1. This forum is obsolete and read-only. Feel free to contact us at support.keenswh.com

Update 01.090 - Jump Drive

Discussion in 'Change Log' started by Drui, Jul 9, 2015.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Summary
    Jump drive has been added to the game. It is a new traveling mechanism that allows players to travel big distances in a short period of time. Only large ships can have a jump drive. The jump drive is a block that needs to be attached to the ship and must be charged with energy up to 100% so the jump can be made. There are two different types of jumps – blind and GPS guided. The blind jump will lead you to the direction that the cockpit is heading and the traveled distance can be set in the control panel (the distance is depended to the mass of the ship and the amount of the powered jump drive blocks that are on the ship). The targeted jump will get you to a specified GPS coordinate. After the jump is done, the energy needed is depleted. To increase jump distances or mass transport capacity, you will have to build more jump drives. Any of the jump drives can be then used as the master drive that will use the other available drives if needed.

    Note: Please note that power has been enabled on all ships in starting scenarios in survival mode.



    Features
    - Jump Drive

    Jump Drive Rules
    - the jump drive block must be attached to the ship and has to be charged with energy up to 100%
    - the jump drive is available only for large ships
    - jumps can be done only from the cockpit, by using the "jump" action (not from the control panel)
    - if a main cockpit option is set, only the main cockpit can do the jump
    - the jump cannot be accelerated from the control panel, but has to be assigned as an action to the cockpit’s toolbar
    - the game will automatically calculate if the ship is able to reach the final destination with the current number of jump drives and the ship’s mass, this information is shown as a number of % in the confirmation screen
    - In control panel: the jump drive can have a set distance (useful for blind jumps), or can be maximum based on the ships equipment (maximum is set as default)
    - the minimum distance for the jump is 5 Km by default
    - a jump can be done only to a safe proximity of objects (other ships, stations, asteroids, planets)
    - the final destination of the jump must be empty in a 2 Km diameter. Any object in the area will shorten the jump and the ship will appear 2 km before the object
    - in case of a shortened jump towards a GPS coordinate or a blind direction, the ship should spawn before an object is in its way - the ship should never spawn in an asteroid or other ship even if the calculations are correct
    - Rules of transport: all small ships or large ships that want to travel with the ship must be connected through connectors or landing gears. Players must be seated in seats, cockpits or cryochambers. Everything not attached to the ship as mentioned will stay in the spot and will not do the jump.

    Fixes
    - fixed placing armor corner 2x1x1 tip with wrong offset
    - fixed volume of the hand drill
    - fixed issue with clearing blueprint search by using "X"
    - fixed issue with gravity generator reporting different values than spherical one
    - fixed incorrect tooltip when switching between tabs in terminal
    - fixed speed on HUD updating too frequently when sprinting
    - fixed rotation hints shaking when copy pasting
    - fixed issue with critical energy after turning ship ON
    - fixed misspell in XML
    - fixed issue with station rotation mode appearing when copy pasting ships
    - fixed issue with renaming scripts
    - fixed small inconsistency in voice-over
    - fixed issue when g-screen opens after re-spawn
    - fixed copy & paste issues with large ships

    EDIT 07/10/2015
    Update 01.090.014

    - added warning when jump drive is not ready (recharging)
    - jump drive block is now airtight
    - fixed cannot jump with ship when in remote control
    - fixed ship still jumping when jump drive has been destroyed
    - fixed ships colliding with each other when pasted with jump drive engaging
    - fixed jumping in limited world
    - fixed jump drive is not respecting ownership
    - fixed ships colliding when jumping towards the same GPS at the same time
     
    Last edited by a moderator: Jul 10, 2015
  2. extraammo

    extraammo Senior Engineer

    Messages:
    1,015
  3. Mosseman

    Mosseman Apprentice Engineer

    Messages:
    195
  4. tharkus

    tharkus Junior Engineer

    Messages:
    712
    LOL nice !
     
  5. MrJinx

    MrJinx Apprentice Engineer

    Messages:
    122
    Cool
     
  6. Lrj52

    Lrj52 Apprentice Engineer

    Messages:
    246
    HAHA :D
     
  7. xzosimusx

    xzosimusx Junior Engineer

    Messages:
    662
    WOW! I'm 'jumping' for joy!
     
  8. Mr_Bean

    Mr_Bean Apprentice Engineer

    Messages:
    168
  9. fanzypantz

    fanzypantz Trainee Engineer

    Messages:
    27
    Holy shit
     
  10. Demonyo

    Demonyo Trainee Engineer

    Messages:
    33
    Cool .... a surprised addition to the game :D
     
  11. joemorin73

    joemorin73 Junior Engineer

    Messages:
    949
    Features of 1.087?
     
  12. Starkiller

    Starkiller Trainee Engineer

    Messages:
    3
    this is good
     
  13. arghargh200

    arghargh200 Trainee Engineer

    Messages:
    44
    seems legit
     
  14. Starkiller

    Starkiller Trainee Engineer

    Messages:
    3
  15. Skeloton

    Skeloton Master Engineer

    Messages:
    4,069
    This pun may be the highlight of this thread.
     
  16. MiChAeLoKGB

    MiChAeLoKGB Junior Engineer

    Messages:
    763
  17. zDeveloper10

    zDeveloper10 Junior Engineer

    Messages:
    742
    thread says 1.09, video thumb says 1.087
     
  18. Jason45PC

    Jason45PC Trainee Engineer

    Messages:
    24
    This is so cool!
     
  19. Wanderduene

    Wanderduene Apprentice Engineer

    Messages:
    190
    Okay this is not planets, but... wow :D
     
  20. Gwindalmir

    Gwindalmir Senior Engineer

    Messages:
    1,006
    Wow, I can't believe my FTL mod has actually been deprecated.
    Never thought I'd see that.
     
  21. RubenGass

    RubenGass Trainee Engineer

    Messages:
    81
    Was really hoping for planets but I suppose this is cool aswell
     
  22. plaYer2k

    plaYer2k Master Engineer

    Messages:
    3,160
    "The weight of transported mass"? Sorry but no, that has to be fixed! :s
     
  23. Amauros

    Amauros Trainee Engineer

    Messages:
    29
    Voice-over? What voice-over?
     
  24. DaePrice

    DaePrice Apprentice Engineer

    Messages:
    134
    I think i see how they solved the issue of big planets, and speed barriers.....
     
  25. shimonu

    shimonu Apprentice Engineer

    Messages:
    396
    This one I didn't except. Interesting one. Now only to make my internet connection back to working correctly (few storms... atleast I got power back).
     
  26. JD.Horx

    JD.Horx Senior Engineer

    Messages:
    1,032

    THANKS SO MUCH!!!
     
  27. laminblake

    laminblake Trainee Engineer

    Messages:
    58
    So much for trying to base this game on Realistic near future technologies. What's next phasers and transporter beams?
     
  28. TheFlawlessGem

    TheFlawlessGem Apprentice Engineer

    Messages:
    243
  29. MiChAeLoKGB

    MiChAeLoKGB Junior Engineer

    Messages:
    763
    WAIT WAIT WAIT GUYS. TAZOO? Tazoo? Really? OMG!
     
  30. joemorin73

    joemorin73 Junior Engineer

    Messages:
    949
    Is it going to have the same issue as your mod?
     
Thread Status:
This last post in this thread was made more than 31 days old.