I was wondering if there was any way to overcome the speed cap? For search scenarios when all I'm given is a heading, it's hard to plot precise jump points in searchable intervals without leaving the original trajectory. I want to be able to set a heading, drop into inertial mode and bring speed up to the 8k - 11k range without having to burn 90% of my fuel, so when I find a HUD contact I can approximate the location as I pass, jump out, and narrow my search vicinity. As it is now, the acceleration seems to top off around 9k at which point fuel begins burning faster than speed is gained.
Might be worth considering giving an option to go full Newtonian physics in the next update.
Speed Cap
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Vice
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Re: Speed Cap
It won't likely change due to several core functionality and gameplay reasons. A cruise drive might be a possibility at some point, which might offer something similar, but isn't yet on the prototype list.
In your described scenario, you'd be ahead to not waste the fuel going the slow route of waiting to accelerate for each pass and instead, spend the time to calculate precise jump points in a desired search pattern, remaining at sub-light long enough to complete the scan, then manually adjust the jump coordinates for the next search point. You'll only use about one unit of fuel per jump, so even if you make a lot of mistakes and/or scan a lot of space you don't need to, you'll still use a lot less fuel.
In your described scenario, you'd be ahead to not waste the fuel going the slow route of waiting to accelerate for each pass and instead, spend the time to calculate precise jump points in a desired search pattern, remaining at sub-light long enough to complete the scan, then manually adjust the jump coordinates for the next search point. You'll only use about one unit of fuel per jump, so even if you make a lot of mistakes and/or scan a lot of space you don't need to, you'll still use a lot less fuel.
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SolarWarden
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Re: Speed Cap
I guess in this scenario the question would be how to calculate coordinates that fall on the heading's trajectory using only a starting position and the heading itself without just eyeballing the slope factor with the gridlines on the nav maps. For a little context: I'm on the Transporter quest stage where I'm supposed to find a hypergate in the Capella system. Quest says travel at heading 078 from the system until you see HUD contact. In this case, the search "vicinity" is a straight trajectory line, and the gate could be anywhere from 5 to 90 sectors out, so it's impossible to establish the trial and error pattern you suggest without spending days using sensor stations to search all the sectors that fall within the trajectory, square by square (which I've already attempted up to ~70 sectors from the center of the system before tossing my mouse and giving up). I know I must be missing something here because others have no doubt completed the quest, but I can't see another method that would be more efficient at this point. Any help would be appreciated.
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Vice
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Re: Speed Cap
That would be tricky. I'll contact the author of the quest for advice/info.
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SolarWarden
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Re: Speed Cap
I appreciate it 
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Marvin
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Re: Speed Cap
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Vice
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Re: Speed Cap
There should also be a purple quest marker to help guide in the direction needed.
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SolarWarden
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Re: Speed Cap
I'll try the jump interval method, hopefully it works with the Mantis drive. It's easy to miss things at 10 sectors a pop.
@Vice
The quest marker in this instance doesn't show up until you get to the vicinity of the objective, apparently.
@Vice
The quest marker in this instance doesn't show up until you get to the vicinity of the objective, apparently.
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Vice
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Re: Speed Cap
I'd be interested in your save game at that stage, so I could give it a try also. Please send that to me via e-mail (starwraith.com > contact), filename is pilot#.sw where # is the slot index for the save game starting at 0 for slot 1 (save data folder is c:\sw3dg\EvochronLegacy by default).
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SolarWarden
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Re: Speed Cap
Thanks Marvin!
Gave the ol' approximate heading hop-scotch approach a shot and it brought me within range of the quest marker on my nav map. Looking back, I believe it was the language in the quest prompts that mislead me, in combination with me being thick, lol. It said to watch for the marker in the HUD, which led me to think I had to be precise enough to fall within radar range. I guess I should loosen up my OCD a bit, eh? Thanks again Vice and Marvin for all your help.
On an unrelated note, it's been a long while since I've been so immersed in a game. This thing is addictive! Thanks for making it a positive community experience for such an excellent game!
Gave the ol' approximate heading hop-scotch approach a shot and it brought me within range of the quest marker on my nav map. Looking back, I believe it was the language in the quest prompts that mislead me, in combination with me being thick, lol. It said to watch for the marker in the HUD, which led me to think I had to be precise enough to fall within radar range. I guess I should loosen up my OCD a bit, eh? Thanks again Vice and Marvin for all your help.
On an unrelated note, it's been a long while since I've been so immersed in a game. This thing is addictive! Thanks for making it a positive community experience for such an excellent game!
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Marvin
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Re: Speed Cap
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SolarWarden
- Lieutenant Jr. Grade

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Re: Speed Cap
I'm sure I will attempt it once I've knocked out this one and gotten some quality MP time in. Thanks for the offer!

