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The Basics of Flight

by TheBelgianViking

 

People fly from one planet to another because each planet has something new to offer some have cool quests, others have nice shops, others have cool social areas, others are just great to explore. You need a ship to get to each of these, and you need to learn how to fly so you’re not stuck on just one.

 

When looking at some of the help files all of the info can be a bit overwhelming. LotJ flight is far easier than it initially seems to be. Think of it as a series of simple steps that you repeat to go to different places instead of a three-dimensional world made out of text.

 

Acquire a Ship

The first step is getting a ship. There are two ways of obtaining said ship: Rent it (‘TAXI’ command), or buy it.

Method one: Rent vessels by using the ‘TAXI’ command (as shown above) while on a landing pad to call a public transport ship.  They will cost 200 credits. (Not a lot at all).

 

Method two: Buy it. You can buy ships from engineers, clans, and straight off of the pad you’re on. Ships will usually cost upwards of 150 thousand credits, and some are well worth it. Some ships are larger than player homes, and often times have more features than a home. But don’t go ship crazy! Depending on your piloting levels, you may not be able to fly them. You can have a max of 3 personal ships at a time.

 

Board the Ship and Familiarize Yourself

Once you have gotten your ship, you now must find I way to get into it. This calls for the ‘OPENHATCH’ and ‘BOARD’ commands. Opening the ship hatch is like opening a door. You have to do it before you can climb into your ship. Boarding is how you can move from one docked ship to another, or climb into your ship. The boarding syntax is ‘BOARD (SHIP NAME)’. Simple as that.

 

Next, you will want to find your way to the cockpit. The cockpit is the only place on a vessel where you can grab the controls via the ‘PILOT’ command. Once at the cockpit, make sure and run a ‘STATUS’ on the ship. The readout will tell you important information – such as if you have fuel or damaged components!

 

Takeoff

The next step is to make it to grab the controls and launch from your landing pad. When you’re in the cockpit of the ship, use the ‘PILOT’ command to assume control over the ship. Then you can use the ‘LAUNCH’ command on your ship. When you launch your ship, make sure to power up the shields using the ‘SHIELDS ON’ command right after you launch. Launching and powering up the shields may take a few tries if you haven’t researched your piloting skills because your character doesn’t fully know what they’re doing yet. Your shields are important because they give your ship some more health and protection so that rockets and lasers don’t do as much damage to it. Once you have finished launching, you should be able to tell easily because of the new ship status prompt appearing. Now you are in space.

 

Orienting Yourself in Space

Think of space as a cube with X Y and Z coordinates, but don’t get overwhelmed. Use the ‘PROX’ command (screenshot above) to see what distance you are relative to other ships, planets, stars, and objects in the local area of space.

 

The ‘RADAR’ command helps you during space combat (a whole new world of things) and with flying in general by displaying the exact coordinates of the objects in your local area of space. If you want to see the ships around you, or how far away from a planet you are, then you should use the ‘PROX’ and ‘RADAR’ commands very often.

 

Hyperspace

Hyperspeed is a really cool thing in LotJ. It also is your only means of traveling between systems. Each system contains a different planet, so to get anywhere, you’ll need to know how hyperspace works. However, there is a little prep work that goes into it. The ‘CALCULATE’ command (shown above) should show you different planets and how close or far they are from you. Your ship has enough fuel to make it to the ones that show up in green text. Your ship will have to land and refuel at least once to make it to the ones that show up in red.

 

The ‘PLANETS’ command should show you the planets and the systems they’re in.

 

Once you have determined which planets you get to via hyperspace, and selected the planet you want to visit, you need to find out how to get there! Use the ‘SHOWPLANET (PLANET)’ command to find the coordinates of your selected planet.

 

To calculate a jump to a planet, subtract or add 500 to one of those coordinates. This makes sure you don’t fly straight into the planet from your hyperjump. Then, input ‘CALCULATE (PLANET) (X COORDINATE +/- 500) (Y COORDINATE) (Z COORDINATE)’. This will begin the calculations for your jump. Depending on how far away the planet is, it may take some time to prepare.

 

 

You can’t jump out of the system unless you are 500 units away from the nearest ship. Use the prox command a few times to see how close/far you are from the nearest object. Once your jump has been calculated and you are clear from all obstructions, enter the ‘HYPER’ command to start your jump. In hyperspace, a count-down will appear of how far away you are from your destination.

 

Entering a New System

You will be notified by a completion message when your ship enters the new system. A good practice to get into is to use ‘PROXIMITY’ to see what is around you, and adjust ‘SPEED 100’ (if you are in a fast ship) so that you do not zoom past the planet’s orbit.

 

Use ‘COURSE (PLANET)’ to move your ship in the direction of the planet you want to land on. Setting course is a great skill to have. With course setting, you can track other ships, and fly to any coordinates you want – not just planets. To set your course to some random coordinates, you can use ‘COURSE (X) (Y) (Z)’ or ‘COURSE (OBJECT)’.

 

Landing

When you obtain orbit, use the ‘LAND (PLANET)’ command to see available landing pads. Once the pad name is chosen, you may ‘LAND (PLANET) (PAD)’. This also may initially take a few tries depending on your skill. Don’t leave the controls or do anything while your ship is landing, as you could crash and die.

 

Once your ship has landed, type in ‘AUTOPILOT ON’ and ‘SHIELDS ON’ to make sure your ship isn’t attacked or stolen while you’re gone.

 

Now you can exit the cockpit, then open the hatch with ‘OPENHATCH’, then ‘LEAVE’ the ship and explore!

 

Congratulations on your first flight experience on LotJ! May you have many more to come.

 

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Recent In-Game News

Tensions Increase on Nal Hutta
[Bilbousa GNI Bureau] In recent days, activity has only increased as external interests across the galaxy look for ways to sway the tensions simmering among Nal Hutta's populace to their favor. Just hours ago, an unofficial news agency provided the following footage: [A recording plays...] The broadcast opens up the swamps of Nal Hutta and the tall towers standing over the city. The holo-camera pans over the spaceport to show Hutt citizens and police officers as usual, but in addition to this are an increased number of Battle Droids and Droidekas seemingly guarding the premises, with soldiers patrolling the streets, in particular the areas closer to the gates leading out of the city. Rumors pertaining to the swamplands have been circulating around the streets, but beyond that nothing as of yet has been confirmed to explain the sudden increased presence of the Trade Federation. Visitors to and from Nal Hutta are recommended to comply with all local laws laid down by the Hutt Clans. [The live feed resumes...] Although no official statements have been made by either government, locals have noted a sharp increase in the number of Trade Federation's droids in and near Bilbousa City and the Republic's clone forces in the Evocii camps. Sources suggest that the local factions supported by these two governments have received an approximately equal amount of aid so far. Anonymous organizers of the continued neutrality movement, however, have struggled to compete with the logistical muscle of these much larger governments, estimating that contributors have provided only a third of what the other factions have received. Earlier today, a tense meeting of multiple representatives of both the Republic and the Trade Federation was seen near the Evocii camp, although it ended peacefully. As more troops arrive, it seems only a matter of time before the situation spins out of control. Locals are pleading with the Hutt councils to reach a decision to defuse the situation soon, but the traditionally fractious clans show no signs of coming to consensus soon.

Factions on Nal Hutta Seeking Assistance
[Bilbousa GNI Bureau] The Bilbousa spaceport has been experiencing record traffic delays today as external interest in the planet's affairs escalates. All three factions on the planet have begun mobilizing in an ad-hoc contest to demonstrate logistical and political clout. The &kTrade Federation&k has sent a diplomat to the &kAnjiliac Kajidic Stronghold&k to serve as a liason and distribute gifts to Hutt clan leaders. The &kEvocii&k have begun working with the &kGalactic Republic&k to train and equip their own forces, with assistance needed in the Evocii &kcamps outside of the city&k. Meanwhile, the &kBesadii Kajidic&k has emerged as the most vocal proponent of &kcontinued neutrality&k in the aftermath of recent well-organized protests and are calling for any like-minded individuals to assist inside their stronghold. With this level of activity, it is only a matter of time before the situation escalates further. GNI will continue our live reporting on the events.

Recent Changes

Fill and Hidden/Buried Items
- You can no longer fill containers with buried items. Also, if you fill them with a concealed item, the item will no longer be marked as hidden inside the container.

Various Updates 6/17/2021
- The blood toxicity level for impacting forcers has been tweaked from "over 20" to "20 or greater". This is because we've allowed some pretty powerful spices as developments and intended to tune them to be unusable for forcers for balance, but I forgot that the threshold was set this way. - Removed "unused" race option from character generation and cleaned up some formatting and messaging shown in the process. - Mobs flagged as 'safe' will no longer try to assist with fights or attack people for committing property crimes. - Mental state can no longer go negative. This could only happen in specific situations and wasn't handled consistently by force abilities. It will always go up when something worsens your mental state and is on a scale of 0 to 100.

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