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DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Beta Testing Discussion » » Jump Fail in Beta
 Author Jump Fail in Beta
-DBS
Marshal

Joined: January 04, 2011
Posts: 204
From: St. Petersburg, FL
Posted: 2013-06-12 01:40   
When a nebula is the target, you will get a jump fail every time...
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2013-06-12 01:45   
Not every time. We worked this out in Beta just after you guys discovered it.

Your ship ends the jump when it determines you've reached the destination, which it does by measuring the distance to the edge of the target object's hitbox. The nebula simply has a huge, 24,000-gu radius hitbox. If you're further out than that and you jump with it as your target, it will stop you just outside that distance. If you're any closer than that, it thinks you've already "arrived" and ends the jump the instant it starts.
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If at first you don't succeed, get a bigger space battleship and try again.

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Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-06-12 08:16   
Just a thought, but if the jump destination distance is equal to or less than 0, maybe the JD should not even activate, as in, it would gray out until a destination is set that will actually get you someplace.

Unless you think jump fails are an important and beneficial aspect to the game...
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Null Pointer
Grand Admiral
Templar Knights


Joined: April 10, 2010
Posts: 148
Posted: 2013-06-12 09:03   
Quote:
On 2013-06-12 08:16, Fluttershy wrote:
Just a thought, but if the jump destination distance is equal to or less than 0, maybe the JD should not even activate, as in, it would gray out until a destination is set that will actually get you someplace.

Unless you think jump fails are an important and beneficial aspect to the game...




Woohoo! Negative distance!
(This would do nothing for the game, it's not even worth coding in.)
_________________


Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-06-12 09:21   
Quote:
On 2013-06-12 09:03, Null Pointer wrote:
Quote:
On 2013-06-12 08:16, Fluttershy wrote:
Just a thought, but if the jump destination distance is equal to or less than 0, maybe the JD should not even activate, as in, it would gray out until a destination is set that will actually get you someplace.

Unless you think jump fails are an important and beneficial aspect to the game...




Woohoo! Negative distance!
(This would do nothing for the game, it's not even worth coding in.)




Not even going to mention that it's also computationaly expensive doing that check every update.
_________________


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2013-06-12 09:48   
If we have the 3500 GU minimum jump distance that Kenny suggested and many people support it would kill two birds with one stone. This, and short distance point jumping.
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Adapt or die.

Pantheon
Marshal
Palestar


Joined: May 29, 2001
Posts: 1789
Posted: 2013-06-12 10:12   
Nothing's changing.
_________________


Fluttershy
Fleet Admiral

Joined: September 24, 2011
Posts: 778
From: Fluttershy
Posted: 2013-06-12 10:47   
Hmm, ok, I'm learning to exploit the point jump mechanic anyways so that's cool if you're leaving it be, I guess.

As for kennys idea, that would let the smaller ships be somewhat safe from a PJ as long as they stayed within a certain distance, more use for the fast escort ships then.
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