Pilot Archive
Thread: Helpful 'Get Away' Macro (Updated)
MusicManZarick
Wed Nov 03, 2004 8:49 am
#14
OdiousEncounter wrote:
Well logically yes, but I think it's fairly accepted in Star Wars cannon that pilots close them for speed and open them for attack. Maybe it diverts the reactor from charging lasers to the engine... not too sure on that.
Not exactly, the weapons still charge, and the shields are still up. However, taken from StarWars.com:
The sleek fuselage of the X-wing starfighter is 12.5 meters long. The long, narrow spaceframe is flanked in the aft quarter by four massive realspace engines. Each engine has an aerodynamic S-foil mounted on it. The wings not only serve as stabilizer surfaces in air travel, but also distribute deflector shield energy and serve as weapons mounts. The surface of each S-foil bears squadron and fighter markings
Doesn't say much about the S-Foils relating to the speed.. however, it does later explain *why* they expand for combat...
Four identical Taim & Bak KX9 laser cannons are mounted on each S-foil wingtip. During combat situations, the S-foils split into attack position, deploying in an "X" configuration. This increases the fighter's field of fire, and ensures that all lasers target in to a specific "zero" point, typically half a kilometer from the fighter. The lasers are powered by the engine power converters and are fed by dynoric energy lines that run the surface of the S-foils. A number of X-wings used Taim & Bak IX4 laser cannons instead. The New Republic era fighters employ even more powerful cannons. The laser cannon efficiency is one of the hallmarks of the X-wing starfighter. At full recharge, this allows for continuous fire.
Since the lasers are powered by the engine converters, maybe closing the S-Foils does reroute a portion of that power back to the engines, since a fully charged capacitor is, well, fully charged, and doesn't need as much power to keep it charged up.
B-Wings, by the way, should have the same effects applied to them when their S-Foils are opened or closed, for the same reasons.
Tycho78
Wed Nov 03, 2004 3:44 pm
#15
Just do a in system hyp... I did it on the Storm mission, forget which tier but i had to kill 2 rebel nova ship's with about 8 or 9 X and A wings and i was solo. Used my bomber to. When i was almost dead I just hyp'd to d 453 i think it is, which is where i started off. Since i was still in the system I didnt get a mission fail and I was far enough away to make it to the station and repair.
Haplo_22
Thu Nov 04, 2004 12:16 pm
#16
If you have the hyperspace countdown triggered...wait until after the 75% complete warning...
then boost.
Your ship won't come to a complete stop for 5 secs like normal...which means you will no longer be a sitting duck and get your engines destroyed right when the countdown hits 1 and be unable to hyperspace.
Draconicius
Thu Nov 04, 2004 12:22 pm
#17
Imps DO have shield adjustments... we just gotta talk to a local rebel is all to get the chips.
This is where my smuggler buddies come in. One is offering a deal of guild prices if the pilot in question can provide a crate of burned chips... this is for the opposite factions.
Currently I have programs from ALL factions and I am able to use them all without a problem.
Narcoleptic_LTD
Thu Nov 04, 2004 12:25 pm
#18
Haplo_22 wrote:
If you have the hyperspace countdown triggered...wait until after the 75% complete warning...
then boost.
Your ship won't come to a complete stop for 5 secs like normal...which means you will no longer be a sitting duck and get your engines destroyed right when the countdown hits 1 and be unable to hyperspace.
Good note, I was coming to this thread to see if anyone had mentioned that ... take the booster out of the macro, and this is a nice piece to use anywhere. Otherwise, if you have boost on this macro... unless it is an uber booster, your going to run out of gas before you hyper out
O_Shua
Thu Nov 04, 2004 2:38 pm
#19
The reason why I use the boost is so that if my IFF scramble gets revealed too soon, I am already too far away from the battleground for anyone to chase me; thus, when I jump to hyperspace, those 5 seconds don't matter because I am already too far away from enemy ships.
RebalMarineHunter
Thu Nov 04, 2004 2:42 pm
#20
I have started making macros for each sector to bring me to a hyperspace point that is closest to each sectors space station. This way, if your in a mission but need repairs, you mission won't fail because you have left the system.
XavierGarrak
Fri Nov 05, 2004 7:43 pm
#22
How do you know what to put for each hyper point? For instance Corellia's Own hyper point is the closest to the Space Station. What number would that be for the /hyperspace space_corellia_#; command?
Kevie
Fri Nov 19, 2004 2:04 pm
#24
i took a lot from this thread and made one for myself (i'm an Imperial pilot)
/groupchat I've taken too much damage, I'm heading back for repairs;
/throttle 1.00;
/hyperspace space_naboo_0;
/boosteron;
/pumpreactor; <--- increases engine speed, shield regeneration and capacitor regeneration so far as i can tell, so i figured it was the most useful when trying to escape
/pause 25;
/droid droidcommand_engineoverload###;
/pause 15;
/boosteron;
the long pause between the engine overload and pumpreactor is there because if you overload your engines and pumpreactor finishes, all settings will return to normal, so you much overload after the power spikes have been cleaned out
and of course the reverse shields could still be used if you can find some rebel and steal his chips
*edited timing*
/groupchat I've taken too much damage, I'm heading back for repairs;
/throttle 1.00;
/hyperspace space_naboo_0;
/boosteron;
/pumpreactor; <--- increases engine speed, shield regeneration and capacitor regeneration so far as i can tell, so i figured it was the most useful when trying to escape
/pause 25;
/droid droidcommand_engineoverload###;
/pause 15;
/boosteron;
the long pause between the engine overload and pumpreactor is there because if you overload your engines and pumpreactor finishes, all settings will return to normal, so you much overload after the power spikes have been cleaned out
and of course the reverse shields could still be used if you can find some rebel and steal his chips
*edited timing*
Message Edited by Kevie on 11-19-2004 04:39 PM
Aden_Nak
Fri Nov 19, 2004 2:22 pm
#25
While there is no drag in space, you do get a 5% increase in speed when you close your S-Foils. The theoretical reason for this is that it changes the power configuration of the ship (guns no longer work when you lock your S-Foils into travelling position), or else it somehow changes the way the engines are configured internally. But I do know that the X-Wing, at least, picks up 5% of the maximum engine speed when you close the foils.
rols_cerentz
Fri Nov 19, 2004 2:25 pm
#26
Sengis wrote:HMM any chance of a imperial escape macro? Ah yes, we dont run
That must be why I keep running into TIE Fighter Debris all over all the space zones...
I am always dodging bits of TIE Fighter Solar Panels...