Distance

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

Hi,
I need some help.
The 1st few times in the game I tried mining hydrogen in one of the nebula clouds in Sapphire and it worked.

Now however, it doesn't work. I've tried both nebula clouds and tried aiming the tractor beam at some Suns (if that's what it means by mining hydrogen from a star's Corona) and noe of them work.

The only thing different I'm aware of is that I've bought a different ship from the Talon I started with but I don't see what difference that would make - it still has a mining/tractor beam.

Anyone got any ideas?

Paul

[Edited on 2-25-2014 by PaulB]
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SeeJay
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Post by SeeJay »

Do you have any cargo bays?
Are any of them empty?
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Nigel_Strange
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Post by Nigel_Strange »

Did you get a fuel converter?
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Post by Busch »

Hi PaulB! Welcome to the game/sim and the forum community!

What SeeJay said is true, should you just be mining the hydrogen from nebulae 'clouds'. At least one empty bay is needed. Commodity items don't mix/combine well in the cargo bay paradigm. If you're mining the hydrogen to convert it to ships' fuel, you'll need a fuel converter and larger fuel pods to store the resultant fuel so gained. There are a number of systems that have trade stations hard-wired inside of nebulae clouds. Sapphire has at least two (Solar Beta and one I can't remember), Alpha Centauri has one, and the Cerulean WZ has one - IIRC. Try parking at one of these enclouded trade stations, ensure empty cargo bay(s) and a viable mine/tractor beam (any of the various 'flavors' should work), and engage! :) It should be like mining any of the carboniferous or metallic substances from planets or 'roids. :)
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PaulB
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Post by PaulB »

Yes, after searching I read about the Fuel Converter - and had to go and check (I thought I had put it in Station Cargo) but it was still in a slot.
So I took it out and put the Gun booster (forget the real name) in it's place so now I can mine the hydrogen again.

(Geez I wish assem points could be swapped to a ship non-cargo hold during flight - having to be docked is a major pain and inconvience - not to mention dangerous to your evo-life. Most fo these ships remind me more of the Tarsus in Privateer GG than say the Galaxy or Orion)

And the range of the weapons - my oh my - technology must be going down hill in these future centuries - why even WWII mark 14 torpedos had a range of 4100 meters and battleship cannons - what? - 20 miles or so?
So now I got to spit peas at way less than 1000 meters - LOL
Average ideal torpedo firing solution range for WWII submarines was about 1000 meters :)

Thanks,
Paul
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DaveK
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Post by DaveK »

From post: 167494, Topic: tid=11246, author=PaulB wrote:(Geez I wish assem points could be swapped to a ship non-cargo hold during flight - having to be docked is a major pain and inconvience
Opening the cargo bay, uncoupling the equipment you want to swap out, installing the new unit all require the auto load/unload/engineering systems that are too big and expensive to fit into your ship. Hence the need to use station facilities! :P

Same reasoning for needing to be in a station to consolidate the same cargo type from several bays into one ;)

:)
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Post by -splosives- »

From post: 167494, Topic: tid=11246, author=PaulB wrote: And the range of the weapons - my oh my - technology must be going down hill in these future centuries - why even WWII mark 14 torpedos had a range of 4100 meters and battleship cannons - what? - 20 miles or so?
So now I got to spit peas at way less than 1000 meters - LOL
Average ideal torpedo firing solution range for WWII submarines was about 1000 meters :)

Thanks,
Paul
Notice that there is no units on the distances. Who knows how far "1000 distance units" are in evochron.
Also, making things fly through space accurately is more difficult than in air or underwater.
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PaulB
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Post by PaulB »

From post: 167501, Topic: tid=11246, author=-splosives- wrote:
From post: 167494, Topic: tid=11246, author=PaulB wrote: And the range of the weapons - my oh my - technology must be going down hill in these future centuries - why even WWII mark 14 torpedos had a range of 4100 meters and battleship cannons - what? - 20 miles or so?
So now I got to spit peas at way less than 1000 meters - LOL
Average ideal torpedo firing solution range for WWII submarines was about 1000 meters :)

Thanks,
Paul
Notice that there is no units on the distances. Who knows how far "1000 distance units" are in evochron.
Also, making things fly through space accurately is more difficult than in air or underwater.
But Speed and all is in Meter/sec so distance must be in meters also. Nothing else would make sense.
Paul
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Post by DaveK »

From post: 167501, Topic: tid=11246, author=-splosives- wrote:
From post: 167494, Topic: tid=11246, author=PaulB wrote: And the range of the weapons - my oh my - technology must be going down hill in these future centuries - why even WWII mark 14 torpedos had a range of 4100 meters and battleship cannons - what? - 20 miles or so?
So now I got to spit peas at way less than 1000 meters - LOL
Average ideal torpedo firing solution range for WWII submarines was about 1000 meters :)

Thanks,
Paul
Notice that there is no units on the distances. Who knows how far "1000 distance units" are in evochron.
Also, making things fly through space accurately is more difficult than in air or underwater.
I thought that weapon ranges are in metres. They are in the Weapon Lab. When you create a custom cannon I think that the R part of its name is range in decametres. (1 Dm = 10 metres). My custom cannon name includes . . . /79R/ . . . so has a range of 790 metres

In game speed is measured in metres/sec; distance coordinates is measured in decametres - 1 sector = 200 000 Decametres = 2 000 000 metres = 2 000 km. This means that if you try to work out how long it will take to fly (as opposed to jump) a certain distance you need to convert dm --> m or m --> Dm so you are only working inone unit :D

Jump and gate speeds can be calculated by timing long distance or inter-system journeys.

So in very broad terms, rounding the speeds (in terms of the speed of light) the four trvel technologies give average speeds of:
  1. sub-light drive: 0.000 01
  2. jump drive: 0.1
  3. gate jumps: 100
  4. BH/WH jump: 500
    [/list=1]
    Data from the Mercenaries Technical Manual (available from Seejay's site)

    Hope that this helps ;)

    :)
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