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Re: (Release) Manual Witchspace Alignment

Posted: Sun Sep 23, 2018 6:11 am
by Cmd. Cheyd
Also, it's been a while since I messed with it, but I seem to remember being pretty clear on the fact that the ANC OXP would change default behavior as an immersion element, and actually purchasing the ANC in-game item yielded the benefits.

Re: (Release) Manual Witchspace Alignment

Posted: Tue Jun 04, 2019 6:38 am
by phkb
A small but important update for the MWA - now, if the system you're in has gone nova, an "Emergency alignment" protocol will engage that means you won't need to align to a beacon to jump. You might take some damage at the other end, though.

I've also create a [EliteWiki] wiki page for the OXP as well. Because reasons. :D

Re: (Release) Manual Witchspace Alignment

Posted: Mon Jul 06, 2020 8:54 pm
by Milo
Initiating a jump from interstellar space:

Code: Select all

Exception: TypeError: targetPosVector is undefined
    Active script: Deep_Horizon_Adv_Nav_Comp 1.0.4
    Deep_Horizon_Adv_Nav_Comp_World.js, line 354:
    	var v = targetPosVector.subtract(player.ship.position).direction();
I realize this isn't that OXP, but since you're overriding parts of it, maybe you can also patch this one?

Re: (Release) Manual Witchspace Alignment

Posted: Tue Jul 07, 2020 6:04 am
by phkb
I can certainly patch it, but at the moment I can't reproduce it. What were the conditions at the time? Where were you, and what was your target system?

Re: (Release) Manual Witchspace Alignment

Posted: Tue Jul 07, 2020 6:24 am
by Milo
I think I was between Esbeus and Xexedi jumping to Xexedi. However, after reporting this I jumped out of interstellar space again and didn’t get this error, so it seems to be more subtle than I originally thought. I think the first time I chained a couple of misjumps, if that makes a difference.