Changing the distance from which you jump into a system
-
From the mighty Hex list,
– 2000f in common.dll, 0x???, 0x13E678 = how far behind a jumpgate a player will be spawned - from this point, the player will be thrown forward at exceptional speed until he/she has reached the gate ~fox
I believe that’s what you’re speaking of? As an additional notice, there’s a value to tweak in the jump sequence INI. It’s been a while since I last worked with that, but one of the timings determines how long it takes to run through the distance so you can set the speed.
-
Hmmm…
How is it that at some gates the ship is stationary on arrival while at others it is moving forward?
I never figured that one out, any clues?
-
StarTrader wrote:
Hmmm…How is it that at some gates the ship is stationary on arrival while at others it is moving forward?
I never figured that one out, any clues?
I’ve only see that happen for jumpholes, which makes sense since I don’t believe they have any jump in time.
-
I believe the movement after jump is type-related (rather, if it’s a Jumpgate or Jumphole). As for the actual jump-in itself, that is controlled by a combination of that hex offset plus “jump_in_time = xx” under [JumpGateEffect] in data\fx\jumpeffect.ini
A short jump_in_time combined with a long jump-in-distance will propel the player forwards at historically epic speeds - it’s best you keep it reasonable. XD
Hope this helps! =D