it would mesh with EM :P

Wrt to suggestions - you may be surprised! Firstly the community tends to sort out the popular ones via posts here. If the ideas are feasible and fit in with Vice's vision of the game they can pop up in an upgrade just when you think they've been buried and forgotten. Once after a long push from quite a few players wanting a more combat oriented game, but many wanting the solo sandbox keeping, Vice produced Arvoch Alliance to satisfy the fighter jocks! :)

I guess you can't expect him to respond to every suggestion posted - he's too busy maintaining and extending the game and supporting players when they have problems - just look at the typical time intervals between someone posting a major problem and Vice's response - the shortest I've seen in around two minutes. He does read our posts though. ;)

:)
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Post by primedragoon »

Well he did respond to my initial post, it just would've been nice to hear his thoughts about the solutions I offered to his problem.

To be fair though, I'm not driven so much for "True Capital Command", for things like that I have X3 Terran Conflict and the like. That being said, it isn't what I'm looking for. What I seek harkens more to the days of Escape Velocity, Override, and Nova. (All games in the same series.)

Basically, I'd like to see frigates, gunships, and corvettes. Things of that specific like, and I'd like to see them dedicated more or less to their specific purposes.

Frigates I'd love to see in the game for more dedicated and intense combat, same with Gunships. I don't want to control things so large and unwieldy that it takes ages to do a thing. I'd love to see these ships have slightly slower acceleration than our current fighters, but a greater overall top cruising speed.

Corvettes I'd like to see as more dedicated exploration ships. Maybe even with ram scoops or the like so they naturally regenerate fuel, even in deep space. Maybe only in deep space.

I'd love to see them as targets and objectives as well. Hell, maybe the only way to get one would be capture, which would be a nice dynamic to see here. For single player anyways.

Basically I'd like to see them as larger, longer ranged, more heavily armored and slightly less maneuverable options. More ideal for exploration, or perhaps things like smuggling.

I want things like the Millenium Falcon basically.

It'd be sweet if we could use our fighters as escape pods or the like for it too.

Hell, honestly, I think I'd be satisfied with turrets. Then I could model my own corvette and slap some turrets on it with the biggest fuel tank I can find and the biggest cargo bay. Haul ass and take names.

So for controlling the ships, I think I held up Star Conflict as a basis of guidance. Basically they you should be able to look around 360 degree's. your responsible for what the turrets fire at, and the ship would automatically orient towards where the player is directing his attention.
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Post by Serayl »

I'd like to see more astronomical anomalies/points of interest/artifacts throughout the game's universe.

I know that finding these lovely things has previously been an issue, and I thought of a good solution to that problem - datapods. These would be white containers that are procedurally generated like other goodies, but instead of yielding cargo, they give the player coordinates to a point of interest upon retrieval, much like NPCs do when one requests information from them.

The navigational hint from the datapod ought to include a little puzzle, riddle or inaccuracy (corrupted data, damage to the pod) provide a small level of challenge to following up, such as having to search within a 15x15 sector area dependent on the PoI it points to, as searching that area for, say, a comet is downright mean. I'd also suggest that the datapods provide some money to players who retrieve them as a consolation prize/extra motivation based on the player's merc rank. Perhaps hints to more secret locations (new black holes, wormholes) would yield less or no money compared to other hints that point to nebulas, hidden stations or faraway gas giants.

In fact, I think it'd be neat if you retrieved a pod and it pointed you to another pod somewhere else for the really, really good stuff. Having pods spawn in asteroid fields would be neat too though.

Datapods would otherwise function exactly as white cargo containers do currently - NPCs can point you to them, scannable via cargo scanners/TWs ("Datapod"), Sci-officers would point them out, affected by gravity, etc. etc.

About the only thing I'd suggest for datapods as an extra is that they'd be detectable using the deployable sensor towers, but only if the pods can spawn off-planet for easier retrieval/less boring searching.
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Post by Marvin »

:cool: There are a number of objects floating in space. Vets usually find them and then forget where they found them. Most of the objects contain weapons or minerals which can be traded to other pilots or sold. Modders can incorporate them when scripting a new quest.
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Post by Rooster »

I still say we need a visor. Something to dim the brightness of the sun's when needed. :)
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Post by SamKillitson »

I bet someone already said this but a chase camera that can be moved around the ship via mouse and modifier key in 3rd person. I'm still learning the keys and controls but I think now the process is handled by individual keys for directional movement of the camera. It may be even easier to code than the current system but I'm pretty sure if there was a better way that Vice would have done it already.

Edit: Space Engineers 3rd person camera works like this, mouse + one modifier key.

[Edited on 4-21-2015 by SamKillitson]
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Post by PaulB »

I've been brainstorming again.

People don't want the game balance changed (or not much) and don't want "super ships" nor a change that changes the balance between players.

Well I don't think my new brainstorming changes would do any of that but it would give ALL players new flexibility in how they use their ships.
Most of the change would appear within the Inventory Console but I'm not sure how much modification it would require Vice to do game wide. I think perhaps not all that much.

I was going to give examples but it would make for too lenghty a post and anyone who has played EM for more than a few days or weeks will realize why I'm making this proposal.
I think this would be a good modification for all players and would not give advantage to any players that they are not capable of having now, just with more inconvenience. They can now configure their Frames to maximum effect based on their finances and choice of Frame. That really would not change except they could swap more things around in Equipment slots and Gun slots much more easily and in flight.

Here is my proposal:
All Frames would have 16 Equipment Slots and 4 Gun slots - BUT they would and could NOT all be active.
Since Frames have various amounts of power, capacity, and assembly available to them for Equipment, Crew, CMs, Hardpoints - this would NOT change due to this mod - so there would be no balance of power change among players - aka no "Super Ship".

I'll explain in a bit.

What would change is the ability to open the Inventory Console and while in flight you would be able to flip a switch to redirect power from any of your "frame config limited" equipment slots (be it 4, 5, or all 8) to any of the other of the 16 Equipment slots - thus you would always only have the Eq limit of your Frame but you could Hot Swap Equipment that you have purchased on the fly up to your Frame config limit. Same for the Weapons Slots.
Example config:
Legacy: 3 Crew, 3 CM, 6 Eq, 8 HP = 20 capacity
Equip Slots:
|On/Off| 1 Shield Booster
|On/Off| 2 Cannon Heatsink
|On/Off| 3 Cannon Relay
|On/Off| 4 Mantis Drive
|On/Off| 5 Cargo Scanner
|On/Off| 6 Repair C3
|On/Off| 7 Tractor Beam
|On/Off| 8 Fuel Converter
|On/Off| 9 AMS
|On/Off| 10 Terrain Walker
|On/Off| 11 Build Constructor
|On/Off| 12 Deploy Constructor
|On/Off| 13 Auto CM Launcher
|On/Off| 14 Stealth Generator
|On/Off| 15 Platinum Mining Beam
|On/Off| 16 Gold Mining Beam
NOTE: You could NOT turn any of 7 - 16 On until you had 1st turned Off one of 1 - 6 - so you could only have any 6 out of the 16 Slots active at any time.

Weapons Slots:
|On/Off| 1 Fusion Cannon
|On/Off| 2 Fusion Laser
|On/Off| 3 Custom Rail Cannon
|On/Off| 4 Custom Refraction Laser
NOTE: You could NOT turn 3 or 4 On until you had 1st turned Off 1 or 2 (respectively) - so you could only 1 combination of either Cannon and/or Beam.

Of course I see in my example that there would have to be some Conflict Checking since you couldn't have a valid configuration of Mining Beam, Platinum Mining Beam, and Gold Mining Beam active at the same time (and probably others as well - but that should be too hard to implement. After all - there must be something in place to prevent a player from installing those same option in available Eq slots now - right? Or else one or the other simply takes precidence over the others - I've never tried.

I submit that this does NOT chnage the balance of power or advantage in so far that if it's NOT implemented the player still has the (ungainly) option of Jumping to a station(s)/hangar(s) and swapping out one set of options for another.
This just make it more convenient and I've even heard an Old Timer in MP say "hold on I need to go swap my Guns".

I think the flexibility this would add to the game would be tremendous and make it much more enjoyable and it would also to some extent make it less necessary to require as much hanger space - although some are still going to need hangers to store Ships - like me since I have 3 ships currently, a Chimera, a Legacy, and a Starmaster.

I Really wish Vice would consider this for an Upgrade.

Your's sincerely,
PaulB

[Edited on 5-2-2015 by PaulB]
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Post by DaveK »

It would certainly make life easier by taking out the decision making, for example whether to carry a build or a deploy constructor or a stealth gen or a TW - you could carry them all and swap in and out.

balancing that, it would take away the aspect of the game of having to plan your role (strategic) or your set up for your next mission (tactical)

Presumably the in story justification for carrying twice as much 'stuff' but only being to access half of if (though at the flip of a switch) would be based around energy requirements/generation rather than overall equipment size/space requirements of the equipment itself. In theory our ships are already crammed to capacity sizewise

Would you be able to use them when trading? Rather then 5 cargo + 8 equipment + 2 cannon + 8 hardpoints (=23 trade slots) you could have 33 - it would make fast money making much easier as well.

You tempter!!!:P

:)

ps: could we add one shot/two shot/four shot and eight shot capability to the Excal pack at the same time?
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Post by Marvin »

I wouldn't do it for all ships ... the basic frames shouldn't have max capability. And most of the swap-outs should require someone who is expert in weapons or engineering. And, if it's a weapons load-out, that might require an EVA ... ergo, you need to purchase a space suit and, if the person performing the EVA is outside the ship when the ship is attacked ... you lose that person and all the equipment he is attempting to swap.
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Post by PaulB »

From post: 176556, Topic: tid=10221, author=Marvin wrote:I wouldn't do it for all ships ... the basic frames shouldn't have max capability. And most of the swap-outs should require someone who is expert in weapons or engineering. And, if it's a weapons load-out, that might require an EVA ... ergo, you need to purchase a space suit and, if the person performing the EVA is outside the ship when the ship is attacked ... you lose that person and all the equipment he is attempting to swap.
I don't tend to look at it quite that way.
If the 'basic' frames only have a 3 or 4 Equipment capability then they would STILL only be able to have 3 or 4 Slot out of the 16 be active - but I guess I could see maybe having a break point - at one level for those perhaps 8 slots available for swapping and for the higher half of the frames 16. I just don't want anyone left out of the convenience factor.

I tend to look at it as in a WWII submarine you either have your crew stuff old Mark VI or new Mark 14 torpedoes in the tubes. They don't go outside the sub to do it - just have an electric loader swap them kinda like a multi-capacity CD player does CDs.
Where there's a will there is a way.

[Edited on 5-3-2015 by PaulB]
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Post by Marvin »

From post: 176576, Topic: tid=10221, author=PaulB wrote:I tend to look at it as in a WWII submarine you either have your crew stuff old Mark VI or new Mark 14 torpedoes in the tubes. They don't go outside the sub to do it -
:cool: Torpedo tube access was inside the sub. Hard points on a space ship may or may not be internal. Either way, subs had a crew. The only time the skipper does everything himself is in Silent Hunter I thru V (when playing at 100% realism).
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Post by PaulB »

From post: 176580, Topic: tid=10221, author=Marvin wrote:
From post: 176576, Topic: tid=10221, author=PaulB wrote:I tend to look at it as in a WWII submarine you either have your crew stuff old Mark VI or new Mark 14 torpedoes in the tubes. They don't go outside the sub to do it -
:cool: Torpedo tube access was inside the sub. Hard points on a space ship may or may not be internal. Either way, subs had a crew. The only time the skipper does everything himself is in Silent Hunter I thru V (when playing at 100% realism).
I've got an Engineer, Weapons officer, Science officer, Navigator on my Starmaster and I guess I ccan get my hands dirty if I have to. But in this age (of EM) I really envision it all being automated and thus the On/Off buttons to engage circuits and mechanics doing all the work - whatever that work might entail - being Equipments slots and Weapons Slots I mainly see it as being engauging and disengauging power circuits.
If an EM ship is something you have to get under the hood and swap spark plugs and wires and change the oil every 3000 miles I think I need a new ship designer.
I'm more into the line of Plug n Play technology.
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Post by poneytailman »

I would like to see where when you are in a dogfight that before someone gets destroyed that you can use your tractor beam and capture them and hold them for ransom, and make their ransom a mission in that system to rescue them. make it a high reward and only in multi-player.Have like a 10 or 15 min max time line to be rescued, if no one rescues them they have to pay a fee to be released.
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Post by poneytailman »

Would also like to see gate fees to pass thru them.
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Post by Marvin »

From post: 176582, Topic: tid=10221, author=poneytailman wrote:I would like to see where when you are in a dogfight that before someone gets destroyed that you can use your tractor beam and capture them and hold them for ransom, and make their ransom a mission in that system to rescue them. make it a high reward and only in multi-player.Have like a 10 or 15 min max time line to be rescued, if no one rescues them they have to pay a fee to be released.
Well, in multiplayer you pretty much have that option ... only you don't need a tractor beam. You can target another player's engines and bring him to a standstill ... or use an EMP missile to do the same thing. At that point you can demand to be paid or kill him outright. Usually, though, the defending player opts for the mort ... due to the fact he can then re-spawn without losing anything of value. Or, if other players are within rescue range, he can call for help.

As for toll fees being attached to jump-gates: cool idea.

[Edited on 5-3-2015 by Marvin]
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Post by Nigel_Strange »

I think I would like to see missiles easier to get. I think of a missile as a tool, and you need the right tool for the job. The problem is that you use the tool up when you are on the job, so you need more. However, I find that the specific missile that I might need for a job is not always available. There might be two or three missile types at the station, and that's it. I can't even remember what all the variants are named, because I hardly ever see them.

For example, IIRC, I think linx missiles work against engines. I typically use these against vonari ships because they have a tendency to run away until their shields restore.

I'd like for stations to be fully stocked when I get there, so I can arm up for the mission appropriately.
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Post by SamKillitson »

I would like to see some mechanic that would allow the player to auto align their ship to different headings. If balance were an issue then possibly implementing a new module, the gyroscope or perhaps it could be implemented into a certain class of wing that required more assembly that could store multiple headings would make up for the convenience however I don't feel it would be game breaking in any way personally that would require balance.

I just find myself most times spending more time fiddling with the mouse in a clumsy, erratic way while using this absolutely necessary process. It can be quite frustrating at times. I have no idea if it is any easier to do with a HOTAS outfit.
I would use a modifier key, shift + 1,2,3,4,5,6 to access the gyro unit.

Now keep in mind I am a rookie and some of you may already know of a way to do this.
If you do, please tell me how! :P
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Post by Marvin »

:cool: Autopilot aligns your heading to your destination coordinates ... as reflected in the Nav marker.
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Post by SamKillitson »

From post: 176648, Topic: tid=10221, author=Marvin wrote::cool: Autopilot aligns your heading to your destination coordinates ... as reflected in the Nav marker.
I may be missing something Marvin, so pardon me.
What I mean is basically a heading of pitch -0- and say, a gate number for a station or rather the corresponding horizontal alignment.

So in my perfect world, I would have that orientation of my ship saved in my gyro so that when I select a station or gate, I could then close the map, hit my shift + whichever number I assigned that alignment to and then jump to that position without fiddling with the mouse to line it up.

Am I missing something in Nav map that allows such alignment?

[Edited on 5-6-2015 by SamKillitson]
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Post by SeeJay »

The Auto-Pilot aligns you directly towards your target. That is not what you want in this case.

There are some compass mods on my site with station gates marked on it that might help you a bit.
Pitch is always zero when you want to dock/use a gate.
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Post by PaulB »

From post: 176650, Topic: tid=10221, author=SeeJay wrote:The Auto-Pilot aligns you directly towards your target. That is not what you want in this case.

There are some compass mods on my site with station gates marked on it that might help you a bit.
Pitch is always zero when you want to dock/use a gate.
It doesn't quite appear to be that way to me.
If for instance your destination is at 0 degrees and you are currently heading 45 degrees while in inertial mode and turn your ship toward the destination then if you have both the heading indicators enabled you will see the one square at your true 45 degree line fo travel and if you then Autopilot you will get to your destination but I'm pretty sure I remember than when you come out of autopilot your will will still be traveling toward that 45 degree angle - at least that's my interpretation since the two heading indicators are not aligned dead center to where the nose of the ship is pointing in this example.
I would have though Autopilot would leave you aligned towards the coords but it doesn't seem to. Maybe it just remembers your Inertial direction and leaves you in that position after the trip. If you engauge IDS after the trip then the indicators will return to the direction your ship is facing, aka the autopilot coords.
I know the ship turns toward the Autoipilot coords when you engauge but the direction indicators don't follow in inertial mode from what I observe.
It looks like Autopilot sends your ship to the coords but if before engauging you are facing say 45 degrees degrees
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Post by SamKillitson »

If I think I may be off a bit in my alignment after I jump, I go ids, backspace to 0 prepared to adjust my alignment coming out and then if it looks good, when it looks good, I then enter inertial and AB on in fast.

I took the original compass files from the game and Marvin's color coded compass and combined them so that I still have the long strip compass with its ticks on the bottom and it's blue line indicators + Marvins gate colors and door numbers along the top.

Anyway, just a suggestion it was as far as being able to auto align the ship. I'm pretty sure anything in the sky today atmospheric or otherwise has that ability and you could still mess it up if you didn't wait for the indicators to align in IDS mode (jumping to).

Adding to my thoughts on this.
More often than not, I will come to a dead stop to make this type of maneuver and it seems a little odd to almost have to stop a ship with a sophisticated computer system just to do a jump.

[Edited on 5-6-2015 by SamKillitson]
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Post by Marvin »

:o The confusion seems to be with how inertial works. If you have inertial engaged at the time you initiate a jump, you will still retain inertial after you exit hyperspace. To avoid the drift of inertia, you must either counter the drift prior to entering hyperspace (by superimposing the two boxes) to your heading (which isn't necessarily the same as your vector) ... or by cancelling the inertial drift. There is no need to come to a complete standstill ... you can adjust your inertia by using maneuvering thrusters and/or IDS.

:cool: Personally, I'd love to see both the jumpgates and station docking bays be randomly aligned to any number of headings. That way, you'd either need to learn how to manually pilot your ship into a docking bay and thru a jumpgate or build yourself a space-flight version of an aircraft pilot's approach plates ... a hefty book containing all the data pertaining to each gate and station in the Evoverse.