Atmosphere Skimming *Spoilers*

Tips, tactics, and general discussion for Evochron Legacy.
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Austin
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Atmosphere Skimming *Spoilers*

Post by Austin »

As I have been convinced for quite sometime landing on the Earth does not involve jumping, here's what I've learned on atmospheric skimming.

I have compiled this data through rigorous testing at Sapphire, New Hope and Mars (I chose these planets as controls since they all are Earth sized planets), as well many failed attempts at landing on the Earth :P

By Earth sized I mean they all have a parking surface radius ranging from 19k at water level (except poor dry Mars... Hey Vice, any chance of terraforming Mars on the expansion, it might keep nosy people away from the Earth :P ) and 19k to 21k at ground level.


Approaching an Earth sized planet will result in the following:

1: you will enter the planet's gravity field at 30010 meters from the center of the planet, prompting your altitude meter at 508000 ft. (I am unsure if feet is the correct unit of measurement, but it seems close, so that's what I use )

2: if you are approaching the Earth, you will suddenly become flaming metal confetti at 30000 meters from the center, with an altitude reading of 507500 ft.

3: you will enter the planet's atmosphere at 23100 meters from the center, with an altitude reading of 162500 ft, prompting your ship to switch to planetary mode.


The maximum safe velocity in atmosphere is 1475, which makes for a very turbulant, but non-damaging, flight. Unfortunately, as it appears impossible to slow your ship from 10k to 1475 velocity quickly enough after dropping out of a jump, direct atmosphere jumping is a negative.

Note: If you have a navigator hired on to your crew, he will not be cool with you jumping so close to a planet. Fire him first, for being too scared to push the boundaries... :P


Now to skim a planet's atmosphere:

A: Set your heading to 0° or 180°.

B: Right click on the desired planet in your Nav Map.

C: Add or subtract (depending on which side of the planet you wish to come out on) 26900 from the Nav Marker's in sector X coordinate.

D: Add or subtract (depending on your heading) half of the distance you would normally adjust for a black hole jump.

E: Launch!

For other headings, just do the math and adjust your coordinates accordingly.


Obviously you have no immediate control of your ship when dropping out of jumpspace. By halving your drop out distance, you have full control of your ship as you make the closest approach to the atmosphere.

I have an in-game method to determine a ships exact jumpspace drop out distance. The exact drop out distance for a Starmaster frame is 2950 meters. Since it is the only frame I use, I can't give exact numbers on the others.

Also worth noting, if you haven't come across it yet, Jump times, with a Cannon Relay System equiped and your weapons set to +5:

4 jump per minute

20 jumps per 5 minutes

240 Jumps per hour


Hope this comes in handy for someone out there :)



[Edited on 4-8-2012 by Austin]

[Edited on 4-8-2012 by Austin]
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DaveK
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Atmosphere Skimming *Spoilers*

Post by DaveK »

I'll add this to the H&TG is you don't mind! :)
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Austin
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Atmosphere Skimming *Spoilers*

Post by Austin »

By all means :)
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Sinbad
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Atmosphere Skimming *Spoilers*

Post by Sinbad »

Interesting research there Austin. That's what I love about this game... there's always someone discovering something new!

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Atmosphere Skimming *Spoilers*

Post by Rubber Chicken »

Yeah and It's really cool that the researchers like DaveK and Austin here, can get just as much enjoyment out of this game as the PvPers.:cool:
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