[X3:TC]Preparing to use Unfocussed Jump Drive for first time

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zapza
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[X3:TC]Preparing to use Unfocussed Jump Drive for first time

Post by zapza » Thu, 9. Aug 12, 23:49

I finally got myself an unfocussed jump drive and my short term objective is to cap an Aran.

I've searched and read all manner of threads about the Aran and UFJD but I'm still unsure about a few of the finer details;

For example,

1: I understand that I'm going to have to pilot my Cobra and then make the UFJD jump. If I task a few escorts to "follow me", will they make the jump with me?

2: Having capped my Aran, how do I get it to a shipyard in order to repair the hull up to 100%, cargo bay extension, engine tuning etc.?

This second question is the one I'm struggling with the most

- do I just 'dock' the Cobra at the Aran, swap out some software and make a 'normal' jump to a shipyard?

- or, do I have to pilot the Aran and use the UFJD again to get back to my original starting point?

Any help, information advice etc will be much appreciated.


:?

Nanook
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Post by Nanook » Thu, 9. Aug 12, 23:57

1. No. Escort ships won't UFJD jump.

2. You dock the Cobra on the Aran, transfer the jumpdrive and ecells to the Aran, which you'll now be piloting, and jump back to normal space. You'll initially end up in the same sector you jumped from, so if you want to make it a short trip for the Aran to the shipyard, jump from a shipyard sector.

Basically, the Aran is a carrier that can carry any ship. So when you dock your Cobra to it, it's the same as docking a fighter on another ship. You automatically become the pilot of that ship.

Good luck in your quest. May your Aran come quickly. :)
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Post by Coreblimey » Thu, 9. Aug 12, 23:59

1) I don't know if they will follow or not. I've only ever gone in with my M7M. If you have trouble with Xenon then just jump out and keep jumping until you come across an Aran in a clean sector.

2)Yes, just dock your Cobra at the Aran and swap over jumpdrive and some e-cells (20 is sufficient ,and maybe Navigation software) and jump back to normal space.
:)

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zapza
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Post by zapza » Fri, 10. Aug 12, 00:07

Wow - superquick replies, what can I say :o

When you say "jump back to normal space" . . .

- do I do that using a normal jumpdrive and aim for a shipyard?

or,

- do I hit the UFJD again ?

Sorry to appear so thick, but I want to get this right at the first attempt.


Thanks guys
8)

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Post by Nanook » Fri, 10. Aug 12, 00:12

Either use the UFJD key or the Shift-J. Either will work. UFJD isn't really a jumpdrive on it's own. It's only an addon that allows the regular jumpdrive to take you to UFJD space. You can't use UFJD without a jumpdrive and ecells.

And as I stated above, it always takes you to the same sector you started in (except for one plot-related instance).

If you're uncertain about what to expect, save your game and try it. It's really not as big a deal as it seems. :wink:
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

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Post by Coreblimey » Fri, 10. Aug 12, 00:15

Either key will take you back. It will start the jump automatically. You can't aim for a shipyard with the normal jumpdrive because 'normal space' will not show up on your map.
As Nanook stated above, it will take you back to almos exactly the same position you were when you first jumped. Hence his suggestion to jump from near a shipyard as the Aran will only have a top speed of about 3-4m/s. :)

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Last edited by Coreblimey on Fri, 10. Aug 12, 00:17, edited 1 time in total.
If it doesn't work, give it a kick. If that doesn't fix it hit it with a hammer. If it still doesn't work, USE A BIGGER HAMMER!!!

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zapza
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Post by zapza » Fri, 10. Aug 12, 00:16

Thanks for taking the time out to explain, I'll give it a 'hurl' in the morning.

Regards,
Zapza

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Post by Snafu_X3 » Fri, 10. Aug 12, 02:35

Coreblimey wrote:Either key will take you back.
However <starting> a UFJD jump will occasionally land you in a standard <random> sector. I haven't tested whether a further UF jump (& back) will bring you back to your original sector or whether it'll take you back to the <random sector>. I suspect the latter, but as I'm about to embark on my 2nd Aran capping mission in my current game, I'll try to remember to check..

In all my years of TC playing I've never had <random sector> land me in a place without a jumpgate (so most Terran sectors are excluded) or in a sector I haven't yet discovered. This makes a certain amount of sense: a normal jump /has/ to go to a /known/ jumpgate, & you can't hop around UFJD sectors without returning to the standard X-verse between each UF jump

BE AWARE that use of the UFJD has a small random chance of destroying 1 of: transporter device, triplex (NOT duplex, so fit it) scanner, freight scanner, docking computer in TC

For further hints, see sig
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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Coreblimey
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Post by Coreblimey » Fri, 10. Aug 12, 03:12

Snafu_X3 wrote:However <starting> a UFJD jump will occasionally land you in a standard <random> sector. I haven't tested whether a further UF jump (& back) will bring you back to your original sector or whether it'll take you back to the <random sector>.
I have. It takes you back to the 'random sector'.
In all my years of TC playing I've never had <random sector> land me in a place without a jumpgate (so most Terran sectors are excluded) or in a sector I haven't yet discovered. This makes a certain amount of sense: a normal jump /has/ to go to a /known/ jumpgate, & you can't hop around UFJD sectors without returning to the standard X-verse between each UF jump
Still holds true in AP. :)
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Post by Triaxx2 » Fri, 10. Aug 12, 13:43

I've noticed I never seem to find the Aran unless I'm jumping from a random sector. Perhaps it's just the way it works out, but there you are.
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DiArmada
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Post by DiArmada » Fri, 10. Aug 12, 16:04

instead of a "normal" M7M, I'm using a combibnation of OTAS ships.
the Sirokos with the Aquilo.
do I need another ship to capture the Aran?

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Post by Snafu_X3 » Fri, 10. Aug 12, 17:34

DiArmada wrote: do I need another ship to capture the Aran?
The first Aran you cap (the only one in AP) can only be capped by <playership> in Vanilla; since M7Ms can't dock other ships & you're likely to need some (preferably gun) defence, I'd say yes

(in AP you *may* be able to cap the Aran with a HypV, if it can still launch 8 marines; I am unable to try this)
Wiki X:R 1st Tit capping
Wiki X3:TC vanilla: Guide to generic missions, Guide to finding & capping Aran
Never played AP; all X3 advice is based on vanilla+bonus pack TC or before: AP has not changed much WRT general advice.

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zapza
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Post by zapza » Fri, 10. Aug 12, 19:45

Hello again,

Well, I finally found an Aran, it's uncomfortably close to a Khaak station but I seem to have seen off all attacking ships up to now.

Perhaps I'm doing this wrong, but I been hitting that Aran with my spacesuit laser for over 20 minutes and nothings happening.

How do I get it to turn hostile so I can launch my marines?

Do I have to hit it in a certain location, or do I have to keep the laser energy levels above a certain percentage? Or do I need to do something else?

Baffled :?

Any advice please ...


.

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Post by Coreblimey » Fri, 10. Aug 12, 19:59

Are you sure it's not already turned hostile. In AP you cannot target the ship (I'm not sure whether this is true in TC), but if at any time you heard a 'beeep!' then it is hostile.
The best way to find out is to use the 'piracy' command on the ship containing the marines. If the Aran comes up as a possible target then it is hostile and ready for boarding. :)
If it doesn't work, give it a kick. If that doesn't fix it hit it with a hammer. If it still doesn't work, USE A BIGGER HAMMER!!!

Unknown Sector..... That's what you get for using Bing instead of Google!

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Post by Nanook » Fri, 10. Aug 12, 20:29

zapza wrote:....
Any advice please ...
.
Is the combat music playing? If so, as Coreblimey stated above, it's probably already hostile. The problem you're probably having is you expect it to turn red and register on the scanners. It won't. It doesn't appear on the scanners or sector map until you've actually captured it. So, as Coreblimey also suggested, use the piracy command to initiate boarding ops.
Have a great idea for the current or a future game? You can post it in the [L3+] Ideas forum.

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zapza
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Post by zapza » Fri, 10. Aug 12, 21:33

Well bugger me with a fish-fork :o


@ Coreblimey & Nanook

I would have spent a whole week "tickling" that Aran with the suit laser before thinking to check out the piracy command.

As ever, your advice was spot on.

My new Aran is now on its way to the shipyard with a 33% hull


Thanks a lot fellas, could never have managed it without your help.

:D

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Post by Coreblimey » Fri, 10. Aug 12, 21:45

Glad you finally managed to capture it. All the time you spent with the repair laser doesn't seem to have gone to waste though. 33% hull is pretty good in my opinion. My capture was 12%. :)
If it doesn't work, give it a kick. If that doesn't fix it hit it with a hammer. If it still doesn't work, USE A BIGGER HAMMER!!!

Unknown Sector..... That's what you get for using Bing instead of Google!

zapza
Posts: 186
Joined: Fri, 6. Jan 12, 13:52

Post by zapza » Fri, 10. Aug 12, 22:07

Coreblimey wrote:Glad you finally managed to capture it. All the time you spent with the repair laser doesn't seem to have gone to waste though. 33% hull is pretty good in my opinion. My capture was 12%. :)
Yep, it felt good to get it safely inside the shipyard.

All a bit nerve-wracking though, poncing about for ages in my spacesuit within spitting distance of that Khaak station.

Take care. 8)

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