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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 Changes

Various Space Updates
- You can now add or remove squadron ships for a landed ship, and you can remove ships from a squadron even if they're not currently on the ship. - In space combat, being in sustained action actually caused you to receive 0 experience from destroying the target, and that's been fixed. You'll receive experience based on the value of the target ship shown on "info". - All automated squadron ship actions now depend on autopilot being enabled, so when using them in a fight, you'll generally want to ensure autopilot is on. It is still enabled automatically when scrambling any squadron. - Autopilot logic now kicks in even when a ship has players onboard. - There's a new autopilot config: useion. Rather than using only lasers or only ions, you can now toggle each one separately using this. - Squadron ships will now honor these weapon settings when engaging targets. Be sure to update the settings on your existing squadron ships. - Squadron recall now takes precedence over engaging their target. - When you add a ship to your squadrons, it will automatically enable all three weapon types and turn on autorecharge. - Autopilot and squadron ships will now fire weapons at the same ranges players can. This mostly just means they'll be firing projectiles from farther away than they currently do. - Autopilot and squadron ships can now miss based on all the factors affecting whether players miss, such as relative ship size, target speed, and distance. Previously, they'd only miss due to ship dodging. - Autotrack will no longer cause you to re-course toward your target due to "evading collision" - When any ship in a battlegroup is attacked, all of the ships in the system from the same battlegroup are now marked as fighting, meaning they will stop regenerating fuel/projectiles. - Autopiloted ships with CLANPOST enabled will now attack any ship which they see bombarding that clan's worlds, regardless of the bombarding ship's affiliation. (As long as it's not owned by the same clan as the planet; your own orbitals will not attack you for bombing your own planets using your own fleet, but they will currently attack a ship piloted by a clan member but not owned by the clan.) - Orbitals will now switch to the closest invading pirate, no longer considering target ship size as a factor in prioritizing pirate targets.

Standardizing Mob Stats and Experience
We've introduced standardized mob "difficulty levels". This will allow us to ensure that easy/medium/hard/very hard mobs are set up consistently, controlling things like their hp, attacks, and attributes in one setting. This change will largely be transparent to players, with a few exceptions: Experience gain calculations have been revised for ground combat. Fighting the same mob repeatedly will no longer reduce experience gains from it, but the number of mobs you'll need to kill in order to level has been increased toward higher levels. Our combat gyms will soon feature mobs from the first half of the difficulty scale, with the higher-end ones being tougher than they historically have been. It'll still be pretty quick to level combat there up to the low-100s, but as you approach the top end of the level range you may find that our long-ignored combat class quests will help you level faster. And also: - Fixed output of score level to actually give you a gauge of progress from your current level to the next.

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