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PostPosted: Thu Nov 02, 2017 4:57 pm 
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Firstly I have to say - great piece of kit - I really enjoy the added immersive element :D
Can I ask for clarification on something regarding the Advanced Nav Comp please?
When I first started using it I was doing so via the primeable kit option - this takes around 45 seconds from hitting "n" to making the witchspace jump.
You can I have noted still use "h" in the same way that you would activate a witchspace jump without the Adv Nav Comp, doing it this way takes around 15 seconds to enter witchspace.
What I am curious about is whether using the latter "h" option still uses the Advanced Nav Comp?
If so, should there be no time difference in the pre-witchspace sequence?

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PostPosted: Thu Nov 02, 2017 7:20 pm 
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What I am curious about is whether using the latter "h" option still uses the Advanced Nav Comp?
If so, should there be no time difference in the pre-witchspace sequence?
No, just pressing 'h' doesn't start the ANC, that's just a normal jump. The ANC must be started by activating the primable kit. However, once the ANC is added to the game (that is, the OXP is just installed), the jump sequence is altered regardless of whether you have the ANC installed or not, in that your ship will be automatically aligned with the witchspace destination.

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PostPosted: Fri Nov 03, 2017 12:13 am 
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Thanks for clearing that up for me :)

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PostPosted: Wed Nov 08, 2017 10:24 pm 
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To expand on that, the idea of the ANC is that the ANC computer is taking extra time to calculate your route. This is implemented by extending the jump timer. The return for this added time is a fuel savings (refund) upon exiting from WS at your destination. Pressing 'h' relies on the 'normal' computer - Shorter jump timer, but uses more fuel. The idea being to make the ANC a balanced piece of kit, if that makes sense?

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PostPosted: Thu Nov 09, 2017 2:21 am 
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Version 1.0.3 is now available, which fixes some issues with the visual effects not being removed if a jump was cancelled in some situations. I must've introduced this bug at some point, so apologies to the Cmdr Cheyd and Phantor Gorth. I think I've got it stable now, though.

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PostPosted: Thu Nov 09, 2017 7:06 pm 
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Well, if you haven't already, add yourself as a contributor. You've added to it, now :)

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PostPosted: Sun Apr 22, 2018 12:45 pm 
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Following on from another issue which I noted when using Fast Target Selector oxp with Carriers & Carriers with Turrets oxp's (phkb is already aware of this one).
I have also noted a small peculiarity when using Advanced Nav Comp together with Carriers.
The ANC works and gives a fuel saving when working with Carriers (and Carriers with Turrets) oxp, it is just that where it would normally use a countdown of around 30 seconds once aligned with the star with Carriers the countdown is only 10 seconds.
This makes me wonder is the issue with FTS & ANC or is it more likely that the issue lies with Carriers and / or Carriers with Turrets oxp's ?

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PostPosted: Sun Apr 22, 2018 5:29 pm 
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Cannot type for any other part of the problems you have been having but the shortened Hyperspace Countdown you mentioned sparked a memory. Do not use Carriers and/or Escort Deck in my Ooniverse but the download is quick so took a look. The shortened countdown is caused by the following entry in the shipdata.plist of Carriers.
Code:
"hyperspace_motor_spin_time" = 5;
Most ship creators do not include this option. More than likely this particular part of the problems you have been having has nothing to do with anything else as it is coded into Carriers itself.

Dock Straight and Fly Well Commander.

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PostPosted: Sun Apr 22, 2018 6:41 pm 
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Yes, I like to give this feature to my ships, for example Andromeda, Constrictor SG and HardShips also can jump this fast.

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PostPosted: Sun Apr 22, 2018 6:47 pm 
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My thanks to Nite Owl for giving me the benefit of his wisdom :D

I suppose the shortened hyperspace time is a minor benefit to compensate for the fact that a carrier handles like a brick........

..... which is set into a wall.

:lol:

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