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Map stuff

 
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MajorFreak
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PostPosted: Fri Feb 22, 2002 3:13 pm    Post subject: Map stuff Reply with quote

JOSSH recruiting poster (US server) (EU server)
  • ROUTEPLANNING
    Autoroute mapping "not working"? That's because when you pick a mission destination, even though your destination has a waypoint, non of the points inbetween you and your destination are marked as waypoints, so you'll have to set them yourself. BTW, when you set custom waypoints in the map, they aren't automatically brought up when you jump into a sector....Here is a Program to calculate shortest routes (Illustration) and if you don't have a hardcopy map then there's the up-to-date map screenshot available...JOSSH map (bit out of date) JOSSH Flight Academy section. (If you're interested in nostalgia: beta6 sectors; The latest sector to be added (patch52) was Canis, which the printable map on JOSSH doesn't list. i marked it as a wayponit in this screenshot)

  • CONFLUX SPAWNS
    When planning routes, beek flips, etc it's always handy to know:
    Corrish wrote:
    The New Dawn, a US Squad fighting Conflux, has published an updated flux spawn map.
    They state this is still a beta version. You can find their "Guide to hunting conflux", which also contains fighting tactics for the would-be flux hunter at www.confluxwar.net
    Muffy Edit: BTW, i'm not really sure if this applies to both the US and EU servers. i asked this question on New Dawn's forum here. (obsolete conflux spawn map: c1-10 map.)


  • BEACONS
    Finding where a grey beacon is in order to tune it to your faction's color, you'll need to enable the 'control' icon in map visibility settings (it's set to off by default) Here is a screenshot example of which option to enable. (cursor lies above "->")

  • WEATHER
    Quote:
    If you turn off the "all" option in the map, the sectors which are affected by a storm are tinted the appropriate colors. Check this before launching, and you should be fine.

    Digitus

  • JUMPGATES
    Pressing the jump key (anywhere in a sector) resets your radar to point to the main/default jumpgate in the sector. (handy because the pure roids always spawn within 12k of that jg)

    Found that the default JG of each sector is the first JG from 12+ o'clock (default map orientation) and cycling clockwise.














(UMEC's version of JOSSH recruiting posters)


Last edited by MajorFreak on Mon Dec 02, 2002 5:44 pm; edited 9 times in total
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MajorFreak
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PostPosted: Tue Nov 19, 2002 1:53 am    Post subject: Reply with quote

TotalNooB wrote:
Just thought I'd write up something on the valuableness of your radar...

Radar can be very useful in combat, seeing as how it can detect and track incoming missiles and give an early warning of enemy assaults.
If you know you are heading into an area where you will be attacked, it may be wise to carry at least one PWD100 with you. This device will emit a plasma wave, destroying all missiles within 1k of your ship.
When your missile lock indicator lights up, shrink your radar range to its smallest setting and set the mode to ALL, not ALL NO MISSILES. Continue to fight.
When the yellow blips come close to the center of your radar screen, press the X button (default) to fire the PWD100 and destroy the missiles before they hit. This tactic is useful if you get spammed by a bomber on a pass. Just hit your PWD and a major advantage of the bomber is lost!
Once you fire your PWD, it will not fire again. A good tactic to use against PWD users is to fire only a few missiles, making them fire the PWD to avoid being hit and giving you the upper hand when you fire the next volley.

Long Rage radar is also a good way of avoiding a conflict. Tows and Rangers are useful as they have a 13.5k distance advantage over fighters. This will make avoiding a fight much easier. Just target the possible enemy and use that 5k safety zone to your advantage. An ECM can also make things easier.

Next: Navigation.

Many people have trouble with navigation when there's low visibility, but again your radar comes to the rescue.
In areas where the asteroids are dense, large radar ranges are useless as they just show the roids as a big grey ball. When you enter the sector, use your long-range radar to scan for potential danger from Conflux or other pilots. Then shrink your range down to get a much more accurate reading of where asteroids lay in your path.
When in a sector such as Wake station, where there are few roids but a big station to avoid, your radar provides you with a small holo-image in the bottom left of your HUD. Use this to predict where the docking rings will appear, and start moving in that direction. Be sure to leave plenty of room between where you're facing and the yellow box over the station, just in case you're wrong.
In a storm the station lights will pop-up at 10k range, but the actual body of the statrion doesn't appear until you get close enough. This distance seems to vary depending on . This doesn't leave a lot of braking or turning time of you are heavy, so be VERY careful.

ECMs:

An ECM will hide your ship from radar for a certain percentage of the enemy pilots radar. For instance, a Specter ECM will hide your ship for 25% of an enemy ships radar range. If the pilot is using a Knocker radar (35k range), he will not see you until your ship is within 26250d of him or her.

Hope this helps.


Last edited by MajorFreak on Fri Nov 29, 2002 8:57 pm; edited 1 time in total
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MajorFreak
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PostPosted: Fri Nov 29, 2002 8:57 pm    Post subject: Reply with quote

hmmmmmmm...got to remember to update this for anomaly information and stuff about scanning. Might even chat about the neat stuff you can find like pure roids and artifacts. hmmmm. oh crap! and infestations. doh

SCAN MISSION-ANOMALY 101

Anomaly scanning (afterburner+scan buttons held down)
You'll take damage, quite rapidly actually, if you approach closer than 190m to the center of the anomaly. The tricky bit about the scanners is you can't take more than one scan from a single location, and since the scan missions always ask for a scan within 200m, you've not got a lot to spare. Now, if you hurtle through the anomaly and hit scan it seems alot more time consuming and dangerous, right? WRONG! The trick is to hold down your AB key and scan key and you'll hear a screech as multiple scans are taken in microseconds...thus completing your mission in one pass. (the dangerous bit is avoiding flying through the center of the anomaly. the sneaky developers snuck in a roid in the middle a while back. nasty, so just don't fly through the 'white' center and you'll be fine as long as you're going maxV on AB)
    remember you must be targetting the anomaly or the scanner won't complete the mission
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MajorFreak
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PostPosted: Wed Jan 15, 2003 4:02 pm    Post subject: Reply with quote

INFESTATIONS

These suckers apparently spawn around a JumpGate via Sentient (ie. GMs) conflux direction, and block any attempt to use said jumpgate.

[read: These only appear by manual command from a Themis Group community service representative; GM sponsored events only - no ability to randomly spawn]

Once infested a jumpgate is blocked on both sides (pretty sure it manifests on each side of the jumpgate as one entity. not too sure about that tho)...you can see infestations on the map from noticing that hyperspace lines are missing (see illustration below for example; hope to get a better resolution someday)



Luckily, these can be destroyed using missiles and rockets and most especially Nukes.

10 of these puppies blow the Infestation to bits. For more detailed information on this and experience gained through attacking these objects, please see NewDawn's guide to infestations, here
    uhm...dunno if guns can harm them...not sure, so i asked...
    ZeroZ95 wrote:
    We have done extensive studies and below is our findings.

    Guns do no damage.

    Missiles do 10% of their posted damage to infests. So a nuke does it's full damage to another ship, but only 10% of it's listed damage to an infest. I don't know why they didn't just make infests have 10* more hit points as it works out the same either way.

    The same infest exists in both sectors on sides of the JG. So damage from both sides counts against the total.

    Infests to not have shields and do not regenerate.

    Infests have been killed with as few as 6 nukes. However, some have taken easily over 100. In general, the closer to Pulsar, the stronger. However, it's basically up to how the GM is feeling at the time. We've discovered no pattern or IC reasons for the differing strengths beyond the generality of proximity to Pulsar.

    For a while, TRIR was giving out the relative strength of the infests in an alphabetical code (A was weakest...I think they got up to G or H). Once nukes came out, though they stopped doing that. Supposedly, measuring an infests remaining hull strength is high on TRIR's to-do list.
BTW, here's an example of a JOSSH storyline miniplot dealing with infestations.
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MajorFreak
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PostPosted: Thu Mar 13, 2003 1:39 am    Post subject: Reply with quote

Bureau of Stellar Cartography/TRI Research Release [Minor] Report
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timski
EU Advisor
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Joined: 21 Jul 2002
Posts: 17

PostPosted: Thu Apr 17, 2003 11:34 pm    Post subject: Reply with quote

Fido recently reminded me I'd done this map for cargo pilots (PDF/85K). It shows distances between gates on routes commonly used by cargo pilots (i.e. between stations). A few distances are slightly out of date, but mostly it is accurate. I have something similar lurking (not online though) for Flux space - not sure it is of any use, since there seem few reasons to go there.
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Heretic
Chief WO4
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Joined: 09 Feb 2002
Posts: 473
Location: Tripoint

PostPosted: Tue Dec 07, 2004 2:04 pm    Post subject: FTP transfer between mindphyre and razorskiss complete Reply with quote

:grin:
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