***spoiler*** how to do a planet jump - detailed walkthrough

Tips, tactics, and general discussion for Evochron Legacy.
verbosity
Captain
Captain
Posts: 1154
Joined: Thu Sep 07, 2006 7:38 pm
Location: Deep Space 9

***spoiler*** how to do a planet jump - detailed walkthrough

Post by verbosity »

In detail, because I've been asked a few times. I'd recommend doing your first few tries in an evoch-c or striker or above , max your shields, engine and wings ( in that order)

In this case I'll be jumping to the main city in sapphire, its location is:
x-12649
y168
z28057

Its a pretty easy starting jump, since you can do it at a pitch of 0 and a heading of 270. ( tip start from a station positioned so that you are facing the stations pylon and be docked too ;) - both of these things help - in fact if you can limit your starting speed in this way you can easily jump to any part of the planet ;) )

If you are not docked go to -4k speed ( I'm not sure this does much but it makes me feel better) and as you jump hold reverse aftterburners, turn IDS back on and start hitting your reinforce front shield button - do the above till you are safe :).

Ok for the coords, generally there is a little hit and miss about this, but while you have to be pretty accurate there is a margin of error ( around 500 units off and you can still possibly survive).

In this case because we have a heading of 270 and a pitch of 0 we only need to think about the x co-ord

x=-12649

now the general considered distance between where you plan to jump to and where you actually jump to is 2500 units while I am unsure if this changes dependant on frame engine etc , I suspect it is not.

a 2500 difference substracted from ( subtracted because we are facing 270 and want to come out closer to the docking port), gives -15149. In fact you can survive at -15000 and you can trim this distance down further.

Personally I recon its nearer a 2800 distance, and a -15559 value for x is darn near perfect.

using this 2800 value, we can now try some trickier jumps, how about jumping at a heading of 0 using the following coordinates?
x-12649
y168
z30857

( yeah I know its pretty cool huh? - in fact the 2800 is a pretty magical number in evochron - you can do any jump in the game knowing it)

[Edited on 4-17-2009 by verbosity]

[Edited on 4-17-2009 by verbosity]
verbsleagues.co.uk sw3dg web stats systems
uaithne.com eco-living project
rulerofzu.com free fantasy mmorpg
jesterscup.com webby stuffies
warsign
Captain
Captain
Posts: 1771
Joined: Thu Apr 24, 2008 10:04 am

***spoiler*** how to do a planet jump - detailed walkthrough

Post by warsign »

Awesome!!!
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

***spoiler*** how to do a planet jump - detailed walkthrough

Post by Maarschalk »

By the way I think you need to fire your Navigator because he does not understand your orders to do a PLanet City Docking jump I guess he is just following trafic control regulations and diverts you of your set jump coordinates!LOL:P:P:P
Thanks Verb, I will try it out when I have a chance!;)

[Edited on 4-19-2009 by Maarschalk]
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good
verbosity
Captain
Captain
Posts: 1154
Joined: Thu Sep 07, 2006 7:38 pm
Location: Deep Space 9

***spoiler*** how to do a planet jump - detailed walkthrough

Post by verbosity »

Originally posted by Maarschalk
By the way I think you need to fire your Navigator because he does not understand your orders to do a PLanet City Docking jump I guess he is just following trafic control regulations and diverts you of your set jump coordinates!LOL:P:P:P
yeah I should have mentioned that, navigators will always adjust your jump coords to 'safe' ones, - navigators and extreme jumps don't mix ;)
verbsleagues.co.uk sw3dg web stats systems
uaithne.com eco-living project
rulerofzu.com free fantasy mmorpg
jesterscup.com webby stuffies
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

***spoiler*** how to do a planet jump - detailed walkthrough

Post by Maarschalk »

Finnaly got this thing under control pretty neat, you can also adjust your Y coordinate with about 2500 to 2800 and set your heading to a 45 degree angle in relation to your X and Z coordinates beeing + or - and set your pitch to +90 or -90 degrees. So your heading could be 45, 135, 225, 315 depending on your X and Z positive or negative value!. I'm sad now that I had to let my good friend the Navigator go!:(

Thanks again Verb, Yes and it does work with a Striker and all above. With a Levi you do not get any damage at all if you do it properly and the margin for error is pretty huge!. You find yourself approaching the City from quite a distance sometimes at speeds bleeding of quickly from 2500 to cruising speed without damage while you are augmenting your forward shields depending on how you set up your jump that is if you do not adjust any coords by the 2500 to 2800 margin!:P

[Edited on 4-20-2009 by Maarschalk]
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good
verbosity
Captain
Captain
Posts: 1154
Joined: Thu Sep 07, 2006 7:38 pm
Location: Deep Space 9

***spoiler*** how to do a planet jump - detailed walkthrough

Post by verbosity »

yeah its pretty easy when you know how!

you can do it in the lower classes of ship, I was recommending for beginners there, but you can do it with pretty much any ship, and the above rules also apply to some cave jumps ( with a bit of work you can do caves without needing a station ;) ), and blackholes ( though my preffered method is somewhat 'backwards' - fly towards the hole, and jump at just under 2800 towards it )
verbsleagues.co.uk sw3dg web stats systems
uaithne.com eco-living project
rulerofzu.com free fantasy mmorpg
jesterscup.com webby stuffies
Maarschalk
Captain
Captain
Posts: 7641
Joined: Wed Feb 25, 2009 12:24 am
Location: USA, Also check your six!

***spoiler*** how to do a planet jump - detailed walkthrough

Post by Maarschalk »

Originally posted by verbosity
yeah its pretty easy when you know how!

you can do it in the lower classes of ship, I was recommending for beginners there, but you can do it with pretty much any ship, and the above rules also apply to some cave jumps ( with a bit of work you can do caves without needing a station ;) ), and blackholes ( though my preffered method is somewhat 'backwards' - fly towards the hole, and jump at just under 2800 towards it )
I'll try some cave jumps next time, Thanks;)
Arvoch Alliance Stat:


Evochron Legends Stats:


Evochron Mercenary Stats:


Darkness is the absence of Light as Evil is the absence of Good