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[REQ] Navigators


Wilponderoci

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Would it be possible in some way to (if necessary) hack in a navigator crew and based on the mass of the ship x~navigators would be required to allow your ships to eventually follow you where ever you go?

 

Unless they where specifically told to stay.

 

And can it be tied to a module too. Like Navigational Hyper Map module or something?

 

Idk....

 

Throwing some ideas around.

 

:) 

 

8) 8) 8) 8)

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I would hypothesize that the real question would be related to getting captains to follow you even if their hyperspace range is less than your own OR if they'd been told to stay and you wanted them to make their way towards you from a distant place.

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I would hypothesize that the real question would be related to getting captains to follow you even if their hyperspace range is less than your own OR if they'd been told to stay and you wanted them to make their way towards you from a distant place.

 

 

Precisely!

 

Especially if you wanted to direct ships to meet you in a few jumps. You could give  a captained ship crewed with navigators orders to jump to a specific sector independently.

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That currently won't work at all, since NPC ships can't jump into sectors that you're not in, basically.

 

Sectors aren't 'real' if there's no player in it. I've read there are plans to change this, but of course no idea as to when :)

 

Same goes for traders, you can't make a trader ship that trades between sectors, since those sectors basically don't exist if you're not in it. (This isn't exactly how it works, but close enough :)

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hey guys,

i thought of something that i think is headed in the same direction but first a warning !

 

mainly this is going to be me thinking loud

i have no clue how the game is coded or how the scripts work

or if the right "hooks" are exposed in the code to make this work

the last time i coded something was way back in the early 90s but

all coding was logic and i hope that still applies.

 

 

The command i whished for is well discribed by "meet you in a few jumps" or "call ship to this position" given that

it is a few jumps away, so here is my scenario.

 

lets say you are in sector and you have 3 captained ships (miner/salvager/sector patrol for those pesky hostiles that

appear what feels like every 5 minutes) and you want to relocate them to a sector you do not know yet,what you do is.

 

target the ship

open up the command menu

tell the captain to go to the "jump hub" (bear with me for a moment explanation follows)

 

function wise the "Jump hub" would remove the ship from the sector (play jump animation) and save it with coordinates

to a place that is attached to the player an can be loaded and unloaded if so desired, rinse and repeat for each ship.

 

so you found the sector you want your ships to go to and you want them there.

 

target yourself

engage long range communication (load the save spot and display its contents)

select ship (self explaining)

call it to your position (measure the difference between save coordinates and player coordinates now, for every sector difference add delay of X seconds, get total delay and sart countdown, at 0 spawn ship near player, if no other countdown is running unload save spot)

 

this is what i was thinking about navigators and the sector unloading problem, what interests me is

if the code would make this possible would this be a proper concept or is my line of thought way off?

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I like what yeet is saying.

 

Essentially splutty they would only be able to go to sectors you have previously loaded. Or meet you (factoring their jump capabilities) in a sector when issued a command from your fleet menu.

 

In the same way that you can leave ships in sectors they should be able to jump to sectors you have visited. There is code integrated that allows for that. As there is code that is hooked to the escort command that tells the ships to jump with you.

 

So figure out a way to give fleet ships bogus commands as if they are coming from your piloted ship as part of a navigational script.

 

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Unfortunately, it doesn't work that way.

 

The ships you leave in sectors also don't do anything. If you've given them orders before you left that sector, they'll stop executing those orders.

 

The sectors that exist but aren't loaded also can't accept new ships. The reason the escort works is because it's you moving from sector A to sector B and the ship comes with you at the same time.

 

It can't follow you some time later.

 

I ran into this when I was working on my good hauling scripts :)

 

ps. I'd love for it to work, of course! But for the time being, it can't and won't :(

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Just found out that if you use the /wh create command from this mod that you can send your ships by selecting them and creating a wh they auto warp to the coordinates!

 

 

So the idea of using whats available in game to warp ships to coordinates you have never visited or activated is possible.

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dunno about if you jump more than 1 jump away, but, last night i did test if i jumped away before my battlecruiser's hyperspace was recharged while in Escort mode, if she would show up at her earliest convenience, and she did.

 

and i tell you what, when you're in like a 30m ship just staring out into nothing and then all the sudden a 2km cruiser jumps in RIGHT ON TOP OF YOU, you gonna need a fresh pair of pants.

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