Space Travel

From Ascent
Jump to: navigation, search
AscentStartMap4-3.png

In Ascent:TSG, you are a pilot and your only method of space travel is using a space ship. Every ship comes with a standard thruster for precision flying and a warp drive to traverse long distances. The warp drive activates by selecting designated locations in the Autopilot menu. The player has the option of fitting a hyperdrive module onto their ship to hyperjump directly to star systems in the map (M key) without the dependence of the Autopilot menu. The only limit to hyperdrive travel is the hydrogen fuel in the cargohold and the hyperdrive damage incurred by the hyperjump.

To see the extended map, click here.


Contents

Standard Thruster

Your computer keyboard is an exact replica of the controls on board all modern space craft:

W - Roll forwards
S - Roll backwards
A - Turn left
D - Turn right
Q - Roll left
E - Roll right
Space - Fire thrusters!
Shift-space - Lock Thrusters on
Alt - Toggle gravity anchor
M - Toggle map on/off
Mouse Wheel, +/- - Zoom in/out and move from 1st to 3rd person view
1 - First person view
2 - Third person view
Right Mouse Button - Hold for Ship mouse control in first person view
Left mouse button/B - Fires laser in mining/salvage mode
H - Bring up a help screen with these key assignments


A gravity anchor is like a regular anchor: it can be dragged so you can still move with it on, but turn off the anchor and let your thrusters burn to enjoy cruising through asteroid belts or beautiful gas giants.

Anchor on Anchor off 1.jpg


The easiest method to learn the basics of ship controls: Waervyn's Basic Controls Video

Warp

The Autopilot will bring up more clickable buttons to warp able locations within the system you are currently in. Clicking on a destination column will move you to the Space Station, gate location, system object, or some encounter within the current system. Clicking the Action will auto dock, auto jump through selected gate or view range of an object. VIew range is an attempt to move your ship to a location that the entire object can be viewed. For some Gas Giants, that is very far away. The Green dot in the left column means you own a Settlement/Colony at that system.


Autopilot.png

Clicking on a column header sorts the buttons as follows:

Icon Header(left most column):

First click puts your colony and OSB's first, then all other colony's Second, Pirate Encounters Third, Gas Giants Fourth, Gates Fifth, Rocky Planets Sixth, all other OSB's Seventh, Moons Eighth and Stars Nineth and last is Wreck Location. Second click puts all the first in reverse.


Destination Square:

First click destination puts everything from the 0 – 9 then A – Z numerical Alphabetical order ( Wreck Locations are indeed between V and X) Second click reverses that order : Z- A then 9 – 0 reverse Alphabetical Numerical order


Distance:

1st click orders everything from Closest to furthest no matter what type of object it is 2nd Click order everything from the Furthest distance to the closest distance.


Action:

For the Inner 9 the SS is First the Wreck location is Second and then the Gates are Third and so on. First Click puts Gates first, Encounters second, (Rocky Planets, Stars, Moons and Gas Giants) third, Finally Colonys and OSB's last. 2nd Click puts Colonys and OSB's First, (Rocky planets, Moons, Stars and Gas Giants Second, Pirate Encounters Thirds and Finally Gates Last.


Filter:

You can select which items show in the autopilot. By removing some objects, it may make the autopilot easier to manage in very crowded systems. One has to remember that these items are turned off, because they will be removed in all systems until turned back on. It is easy to forget they have been turned off and it can be confusing why something is not listing properly, only to find they have been turned off in the filter.


The easiest method to learn the basics of warp travel: Waervyn's Warp Travel using Autopilot Video. This is a video using the old user interface so it may not be as helpful presently.

To see what is available using a warp drive, see Maps.

Jumpgates

Some facts about Jumpgates:

  • Jumpgates can be built by Players
  • Jumpgates provide a link between two systems that can be used by ships without a Hyperdrive installed
  • Jumpgates need the approval of the Senator of each system to allow them to be constructed
  • Jumpgates require four types of Modules that are built in a Shipyard
    Class 12 Computer
    Class 12 Electronics
    Class 12 Promethium Capacitor (PC)
    Class 12 Wormhole Generator (WHG)
  • Blueprints for the four types of modules can be purchased from Cmdr Dixon at the Apollo Jumpgate in the Janus A system
    They will appear after you have purchased the Blueprint for the Seraph
    The Blueprints for Computer, electronics and Promethium Computer can be researched from lower Class Blueprints
    The Blueprint for Class 12 Wormhole Generator is unique
  • A Jumpgate need one Class 12 Computer and one Class 12 Electronics
  • The number of PCs and WHGs required varies depending on the distance between the two systems
  • A Jumpgate also required an amount of Carbon and Iron that depends on the distance between the two systems


There are four stages to building a Jumpgate:

  • The Senator of a system decides a Jumpgate is needed between his system and another system
    Having decided the need for a Jumpgate, the Senator must get the agreement from the Senator of the destination system
  • The Senator then plans the Jump gates in both systems
    The Senator move to an appropriate location within the origin system and uses the Ship Computer command gg.plangate to plan the new Jumpgate
    The Senator then moves to the destination system and then uses the above command at a suitable location in this system
    At this point both the Jumpgates appear in the systems at the selected location and are labelled as 'Awaiting Approval'
  • Both Senators will receive a mail asking them to approve the Jumpgate in their system
    Once approval has been given the relevant gate will be labelled 'Proposed'
  • When both Senators have approved the Jumpgate link, the gates will be relabelled as 'Planned'
    At this point the Jumpgates are ready to receive materials and modules.
    Once all materials and modules have been delivered the Jumpgate will become operational

A Jumpgate will be operational as soon as all the materials and Modules have been delivered to it.

This is irrespective of how progress has been made on the other gate.

It is possible to complete one gate and use that to deliver materials and Modules to the other Jumpgate.


Materials and Modules are delivered to a Jumpgate simply by clicking on the structure.

Hovering the mouse over the structure will display details of the materials and Modules still required to complete the Jumpgate.

This display appears in the centre of the Jumpgate; so, some manoeuvring maybe required to move this display so that it appears on your screen.

RAM made a spreadsheet to calculate the amount of materials and the number of Modules required by a Jumpgate link. Mooncrest has a copy of this.

It is possible there is a link to the spreadsheet in the forum, but I (Mooncrest) do not know where it is.

If you are thinking of planning a Jumpgate link, you can ask me (Mooncrest) to put the distance of the link into the spreadsheet and I can tell you how much material and how many mods you will need.

Hyperjump

To access star systems beyond the links of jump gates, a hyperdrive module is needed for your space ship. The hyperdrive class must be the same class as your space ship and enough hydrogen fuel is needed in your cargohold.

To activate a hyperjump, click the 'M' key or click the Map button to bring up the map and right-click on any glowing star. The map will center-focus on your selected destination and show you a "Jump To" and a "Add Bookmark" button, and the top-left corner, the hydrogen cost to make the jump. Click the Jump button to make the hyperjump.

Map.png

The hydrogen cost of a hyperjump varies with the ship class size and the light year distance.

The hydrogen cost formula is Light Year distance * Ship Class * 1.5 (all rounded down to nearest whole number).

If nothing happens after clicking the "Jump To" button, you may not have enough hydrogen and an insufficient fuel message will appear in the top-right corner or you may not have a hyperdrive installed.


If you are stuck in space with a broken hyperdrive or not enough hydrogen fuel, you can press the Emergency Jump button on the Map page which will take you to Ceres for free.

Map - Hyperdrive too worn 1.jpg


If you are low on hydrogen fuel, you can scoop hydrogen from most Gas Giants by flying across the surface and skimming gases. The class of your scoop module, and the speed at which you scoop, determines your gas yield. To learn more about click here.

The easiest method to learn the basics of hyperdrive travel: Waervyn's Hypertravel Video


Site Map

Back to Main Page

Personal tools
Namespaces

Variants
Actions
Navigation
To Begin
Travelling
Trading
Character Skills
Player Built Star Bases
Exploration
Settlements and Colonies
Politics
PVE Combat
Tools