Jump Beacons in Galaxy Torride / Sector Koroni not working.

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thart-84
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Jump Beacons in Galaxy Torride / Sector Koroni not working.

Post by thart-84 » Sat, 11. Mar 17, 15:45

I specifically chose this zone to build a new base in for a few reasons. I like how it has the feel zone wise of x3, no highways. I also like the fact that it is close to the unidentified station that I have yet to figure out, just starting playing X-rebirth a short while ago, although i bought it some time ago. Another reason is because it is close to alot of fresh things to harvest as well as being close to alot of pirates and things to keep me busy.

Now the problem that I am facing are the jump beacons not working. On top of this, is the huge pathing issue that is currently in the game, which I realize should be fixed in 4.1. No matter how I try it, not matter what ship I dock on and use to jump, or command to jump, they simply will not jump to these beacons. The beacons are in zones Terminal Reflections and Lacrimose. I have also tried taking them out of the galaxy and commanding them to go to those zones from a different galaxy to see if that would make them jump, it does not. I have also tried building my base, which is very close to the edge of Terminal Reflections to see if by putting a base there they would jump, and they do not. I have literally docked on my ships, switched captains, retried jumping, they do not jump. What is going on with this, is it just simply broken?

I was really excited to be putting a base there by this jump beacon in hopes to up some traffic into the outer stretches of this sector, by utiliizing the jump beacon instead of highways, and it has completely failed. Can anyone shed some light on this and help me out? Am I doing something wrong? The jumping works in every other part of the game, however I have not tried the other two galaxies in the HoL expansion as far as jumping is concerned.

thart-84
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Post by thart-84 » Sat, 11. Mar 17, 15:47

Another thing. I also tried taking out the base in Terminal Relflections and killing of everything there, and they still will not jump.

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Post by UniTrader » Sat, 11. Mar 17, 15:56

Jumping always has been between Sectors in the same Cluster only. Travel between Clusters are always through Gates and InSector-Travel is always via boost. so no actual Issues there, just the regular behavior you never noticed before (and yes, because there is only one Sector in Toride this beacon is basically pointless - except maybe with Mods.. )

Regarding the Pathing in Toride: there are some pre-defined Paths there which ships will prefer to follow over the direct Way. those have been intentionally placed, but no idea what the Intentions behinde these Paths were...
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thart-84
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Post by thart-84 » Sat, 11. Mar 17, 16:07

That makes absolutely no sense to have placed two jump beacons in Koroni without implementing a way to utilize them. One would figure it would be a quick travel across the sector, which is what I was hoping for, but now I am understanding they are basically useless? That is crazy. What mod would make them active to use? And would any developer be able to shine some light on if their is any plan to put them to use? I have also sat by them for some time to see if maybe enemies use them and I have seen nothing come through them at all.


I haven't seen any of these predefined paths in Koroni. I docked onto my construction ship today to escort him along, and it literally took him nearly 30 minutes or so to get from Lacrimose to Sol Gate. I am not sure if he ever made it or not, i undocked and got pissed off, lmao, then saved and quit. Another thing, when I first flew into HoL obviously I wanted to fly around and such and explore. So I found some abandoned ships up near the north part of the sector. Had no pilot or captain on board, so I flew back to grab some. Flew back up north near the Xenon zones to claim and board them. Was able to get one out of there, due to pathing, but the other I finally said screw it and let my pilots die. I was able to get the cap ship out because it was already pretty far south and could boost out, but the other two smaller ships I had to give up on. No matter how many times I would go back to escort them or fly up to get them out of harms way of the bases, they would always somehow manage to fly right back towards a base and get themselves killed. I literally work on this for 2 hours trying to get these ships back to a reasonable area and they just would not go. Once they get started on a path that looked like it was going to succeed, they simply dove right back towards a Xenon base and got themselves agro. I almost wonder if I had gtotten too far from them, but either way that honestly shouldnt be happening. The closest distance between 2 points is a straight line, and these guys know everything but a straight line. As far as the construction ship, it shouldnt have taken now more then a few minutes to reach that gate from Lacrimosa, but he flew out into the asteroids the opposite direction of the gate, kept hitting asteroids, and slowing down. Then rerouted, rotated strafed, boosted into another asteroid and just kept repeating this. No idea what the hell is going on with that, very frustrating.

Maybe I should just move the base over to Cold Star and abandon the idea of Torride. I honestly cant stand how HoL is setup, its very annoying being a constant loop like that. I need to go explore Cold Star I guess. Was really hoping to be able to utilize Torride, but it doesnt seem their is any way the make sense logistically to use it, unless I build a base right by one of the three gates, as opposed to anywhere else in the zone. Way too much of a hassle to be in there with the pathing issues and lack of use of jump beacons that serve no purpose.

Han Solo would be very displeased with the navigation of Torride/Koroni.

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Post by Nanook » Mon, 13. Mar 17, 17:07

thart-84 wrote:That makes absolutely no sense to have placed two jump beacons in Koroni without implementing a way to utilize them....
Once you have the experimental jumpdrive for the Skunk, you should be able to jump around Toride at will, but only with the Skunk.
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Post by Veeshan » Tue, 14. Mar 17, 20:18

Clarify for me, ships will Boost from the Gate to your custom Zone but will not Jump, yes? (expected behavior as mentioned)

And you say it took 30 minutes to Boost there?

That would have to be around 10,000km out, right?

Assuming ive read the post correctly, is there even anything that far out?

The pathing issue is of course unfortunate. I understand keeping space features relevant but FORCING them to be relevant despite player compensation seems counterproductive.

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Post by Nanook » Wed, 15. Mar 17, 22:15

Veeshan wrote:Clarify for me, ships will Boost from the Gate to your custom Zone but will not Jump, yes? (expected behavior as mentioned)

And you say it took 30 minutes to Boost there?...
Perhaps I can help clarify the issue. It takes a player-occupied capital ship 30+ minutes to boost from Sol Gate (leading to Home of Light) to Fallback Gate (leading to Maelstrom). This is simply because of all the collisions with asteroids and other ships along the way. If you do the same trip by going into camera view and zooming all the way out, it takes ~5 minutes, because collision detection is removed. Going to all the other zones in Toride has the same problems.

Not only that, but the game forces capital ships to use designated lanes that run through the middle of the asteroids, no matter how circuitous it may be. Straight line travel in a capital ship doesn't exist in that system.

And yes, there are things to explore and find in most of those sectors. It's just that the only reasonable way to navigate in Toride is boosting with the Skunk, not in a capital ship.
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Post by Wheem » Wed, 15. Mar 17, 22:26

Nanook wrote: Perhaps I can help clarify the issue. It takes a player-occupied capital ship 30+ minutes to boost from Sol Gate (leading to Home of Light) to Fallback Gate (leading to Maelstrom). This is simply because of all the collisions with asteroids and other ships along the way. If you do the same trip by going into camera view and zooming all the way out, it takes ~5 minutes, because collision detection is removed. Going to all the other zones in Toride has the same problems.

Not only that, but the game forces capital ships to use designated lanes that run through the middle of the asteroids, no matter how circuitous it may be. Straight line travel in a capital ship doesn't exist in that system.

And yes, there are things to explore and find in most of those sectors. It's just that the only reasonable way to navigate in Toride is boosting with the Skunk, not in a capital ship.
Have you tested the area with the 4.10 beta? There's mention of both asteroids being broken up when rammed by a capital ship, as well as a general mention of improved pathing; I'm curious if they make a big difference there.

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Post by Veeshan » Sat, 18. Mar 17, 15:23

Ah yes, i see. As cool as those asteroids are, id rather they be for hidden pitate bases and mining expeditions.

Ill have to try the zoom out trick. Although it kinda removes the thrill of riding on a capital ship.

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Post by spankahontis » Tue, 21. Mar 17, 19:58

Wheem wrote:
Nanook wrote: Perhaps I can help clarify the issue. It takes a player-occupied capital ship 30+ minutes to boost from Sol Gate (leading to Home of Light) to Fallback Gate (leading to Maelstrom). This is simply because of all the collisions with asteroids and other ships along the way. If you do the same trip by going into camera view and zooming all the way out, it takes ~5 minutes, because collision detection is removed. Going to all the other zones in Toride has the same problems.

Not only that, but the game forces capital ships to use designated lanes that run through the middle of the asteroids, no matter how circuitous it may be. Straight line travel in a capital ship doesn't exist in that system.

And yes, there are things to explore and find in most of those sectors. It's just that the only reasonable way to navigate in Toride is boosting with the Skunk, not in a capital ship.
Have you tested the area with the 4.10 beta? There's mention of both asteroids being broken up when rammed by a capital ship, as well as a general mention of improved pathing; I'm curious if they make a big difference there.

I think it's only for regular asteroids, the special jagged ones in Toride are indestructible.

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Post by Alan Phipps » Tue, 21. Mar 17, 20:12

"the special jagged ones in Toride are indestructible." Their properties however have been adjusted in the Public Beta 4.10 version so that your capital ships no longer steer to avoid or bounce off them.
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Post by Nanook » Tue, 21. Mar 17, 21:16

Oh, goody! Holographic asteroids! :lol:
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Post by Snafu_X3 » Wed, 22. Mar 17, 03:06

Alan Phipps wrote:"the special jagged ones in Toride are indestructible." Their properties however have been adjusted in the Public Beta 4.10 version so that your capital ships no longer steer to avoid or bounce off them.
Well, they appear to destroy them (leaving nothing for opportunistic miners to pick up; however IIRC they're 'empty' so that point is moot) in my game, but YMMV ;)

FWIW I'd still prefer ships to path around the 'roids in 3D (ie using y-axis) from a realistic PoV. but I appreciate the complexity (& therefore CPU usage, with accompanying fps drop) this will add to gameplay. Unfortunately pathing still seems to be a problem for capships when /not/ under boost: they appear to treat 'roids as something to path around

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Post by jkflipflop98 » Mon, 10. Apr 17, 11:42

This extremely stupid setup makes me bang my head in frustration when I'm forced to bring capships to that stupid zone. I hate it so much. WHY WOULD YOU EVER MAKE YOUR SHIPS PATH THROUGH THE MIDDLE OF THE ASTEROID STRING?!?!?!?!?! WHY?!?! The zone is 99% empty space with little strands of asteroids throughout, and you decided the best way to go is NOT a straight line. . . NO NO NO. . . the BEST PATH is to serpentine route THROUGH the 0.01% of the zone that has HUGE ROCKS IN THE WAY!

I get it. I get that you made those fancy jagged spire looking rocks and they look cool. I agree. They DO look cool. They ARE NOT COOL ENOUGH that I wish them to SMASH AGAINST MY WINDSCREEN EVERY 40 SECONDS FOR THE NEXT 50 MINUTES.

For the love of all that is good and holy in this world, fix the goddamn pathing in Toride.

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