Everything: VGAP, RL, or otherwise
How about hyperjumping into warpwells? Do they affect hyp-jumping ships? I didn't find any information about this in pHost... THost only 2ly around the planet Planets.nu = doesn't affect at all... PHost? up to 3ly?
Host 3.2b3b 1995/05/19 "HYP" now works. Warp wells now work (3.001 ly)
How about hyperjumping into warpwells? Do they affect hyp-jumping ships? I didn't find any information about this in pHost... THost only 2ly around the planet Planets.nu = doesn't affect at all... PHost? up to 3ly?
You probably cannot find anything about the warp wells because there's nothing special to say: warp wells for HYPers are the same as for everyone else. The only specialty is that hyperjump gravity wells can be turned off in configuration, but we don't do that on PlanetsCentral.
http://phost.de/phost4doc/hullfunc.html#hyperdrive
--Stefan
I have a related question fueled by the link in your answer.
Does the tow strength of a hyperjumper include an engine contribution (with say warp factor 9)?
I have a related question fueled by the link in your answer.
Does the tow strength of a hyperjumper include an engine contribution (with say warp factor 9)?
As far as I can tell, hyperjumping does not affect the engine contribution, and is computed using the regular warp factor.
--Stefan
That is good news for the hyperjumpers
PCC2 appears to set the warp factor to 2 when initializing HYP via W button. (Initializing via friendly code leaves the warp factor unchanged.)
That is good news for the hyperjumpers
PCC2 appears to set the warp factor to 2 when initializing HYP via W button. (Initializing via friendly code leaves the warp factor unchanged.)
I was thinking of that when writing the reply.
This is a very old feature: the intent of choosing warp 2 was to (a) trigger gravity wells; I think there were host versions that didn't do gravity wells at warp 1 even for HYPers, and (b) limit the amount of fuel lost if something goes wrong with the jump and you move normally; warp 9 using a tech-1 engine can be costly.
When considering tow resistance, using a higher warp factor can make sense.
--Stefan
14.9.1997
- Change: activating the hyperdrive sets warp speed to 2, not 1 as the host doc says. This way, your ship is affected by warp wells.