AFE FAQ6
6) Other Relevant FAQs
The Frontier Elite II FAQ: http://www.jades.org/files/frontier.faq
FFE FAQ (v1.1): http://www.jades.org/files/faq11.txt
(2021) The second link has died, as so many others have. I have copied the entire contents of the first link below.
FRONTIER (ELITE II) Game Info
collected by lots of people on comp.sys.amiga.games
compiled by Christoph Tietz (Christoph.Tietz@gmd.de)
April 5, 1994
I Disclaimer
I play this game on a PC and have tried to verify as much of the given
information as possible.
Information that is marked with "(?)" is untested and may apply to the
Amiga version only or may be wrong altogether. (-; Anything else may be
wrong too ;-). If you find any mistake, I would be glad to hear from you.
Parts of the information listed here were not found by me initially, but
unfortunately I cannot reconstruct who contributed all the bits and
pieces. Instead I dedicate this collection to the Frontier playing network
community with many thanks. I hope you don't mind, that I have put your
contribution together with lots of others and redistributed the whole
thing without mentioning your name.
Enough smalltalk and excuses. Now to the facts:
II Game Tips
Golden Rule
Before you do anything that looks only remotely dangerous, SAVE YOUR GAME.
Do this even if you only want to do something perfectly normal. The game
is full of bad surprises that have nothing to do with the game itself but
with bugs and strange crashes. Always keep the last few games, in case a
saved game is unusable.
Dongles and Other Strange Beasts
There have been reports of problems with Frontier on an Amiga if a dongle
occupies the 2nd joystick port. If you cannot control your ship because it
starts to spin uncontrollably remove the dongle and try again.
Copy Protection
The copy protection scheme counts headlines as text and ignores the case
of your input. Page headers and footers and the captions of pictures are
not counted as text.
Ships In System Maps
Ships are marked in the system map as little crosses in the color in which
the ships would appear on the scanner. Your own position is marked with a
purple dot regardless of the type of your ship and your hyperjump cloud
will be marked with a blue dot. You will see the blue dot also for the
hyperjump clouds of ships that you had selected before they jumped out of
the system. Sometimes it is even possible to use your cloud analyzer on
such clouds. You can not center the map relative to ship marks.
Planet Selection
A planet or station can only be selected if it is annotated with its name.
This annotation is only performed when the game assumes that the object is
clearly visible. The heuristic that is used for this decision sometimes
fails badly. Therefore some planets can only be selected if the system is
zoomed and rotated until the observer's position is near the planet. Try it
with Pluto in Sol [0, 0]. It really is selectable!
Autopilot
Your autopilot tries to fly to your target in a straight line. If there is
a planet between you and your target, the autopilot will happily try to
fly through the planet, crashing you in the process.
If you don't want to risk crashes because of high gravity or other mishaps
that could confuse your autopilot you should always land using time
acceleration at least at level 2. If you don't watch it too closely your
autopilot definitely performs better.
Docking
Docking your ship in a space station without causing damage can become a
quite complicated task for large ships. You have to remember that your
forward view from a ship like the Panther Clipper is not centered in the
ship but instead you look out of your forward window that may be high
above the center axis of your ship. As a result you have to aim not at the
middle of the docking bay of a station but at a point somewhere in the
upper half of the back wall of the dock. One nicely working trick is to
use the outside view to look at your ship from a point in front of it and
align your ship such that you look at it from within the station and it
keeps well clear of the dock walls. In a station you may keep your landing
gear up to keep your ship as small as possible.
Initial Trading
As a beginner you will want to make fast cash to be able to buy a better
ship that brings you to all the wonders of the universe. You can earn your
money with trading. As a beginner you should choose a trading route where
there is no risk of being attacked by pirates. Sol and Barnard are two
such systems. You can carry luxury goods from Sol to Barnard and robots
back. Sell all of your initial equipment you don't need, to make room for
merchandise. You won't need missiles, laser or your scanner. As soon as
you have left Merlin (on Ross 154) you can sell your atmospheric shielding
too at the next starport, if you avoid planets with atmosphere in the
future. On the route between Sol and Barnard this will pose no problem,
because there are enough space stations in either system. Be sure to check
the bulletin board when you bring robots to Sol. Very often you can get a
better price there than on the stock market.
You cannot afford Luxury Goods or Computers in the very beginning. Carry
Fruit and Vegetables to Barnard instead until you have enough cash to
switch to more profitable goods. Buy a bigger ship as soon as you have
enough money to pay it AND enough cash to buy some initial cargo for your
new ship too.
Another good route in imperial space has been reported to be Facece to
Vequess and back. You can perform military missions on one way and carry
slaves back, if you don't mind the moral implications.
Crew Members
Every day at midnight the bulletin board is updated and may show new
potential crew members.
It is a very bad idea to fire someone of your crew. Your reputation will
suffer badly. If you repeat this several times, it will take you a very
long time (sometimes years!) to hire crew members again.
Passengers
Passengers want to be delivered to their destination in one month or less.
If they get impatient, they will tell you so, leave at the next starport
and refuse to pay. The main problem is, that your reputation will suffer
badly and future passengers may even refuse to be transported by you. You
can persuade them sometimes by asking several times. You should be careful
with passengers that tell you, that they owe someone money. They will most
probably refuse to pay at the destination port. For some systems you need
a permit to enter. The only way to get a permit is to transport a
passenger or parcel to such a system. The people that give you military
missions assume that you already have a permit.
Charity
If you give money to charity, you will get a better reputation and people
will trust you more. This means that you can get 10% more money for
deliveries, get all or part of the money in advance and more people will
want to work for you (?). Your reputation will also grow if you succeed
with passenger transports without receiving too much damage to your ship.
Therefore giving away your money is not really necessary if your
reputation is not too bad for passengers to accept you carrying them.
Dumping Radioactives
One way to get rid of the radioactive waste from military drives is to
dump it into space right out of your cargo bay. If you are in a system
where a strong police force is watching, this can get you in trouble even
if you dump directly after your jump into the system. In such systems you
should simply sell your waste or (if radioactives are illegal) find a
reliable merchant on the black market who takes it back.
You can have loads of fun if you try a few highly illegal dumping
places. A space port is a very nice place to dump your waste on. Some
people prefer to dump their radioactives into the still open landing bay
of an underground spaceport. You can even fling your waste into a long
range cruiser that waits outside of some space stations. Of course you can
do the same with mines for the thrill of finally seeing a mine hit
something!
There seem to exist systems where you can get real money for your
radioactives. Look out for systems in the state of civil war. Sometimes
you can sell your radioactives there on the black market.
Countryside Landing
Lower your speed and raise your nose until you fall with approx. 3 m/s.
When you are down to 10-15 m, cut your speed to 0 and align your nose with
the horizon. Don't forget to lower you landing gear!
Mining
Select a system with little or no registered settlers, look for an unnamed
planet above 0 degrees and below 200 degrees without a starport or station
and unload your MB4. Wait a few months and land near your mining
equipment. Pick it up and leave. If you try again at the same place you
will find less and the third time you will find nothing. This is not
dependent on the time you let your machine work or the amount of minerals
the machine has produced. Only the number of trials counts.
A builtin camera (you get it for your first reconnaissance mission) does
not prevent you from using the mining machines. Just use the camera icon
in the near of the mining machine. Frontier will know, that you don't want
to take pictures.
Fuel Scoop from a Gas Giant
Autopilot to the target, aim at the horizon and set your speed to 15,000
km/h. Use time acceleration and decelerate to keep the target tunnel
frames coming at constant speed; when the atmosphere gets visible, aim for
the middle and reduce your speed to 4000 km/h, go back to normal time. The
fuel scoop will first fill up the cargo space and then the internal tanks.
Fighting
There seem to exist a lot of misunderstandings with respect to fighting.
The first one is, that your movement vector has to point to your enemy to
move towards him. This is not true. Your movement vector is shown as the
vector of your movement with respect to the currently selected reference
mass. This is totally insignificant for a fight, because there only the
relative velocities of the fighting ships count. This also means, that you
don't have to decelerate for a fight. Your attacker will have a similar
velocity vector as you or he wouldn't stay in your vicinity for long.
Important are the tiny differences in your movement vectors that result in
movements of your ships relative to each other. If you both fly parallel
with 10,000 m/s in the same direction and accelerate towards each other,
this will have the same effect as when you don't move at all and
accelerate towards each other. What counts is the resulting relative
movement. To make a long story short: Simply ignore your displayed
velocity during a fight. It doesn't matter at all!
What does count is your velocity relative to the attacking ships. You
cannot measure it directly, but you can select an attacking ship and watch
the distance change to get an estimate of your velocity. This is the only
velocity information that helps you to maneuver during a fight.
* Always switch your engines off while fighting and use mouse direction
control and acceleration/deceleration buttons for maneuvering.
* Ignore the indication of your velocity vector. It is insignificant for a
fight.
* Be careful not to shoot yourself with your own turret mounted lasers.
* If you attack a ship with your front laser, aim 5 deg past it,
accelerate until near, decelerate and follow accelerating while it flies
by. Shoot it from behind.
* You can shoot incoming missiles: evade with full thrusters, u-turn,
select with annotation (to make the missile visible) and shoot.
I have developed a standard sequence for fighting that uses a little
cheating to compensate for the very poor HUD and the bad interface to the
functions you need during a fight:
* When the attack warning comes up, stop time.
* Switch off your engines.
* Select the outside view of your ship and zoom out as far as possible.
* Switch on the id labels to identify the attacker.
* Move the outside view until the attacker rotates into your view.
* Select the attacker and activate your radar scanner to get type and
damage info.
* Remember the position of the attacker on your scanner.
* Switch back to the front view.
* Restart time.
* If you use your front laser, rotate your ship to face the attacker and
use your engines to accelerate at the same time to evade the initial
attack.
* Perform any maneuvers necessary and shoot to get rid of the attacker.
* Select the system map and reselect your initial target.
Some players find it sufficient to use the id labels, so they don't have
to deselect the original flight target and select the attacker. I found
the distance information the selection provides very helpful
though. Especially when I have to use a powerful laser economically
because it can be fired only a limited time until it overheats and needs
time for cooling.
Military Missions
Be careful not to accept military missions that clearly cannot be finished
in time. You will have to look at the destination starsystem, estimate
your travelling time through hyperspace and the time you need in the
target system to reach your destination. A good distance estimate is to
add 10 AU to the orbital distance of your destination. If your destination
is orbiting another planet use the orbital distance of this planet instead
and add the orbital distance of your destination to the result.
If you don't get missions from your local military agent, don't despair.
Often it is sufficient to change the starport in the same system to get
missions. If all else fails and you don't want to change the base for your
military career, simply make a small hyperspace jump out of the system and
back. In the mean time your military agent may have changed his mind. If
he still has nothing to do for you you should ask yourself a few
questions. Would you give someone like you military missions? For whom
have you worked in the past? Are you really trustworthy? See, you know the
reason!
Assassination
* Always save the game before accepting a contract.
* Don't arrive in your target system too early. If the police has enough
time to investigate, the victim will be warned. This makes it very
difficult to finish a contract in systems like 61 Cygni [-1, 1] or
Omicron Eridani [2, 0] where you have to travel 40 AU or more to the
next station. Don't even think about a mission for Alpha Centauri [0, 0]
or Cegreth [-1, -3]. Such missions can only be accomplished if you
cheat. For details see the Autopilot Break below. It seems to be ok. to
arrive at the target system about one week before contract time.
* Don't wait too long in front of the target station or port, the victim
may get frightened and refuse to start. 15 minutes before contract time
seems ok.
There seems to be a way to force victims out of a station if they refuse
to start. If you attack the station, the launch bay must be cleared for
the police vipers. If your victim is in the station, he/she will be in
the launch bay and get forced to start as soon as you attack the
station.
* Don't wait directly in front of the station, the victim may run into
you.
* Don't wait directly above a star port. If the launch bay doesn't close
after your start, your victim cannot start.
* You should never try to watch the take off of your victim in accelerated
time. In most cases your victim will sneak past you while you are
dreaming your time away and be gone before you even know it.
* Don't attack too close to a star port or station, the victim may try to
land again.
* If you have to attack near a star port, don't use missiles too early. If
you do, your victim might try to evade the missile and crash in the
process. If your victim kills himself, you failed.
* You can use missiles to prevent the victim from hyperjumping while you
attack. If you fire a missile before you use your lasers, the local
authorities will charge you only 600 credits for illegal weapon usage.
Otherwise you will get fined 10,000 credits for piracy and murder.
One very nice attack method based on this trick is to wait at some
planet far from your destination until you can spot your victim on the
system map. As soon as it appears, target it and fire a missile. This is
already sufficient to prevent your victim from hyperjumping and you can
approach now and do what you came for.
* If the victim hyperjumps, use a cloud analyzer and simply follow. Select
the arrival cloud and wait until the victim arrives or you can be sure
it made a misjump. If you are not fast enough to overtake your victim on
the direct route, you can always use a wormhole route that is nearly
always faster. A drawback of the wormhole route is, that your entry
point of the target system may be far away from the entry point of your
victim.
* If you are too far from your victim when he or she starts, use the
system map and watch for a ship mark on the map that belongs to your
victim. Select it and proceed as usual. You can verify your selection
via communication. Don't call, just verify the registration number.
* If you have more than one assassination on your list, collect the money
for the first one before you try the next. Your employer seems to
actively look for you to pay you and spreads rumors of your profession
in the process. This obviously warns other victims.
With these points in mind I have succeded with every contract (civil or
military) that I have accepted so far. In every case a victim didn't show
up I could find a reason from the list above and succeeded in the next
trial.
On the other hand there have been reported lots of problems with victims
not showing up or refusing to land at the port of destination. Some of
these problems seem to stay even if you use every trick in the book. In
such a case your only chance is to reload a saved game from the time
before you accepted the contract.
Reconnaissance Missions
One problem with such missions is, to find your target at all. It should
work if you approach the planet until it nearly fills your screen. If the
military base is visible, you should see it as a grey pixel that can be
selected. If you don't see it, fly to the back of the planet or simply
wait a few hours (in accelerated time) until the planet rotates the base
into your view. The maximum distance to take pictures from is about 80 km.
You get excellent pictures if you fly below 10 km. One nicely working
method for an approach is:
* Use autopilot and maximum time acceleration until you arrive in the
"vicinity of the planet".
* Use time acceleration 3-4 and 50,000 km/h to fly to 7000-8000 km
distance.
* Orbit the planet and lock on the target when it is at the horizon.
* Save the game.
* Aim a little below the horizon and descend to 1000-3000 m.
On planets with high gravity this is the most difficult part. I always
save a game before actually reaching the planet so I can try different
routes to the target station. The problem on planets with high gravity
is, that you don't get height information until you cannot decelerate
anymore in time to avoid a crash. You have to approach such planets very
carefully. Another problem is, that you can control you descent only via
the velocity readings because you cannot see your actual velocity vector
or the target tunnel with your nose up high enough to make a controlled
descent to your target. You can aim at your target with your nose up, if
you use the outside view.
* Continue towards your target with 10,000 km/h and time acceleration 2
until your distance is down to 200 km.
* Decelerate to 5,000 km/h and switch off time acceleration.
* From a distance of 80 km downwards you can take pictures. I usually fly
between the towers or a small distance above. After you have taken the
pictures, accelerate with full power and make your escape.
* After having taken my pictures I often pick a few interesting enemies
and practice my fighting skills before jumping out of the system.
A few times I managed to rough land between the buildings of a target
station. The stations don't seem to have a starport, but only a hangar out
of which the interceptors start. It is interesting to watch them
materialize in front of this hangar (and crash shortly afterwards).
Reconnaissance missions to imperial stations are most difficult, because
you are attacked by Imperial Couriers with 20 MW lasers. For my Asp with
up to 10 shields this means that you are history with only one direct
hit. If you fly very low between the buildings of a target station you
must be extremely careful, not to be rammed by an enemy ship that suddenly
appears directly in front of you.
Bombing Missions
If you have succeeded with reconnaissance missions and shot a lot of
excellent pictures you will find bombing missions very boring. You can
fire your nuclear missile from 500 km distance or even more without
adverse effects if the station lies within your line of sight. The crater
that replaces the station after a successful attack is no hole in the
ground. It hovers above the planet just where the station used to be. If
you rough land at the position of the station you land actually below the
crater. Very strange...
Ratings
If you want to improve your combat rating fast, there is one simple trick.
Buy a Panther Clipper and equip it with about 300 shield generators. It is
nearly invincible now. Select a system with lots of pirates. Anarchies are
very nice and some dictatorships also work very well. Jump into the system
and switch off your engines. Accelerate time to the maximum and wait for
the pirates to come. When they arrive, simply wait. They will crash into
you and you will get the bonus for destroying them. Only one ship can get
dangerous to you and this is the Imperial Courier which is very often
equipped with a 20 MW laser. Fight this one and do it carefully because
once this gun starts to hit you, your shields will degrade very fast and
you don't have the engine power to evade quickly.
After you have cleaned up the system, jump to a neighbor system and back
or still better, simply jump to another anarchy. Repeat until you run out
of fuel, are bored too much or have advanced to ELITE after 6000 destroyed
ships.
As soon as you get reconnaissance missions from the military, you can
advance even faster. Pick a mission to a station on a planet with low
gravity and fly towards it. From approximately 500 km downward you can
watch interceptors start continuously. All you have to do is to reduce
your velocity or switch off your engines and wait until they start
crashing into you. In the near of imperial stations it is not as easy,
because you will have to actively fight the attacking Imperial Couriers
that would cut you into pieces otherwise. They are quite easy to destroy,
if you adapt your course until they approach you in a straight line. Then
you can activate the autopilot and fire as soon as they are in range. As
long as you move to follow one of the Imperial Couriers the others are
usually too clumsy to hit you hard enough to cause damage. Other ships can
safely be ignored. They will crash into you from time to time or reduce
your shields a few percent if they hit you with their lasers. Keep well
above the planet to avoid crash landings.
You can accelerate all this still further if you use an energy bomb to wipe
out a lot of enemies with one keypress. This works most satisfactory if you
are surrounded by lots of police vipers after some little disagreements
with the local authorities.
Sling shot
Aim just past a large gas giant and get fast enough (700 km/s for
Jupiter). Switch off your engines and watch. Speed and distance are
critical. You will have to practice a bit to get the feeling.
Sightseeing
You can fly through all the domes on planets without a breathable
atmosphere and land between the buildings. If you do this for the
transparent domes at Ross 154 you will find in one dome administration
buildings of Vega Line, Sirius Corporation and other trading houses and in
the second dome the usual combination of concrete blocks and green patches
in between with scattered brick houses. It is definitely fun to fly
between the buildings and look at your surroundings. Agriculture domes are
a bit boring, because they contain nothing more than lots of green balls
at ground level.
Domes that are not tranparent, can be entered too but contain absolutely
nothing. It is interesting, that they are no obstacle for you though. At
least they are good for some very strange graphical effects if you land in
one of these domes and use your outside view to look at your surroundings.
In every major city with more than the space port and a little industry you
can find little churches with working clocks. The cities are structured as
large blocks of ugly concrete buildings and patches of green between them
with scattered brick houses and every now and then a little church. Try to
rough land in the vicinity of such a church and watch the clock on the
church steeple. Use time acceleration for better effect. If you are close
enough you can even read the roman numbers on the clock face. The buildings
give you an interesting impression of the size of your ship. A Cobra MK III
looks huge compared with this tiny little church. And have you ever seen a
huge space ship standing in the graveyard behind a church? It looks
definitely strange.
At some time in the future I will look for one of the bridges you can see in
the intro sequence of the game. This will be my last action before voluntary
retirement. A kind soul already gave me the tip to look in the near of New
San Francisco on Earth, Sol [0, 0]. Do you really want me to retire?
Other Galaxies
If you use the galactic view and zoom out of the galaxy you can see lots
of other galaxies that are arranged in a regular grid. These galaxies are
all copies of your home galaxy, so it is really not worth the effort to
try and find wormhols to distant galaxies. There is only one galaxy and a
lot of mirror images.
Thargoids
A lot of oldtimers from the era of the original Elite game still remember
the menace of the Thargoids and miss them in Frontier. Nobody has seen a
Thargoid in Frontier yet but in an interview David Braben shall have told
that there is a single Thargoid ship in a system far out in the galaxy. I
personally think this is only a trick to keep us playing Frontier until
add-ons appear. But who knows?
If you fly bombing missions to federal bases you can sometimes see two big
violet octagonal ships that look just like the good old Thargoid ships but
they are not disturbed by your approach. Perhaps the Thargoids sleep for a
few hundred years after the exhausting fight with mankind?
III Bugs / Features
Enemies One At a Time
Maximum time acceleration will separate groups of ships to get them in
line, waiting for you.
Perfect Autopilot
Your autopilot always succeeds if you use maximum time acceleration.
Planet Landing Without Fuel
While you still have fuel, use the autopilot to align with your target
planet, switch to maximum time acceleration and wait for the landing
sequence. Switch back to maximum time acceleration and you are save.
Zero Time Shooting from Gun Turrets
If an attacker approaches, get him in sight of a laser turret, stop time,
select the attacker, aim the laser and test fire (you see the blue or the
explosion light effect if you hit). Keep firing while releasing the time
stop. Repeat if necessary.
Missile Fire While Docked
You can fire missiles even from within a space station. This might help in
case of the passenger/no crew problem described in the Bugs / Bugs
section.
Certain Missile Hit
Switch to maximum time acceleration after firing the missile. Your missile
will hit even if you use a nuclear missile and/or have 900 km distance to
your target.
Selling Ship With Passenger
If you sell a ship with passenger on board you get the money and keep the
ship (and the passenger). This bug seems to be fixed in the 1.05 version
of the game for the Amiga and in the American PC version.
Engine Upgrade for Imp Courier or Imp Trader
The only way to get an upgrade for the non-removable engine in an Imperial
Courier or an Imperial Trader seems to be to let it fail due to
maintenance neglection and then put in a new engine. The new engine will
be fixed just as the original drive. To let time pass in a controlled way
select a route between two star systems an perform lots of jumps. If you
select Barnard <-> Sol, you can sell all your equipment except for the
autopilot and load your ship with fuel for the jumps. After 10 or 11
months you should stop jumping around to avoid a misjump. The few
remaining days you can simply wait outside a station until your drive
falls off.
Autopilot Break
You can activate the autopilot for immediate deceleration from arbitrary
high velocities in the vicinity of your selected target, if you use
maximum time acceleration.
Crash Avoidance
Assume you have to perform a mission on some planet, reached it and find
out that you are too fast to be able to decelerate in time to avoid a
crash landing. What can you do? The correct way is to watch the crash,
reload a previously saved game and try again. The Frontier way is to use
time acceleration to avoid the crash. Simply switch to maximum time
acceleration just before the crash. You will make a big jump through the
planet and be safe at some distance at the other side.
This is not really a bug but more or less a consequence of the
implementation of time acceleration. Collisions are detected if your ship
collides with an object at a given time frame of the simulation. When you
accelerate time these time frames are farther apart and so are your
positions in space if you are moving. If your position at one time frame
is above a planet and at the next time frame on the other side of the
planet Frontier will not detect the collision that should have happened in
between.
Fast Ascent to ELITE
You can use the properties of time acceleration to acsend to ELITE status
very fast, once you get foto or bombing missions. Just buy a Panther with
lots of shields, get yourself an imperial foto or bombing mission and stop
about 10 km above the target station. Next destroy all ships in your
near. You can use your turrets and the zero time shooting feature to
achieve this. Now you can select the first level of time acceleration. The
ships that now start from the station fly directly into your shields and
are destroyed. The only thing you have to watch very carefully is your
height above the planet. You can expect a `right on commander' message
every 7 to 10 minutes. These messages reset time acceleration, so you will
have to destroy all ships in your near again and select time acceleration
until the next message comes up. After a few hours of work you will have
advanced to ELITE status.
You can not use higher time acceleration levels because then the destroyed
interceptors are not counted.
Negotiations With The Police
If you have been caught selling or buying illegal goods or having them on
board, the police will fine you. If the officer is not corrupt, you can
always lower your fine to the original amount if you claim you "haven't
done it".
IV Bugs / Bugs
Most of the bugs can be circumvented in one or another way. The only bug
that really annoyed me is the crash that happens after you have unloaded a
mining machine and leave the system (PC only). This bug makes the mining
part of the game unplayable and should have been found if the game had
been beta tested at all. The many program confusions and crashes during
heavy fights are a nuisance that can only be partially avoided with
frequent game saving.
* The german translation is a complete mess. Most of the time it gives you
crippled nonsense texts and hides important information in a ruined
screen layout. Game and manuals are full of spelling errors and
sometimes you have to translate text back to English to be able to
understand it at all.
* The protection scheme sometimes gets confused and asks for the first
letter of e. g. page 8238,line 27764, word 29263.
* The attack and missile warnings and the "photograph taken" message stay
on the screen much too long, hiding vital scanner information. In case
of an attack warning you can stop time as soon as the warning is given,
select the attacker and start normal time again. The warning is
sometimes repeated, but then you already have some hints about the
position of the attacker.
* In some systems (mostly large systems with more than one sun, e. g.
Cegreeth [-1, -3]) the reference mass selection is broken and will not
switch to the nearest planet or station. In some cases it is sufficient
to avoid the autopilot and fly by hand. In some systems even this does
not work (because of discretization problems if the reference mass is
too far away?) and the target will jump around wildly. Sometimes it
helps not to use maximum time acceleration or fly by hand. If this does
not help either:
1. Avoid such systems.
2. If you absolutely have to dock or land in such a system use the
autopilot to accelerate under maximum time acceleration, switch off
your engines until you are 1-2 AU from your target and reactivate
autopilot (still under maximum time acceleration) to decelerate and
teleport to your target.
3. If 2. fails, try again from another angle.
Reconnaissance missions to such systems are very difficult, because you
cannot use the teleport-and-decelerate trick. Furthermore the drawing
of the target planet gets totally inconsistent with the drawing of the
station to be filmed, resulting in "flying" stations that seem to be
located above the planet and other strange effects that make navigation
by hand a matter of pure luck. I got such missions to
Micanex C,Da [3, -4] and Hoethan A,B3b [3, -5].
* Bombing missions for systems like Candaess [2, -4] lead to problems
too. You cannot hit the flying station above Candaess A,B1b because the
nuclear missile seems to have a fixed velocity between 15,000 and 25,000
km/h. Because the gravitation reference is never switched to the planet,
you have to adjust your velocity relative to Candaess C,D. In my case I
had to select around 28,000 km/h to be able to approach the station at
all. Whenever I fired my missile it somehow decelerated and never
reached the station. The only trick that worked was to fire the missile
from a distance around 900 km and use the missile-hit feature/bug to
destroy the station. You can do this only from a great distance because
you are unable to switch to full time acceleration if the interceptors
are near you.
* In systems with a central supergiant, the simulation of this sun is
broken. In the Betelgeuse system [59, 14] I got no gravitational effect
of the central sun and could fly right through it. The displayed disk
sometimes transformed into a rotating rectangle (e. g. at 1.39 AU
distance) and sometimes vanished completely (e. g. at 0.8 AU distance).
The supergiant was never selected as reference mass.
* If you are near a planet that was not selected as reference mass (see
above), you can watch the same effects for this planet as have been
described for supergiants.
* Sometimes the scanner may fail without damage report. All systems seem
to be ok., but the scanner doesn't show the attacking ships. It has been
reported that you can fly through these ghost ships without damaging
them or you. This seems to happen mostly in the near of the famous
"flying" stations above planets that have not been selected as reference
mass. The attacking ships also fire at you but seem to be unable to hit.
* Be careful not to accept delivery missions to systems without bases or
spacestations. You might not be able to deliver.
* You sometimes get reconnaissance or bombing missions from the military
that are impossible to accomplish, because there is no planet in the
denoted system. These missions are cancelled as soon as you select them
but they stay in the mission list.
* If you are stuck in an underground base but have enough fuel and your
engines are ok., there is no safe way to start but you can try out a few
alternatives that have been reported to work in some cases:
1. Use maximum time acceleration just after you have got launch
permission. When you get the message that your launch time expired,
switch to maximum time acceleration again.
2. Build up a little motion, pull up your landing gear and use maximum
time acceleration to warp through the wall.
3. Buy lots of shields and fly through the wall.
4. Perform takeoff as if all were normal (up gear, increase throttle,
pull up nose) this might result in your ship starting normally.
For some of these methods a few retries might help (save the game before
you try anything!). If nothing else helps, select a target for a
hyperjump and force a misjump via ALT + F8.
* Some versions of the game for the Amiga don't allow you to jump into the
van Maanens [0, 1] system. Neighbor systems are reachable without
problem, the star map shows the system as reachable but you cannot
trigger the hyperjump to van Maanens.
* On planets with a breathable atmosphere you are sometimes cleared for
landing on pads that are already occupied by other ships that seem to
have landed far from their destination pad.
* Mountains are sometimes placed directly on the landing pads of a
starport on planets with a breathable atmosphere.
* Sometimes a starport is reported to be busy even if there are free
landing pads and no incoming ship exists that may have been assigned to
the pad.
* If you do not have enough crew and a fugitive passenger on board,
someone might attack you from outside a station, preventing time
acceleration to wait for enough crew and (through the passenger) also
the selling of your ship. The only way to solve this dilemma seems to be
to use the missile bug to shoot the attacker from inside the station (?).
* The autorefuel system may magically empty your internal tanks if you try
to fill them by hand. I had this effect in a Panther Clipper once even
without the autorefuel system.
* When a passenger gets impatient waiting to be delivered and leaves at
the next starport, you get cabins that are falsely reported occupied,
preventing you from selling your ship or using the cabin again. The only
way out of this situation seems to be to buy an escape capsule and use
it at the next opportunity. You will lose your ship but you can at least
buy a new one.
* If you have more than one MB4 mining machine, you must always deal with
the last one on your list first. If you by accident destroy or even sell
another one first, the game crashes (?).
* Do not leave a system with mining gear left behind. The game will crash.
This seems to be a problem that appears only in the PC version. As in
the missile fire bug on the Panther this is a bug in the EMS handling
that hits you whenever you hyperjump.
* If, as a result of your asteroid mining operation, many objects appear
in your neighborhood, the game may crash (?).
* You have not fulfilled a killing contract if your victim crashes.
* If you fly towards the horizon of a planet, strange graphical effects
may happen, showing pie slices of the planet flashing everywhere. Also
the horizon may jump wildly up and down.
* The same effect happens if you are in the midst of a fight at the right
height above a planet. Your enemies will wildly jump around making them
impossible to hit. Interesting enough they don't seem to have the same
problems.
* You can fly through mountains, transparent domes, buildings and the
walls of spaceports.
* On some star ports ships of contract targets seem to be unable to start
without crash. This happens preferably on planets with gravity
comparable to earth gravity or higher. Example: Lion Transport in
Manchester City on Matthews World in Behoqu [2, -4]. The only workaround
I have found is to avoid contracts to such targets.
* The height calculations are broken on some planets, e. g. on Hoopers
World in 82 Eridani, where I got a distance reading of 0.65 km for a
target that was at the starport (not yet started!) and my height was
shown as 2345 meters. Another example is Mitterand's World in
Liabeze [2, -4].
* For the upper gun turret on the Tiger Trader at elevation angles above
50 deg, 5 MW beams fill the whole lower screen or strange crossing beams
are shown, hiding possible targets.
* Missiles that are fired from a Panther Clipper crash immediately without
hitting anything except the own ship. This makes many bombing missions
impossible to accomplish with a Panther. The bug only appears after
hyperspace jumps (EMS access on the PC) and you can avoid it if you dock
at a station or land at a starport before you try to fire a missile. You
can shorten the extra time you need for this if you use the Autopilot
Break to reach the point of your intermediate landing as early as
possible. This makes bombing missions to systems with spaceports
possible but still leaves a lot of impossible cases.
* The trajectory drawing for planets or stations shown in the system map
sometimes gets confused and draws straight lines from one point of the
trajectory to the screen border.
* A jump into the Beta Lyrae system [-146, 85] crashes the game.
* The attempt to get system info for the Andolqu system [-76, 29] crashes
the game.
* If you select system info for an unexplored system, you get the info for
the last selected explored system.
* If you select population info for an unexplored system, the game may
crash.
* Sometimes you may get a starport reported to be located on a sun. While
being docked at Gilmour Orbiter in Tau Ceti, system info showed a
starport on the sun Exbephi B [-1225, -853]. The starport vanished when
I jumped into the system. Also a population of 100,000 to 1 Million was
reported for Ethfala [-2174, -879] which is a binary system without
planets!
* If you recenter the star map to your position you will still get the
system info of the system you looked at before recentering until you
have moved the cursor away from your current system and back.
* Sometimes a selected star is not surrounded with the green circle at the
position of the star but at the wrong end of the pin which shows the
system's height with respect to the galactic ecliptic.
* The ships section of the documentation contains at least 19 errors.
* The masses of Panther, Kestrel and Hawk do not add up to the total mass
of 1775t, 20t and 18t respectively.
* The reverse thrusters of the Eagle MkII are way too weak to be meant
this way. The available 4g should probably be 14g.
* If you switch between the status screens of your display, your ship may
get drawn erroneously on the contract list page.
* In the repair section of the shipyard, hull damage is not measured
relative to the actual hull weight and can exceed the actual hull weight
by a large amount.
* After a heavy fight the repair section of the shipyard may get confused.
I once got as a damage report the message of the police officer that
arrests you if you haven't paid your fines. The repair costs were 26315
credits.
* Another effect in a similar situation produced damage reports for all my
thrusters that kept reappearing at each entry of the repair screen even
after repair. Save and restore of the game didn't help. I had to return
to a saved game from before the fight.
The effect can be reproduced if you buy a new ship and immediately buy a
new drive for it. If you now enter the repair screen, all your
thrusters are reported to be damaged. You can try to repair them with
very strange effects that cause repaired thrusters to get damaged from
the repair of other thrusters. If you have succeeded with the repair and
no thruster is reported damaged anymore, you will get the old damage
reports again the next time you enter the repair screen.
The effect can be ignored and will vanish after you have refueled and
taken off to the next starport.
* You can get game crashes during a fight. A few times I got strange beeps
from the speaker in my PC that got lower and lower until the game froze.
The exect situation was a fight where I was receiving damage by an enemy
laser when he was hit by my front laser simultaneously.
* The ejection system may be triggered if you try to rough land with a
large ship (?).
* If you crash during a failed attempt to rough land, the game may crash
with a memory exception.
* The system map allows centering on planets only if the planet is
annotated with its name. The annotation sometimes happens only shortly
before the planet vanishes from the screen. For some planets it is very
difficult to find a rotation/zooming combination that works, for some
planets like Phiagre A,B2 [1, -3] I have not yet found a setting that
makes the planet selectable.
* When you have docked at a station using maximum time acceleration, the
system map still shows your position outside the station.
* If you hyperjump while traffic control is warning you you will get a
final warning message and a fine from the star system you jump into.
* In early versions of the game for the Amiga there is a bug that may
confuse the bulletin board that then shows parts of the stockmarket
section. One trick to avoid this problem is to always return to the top
of the bulletin board before leaving it. If the damage is done, you can
accelerate time to wait until midnight. The bulletin board will then be
reset and corrected.
* The manual states that the game is completely playable via keyboard, but
I have not found an equivalent to a right mouse click on the keyboard.
Therefore rotation control for the system and sector maps seems to be
dependent on the mouse.
* A mouse click that misses a function icon or the scanner display in the
lower part of the screen deselects the current target. As a consequence
you often have to reselect your target only because you missed some icon
by a small amount.
* Released mouse keys sometimes keep autorepeating.
* The joystick cannot be calibrated and is way too imprecise (even with a
high quality joystick) on a 40MHz 386 PC.
V Hacking and Cheating
If you don't want to spoil your game completely, please ignore this
section!
Executables
FRONTIER.EXE and the .OVR files of the PC version have been packed with an
LZEXE compatible packer. You can safely unpack them, they will run without
problems afterwards. The advantage of unpacking your executables is that
you can use your favourite byte editor to look for strings in the game and
find out what you can expect in your future gameplay. It also should speed
up the startup time of your game significantly.
Save Files
Saved games are not portable between the Amiga and the PC versions of the
game. They seem to be compressed in the PC version but the compressor
program is not yet known.
There are some hack sheets floating around for the Amiga version but I
will not include them here because I simply don't like this kind of
cheats. I think it is bad enough to exploit the bugs in the game for your
gameplay. If you really want to cheat badly, write your own game or find
out the cheats for yourself!
VI Wish List
* If the system map would follow the events outside, you could watch your
progress in the map without having to switch repeatedly between main
view and map.
* It should be possible to center the system map relative to a displayed
ship.
* There should be a possibility to fast zoom out of the system map just
enough to make your ship or the next planet visible.
* It would be nice to have a stack of autopilot targets: select your
flight target, push it and select a target for a fight, return to your
flight target...
* If you don't use the autopilot, it is very difficult to land on planets
with high gravity, because you have no easy way to estimate your current
position relative to the planet without deselecting your target. It
would be nice to have a switchable height meter that gives you readings
all the time (not only from 50.000 m downwards) in addition to your
information about the target distance. Also some velocity information
like rate of descent and velocity with respect to the planet surface
would be extremely helpful. Why not switch to a HUD that contains this
information in the near of a planet, if your autopilot is not activated?
VII Flight Physics
1 AU = 1.496 x 10^11 m (astronomical unit)
1 g = 9.81 m/s^2 (gravitational acceleration on earth)
1 h = 3,600 s (hour)
1 d = 86,400 s (day)
VII-A Equations for Free Fall
With velocity v [m/s], acceleration a [m/s^2], distance d [m] and time
t [s] we get:
v = a t = sqrt(2 a d); d = 1/2 a t^2; t = v/a = sqrt(2 d/a) (1)
VII-B Navigation Equations
For the distance d travelled with initial acceleration a_1 and final
deceleration a_2 the values of interest for the journey are the maximum
velocity at the turning point (where we change from acceleration to
deceleration) v_u, the distance d_2 of the turning point from the target
and the time t_d that is needed for travelling the distance d. We assume
that forces other than those produced by our own engines can be neglected
and that we start and reach the target with zero velocity. Furthermore we
assume that the engines are used all the time at full power. If the main
engine is used for acceleration and deceleration the equations are very
simple:
v_u = sqrt(a d); t_d = 2 sqrt(d/a); d_2 = d/2 (2)
This fastest mode of flight is used to accelerate up to the turning point
velocity at the distance d_2, turn the ship and decelerate until the
target is reached.
If the autopilot is used instead, it will use the main engine for
acceleration and the secondary thrusters (retro thrusters) for
deceleration. In this case we get the equations:
v_u = sqrt( 2 d (a_1 a_2)/(a_1 + a_2) )
t_d = sqrt( 2 d (a_1 + a_2)/(a_1 a_2) ) (3)
d_2 = d a_1/(a_1 + a_2)
The time t_d is always a lower bound for the really used time because the
autopilot doesn't use the engines at full power all the time. I
approximated the real time consumption of autopilot flight with a least
mean square fit of data from 20 undisturbed flights with a Cobra MK III.
Measuring the distance in astronomical units [AU] and the acceleration in
units of earth gravitational acceleration [g], I got for the time [d]:
t_dA = 1.212/86400 *
sqrt( (2.992 * 10^11)/9.81 ( d (a_1 + a_2)/(a_1 a_2) ) ) - 0.001 (4)
VII-C Hyperdrives and Jump Ranges
A hyperdrive lets you travel its maximum range in seven days, which is 168
hours. Travel time is linear with distance, so you will use one day to
travel a seventh of your hyperdrive range. For a class n drive you will
need n^2 tons of fuel to travel the maximum range, except for the class 8
hyperdrive which actually is a class 9 drive and therefore uses 81 tons
for a maximum range jump. The fuel consumption is linear with the
distance, using only integer amounts of fuel, so you will need e.g.
ceil(n^2/2) tons of fuel to travel half the maximum drive range. The only
difference between the civil and military versions of a drive is the
weight of the drive and the type of fuel used.
The relation between jump cost c [t], jump time t [h], ship mass m [t] and
jump distance d [lj] can be expressed a little more exact to give you a
few numbers to crunch. Here the equations:
c = ceil( d * m / 200), t = 168/200 * d * m / h^2 (5)
If you set the time to the maximum 168h in the second equation you can
calculate the maximum range of the drive of a given class in a given ship.
If you do this for the class 8 drive in a Panther or Boa you get
inconsistencies. From the ships table you can see that the class 8
drive behaves like a class 9 drive in the Panther and like a class 7.79
drive in the Boa. I hope this indicates a mistake in the table. The
maximum ranges for the Lynx Bulk Carrier and the Long Range Cruiser are
calculated as if the class 8 drive were actually class 9 drive. I don't
know whether these ships can carry hyperdrives at all.
VIII Wormhole Theory
The following seems to be invalid for the newer PC versions of the game.
A ship can jump very large distances due to a modulo effect in the
hyperspace continuum with a base of W_sect = 81.62 sector lengths
(655.36 lj). One can use this behavior to find jump paths that are much
shorter in time and fuel consumption than the straight distance. This also
allows you to use a smaller hyperdrive and leaves more room for fuel and
cargo. The optimal jump points for a journey between two systems with one
intermediate stop are found on the intersections of circles around the two
endpoints of the journey. On such a circle lie the systems that can be
reached from the center of the circle with a minimum amount of fuel and
time. A system at the intersection of such circles can be reached easily
from the centers of both circles, making it an ideal intermediate jump
point. The circles have multiples of the wormhole distance (655.36 lj) as
radii. To make the calculations simple we assume at first, that the
"thickness" of a sector can be neglected and that two jumps with equal
distance shall be made, resulting in circles with equal radius. The
coordinates of the ideal intermediate jump points can now be found on a
line that perpendicular bisects the segment between the two endpoints of
your journey, at the points of intersection of the circles around the
endpoints.
For two star systems at the coordinates (x, y) and (u, v) we define:
a = (u - x); b = (v - y) (6)
We choose a jump distance of W_n = n x W_sect sectors. With this
definitions we get as coordinates for the intermediate jump (p, q):
p = (x + u)/2 + b sqrt( W_n^2 / (a^2 + b^2) - 1/4 )
(7)
q = (y + v)/2 - a sqrt( W_n^2 / (a^2 + b^2) - 1/4 )
or
p = (x + u)/2 - b sqrt( W_n^2 / (a^2 + b^2) - 1/4 )
(8)
q = (y + v)/2 + a sqrt( W_n^2 / (a^2 + b^2) - 1/4 )
Now n has to be chosen such that the square root has a real solution (the
jump radius is larger than the half distance between the systems) and we
have to find a system near one of the intermediate jump points. If such a
system cannot be found, we simply increment n and try again with a
wormhole distance of the next greater order.
If you want to perform two jumps with different jump sizes the equations
have essentially the same structure but get a bit more complicated. We
define a and b as in (5) and choose the jump distances W_m = m x W_sect
for the first jump and W_n = n x W_sect for the second jump. m and n must
be chosen such that:
| m - sqrt(a^2 + b^2) / W_sect | <= n <= (9)
m + sqrt(a^2 + b^2) / W_sect
This ensures, that there exists an intermediate jump point at all. With
alpha = (W_m^2 - W_n^2) / (2 (a^2 + b^2)) + 1/2 (10)
we get for the coordinates of the intermediate jump point (p, q):
p = (1-alpha) x + alpha u + b sqrt( W_m^2 / a^2 + b^2 - alpha^2 )
(11)
q = (1-alpha) y + alpha v - a sqrt( W_m^2 / a^2 + b^2 - alpha^2 )
or
p = (1-alpha) x + alpha u - b sqrt( W_m^2 / a^2 + b^2 - alpha^2 )
(12)
q = (1-alpha) y + alpha v + a sqrt( W_m^2 / a^2 + b^2 - alpha^2 )
IX Programs for a HP42S pocket calculator
Here comes a collection of programs for my pocket calculator that I have
found useful in navigation and the collection of statistical data.
IX-A Convert time display formats
First a program that converts a time interval given as days:hours:minutes
to decimal fractions of a day:
% convert number in the form ddhhmm to a decimal dd.dd form
% =========================================================
%
% memory: dhm day in ddhhmm form
lbl "dhm->d"
input "dhm % input ddhhmm here
xeq d
stop
goto "dhm->d"
% subroutine for conversion ddhhmm -> dd.dd
% -----------------------------------------
%
% input: ddhhmm on stack
%
% memory: 00 accumulator for dd.dd
% 01 temporary storage
% 02 unprocessed input
lbl d
sto 02
10,000 /
ip % isolate day number
sto 00
10,000 x
sto- 02 % remove days, leaving hhmm
R^ % normalize stack
rcl 02
100 /
ip % hours number
sto 01
24 / % hours per day
sto+ 00
R^ % normalize stack
rcl 01
100 x
rcl 02
x<>y
- % leave mm entry of input
1440 / % minutes per day
rcl+ 00
rtn
end
IX-B Estimate travel time
The next program uses equation (4) to calculate an estimate for the duration
of a flight. You put the acceleration of your main and secondary thrusters
into the global variables mn_g and bk_g and the program asks you for the
distance in astronomical units. Acceleration is measured in units of earth
gravitational acceleration and is constant for a given ship, so you have to
initialize the variables only once for a ship. The calculated time is output
in decimal fractions of a day.
% calculate time estimate in days for a local journey
% ===================================================
%
% memory: mn_g acceleration of main thruster in g
% bk_g acceleration of back thruster in g
%
% s_au distance to be travelled in AU
lbl "au->t"
input "s_au"
sqrt
% calc. factor for conversion
rcl "mn_g"
rcl+ "bk_g"
9.81 /
rcl/ "bk_g"
rcl/ "mn_g"
2.992E11 *
sqrt
1.212 *
- % mult with conversion factor
86400 / % convert to days dd.dd
0.001 -
end
IX-C Calculate jump points
The following program uses equations (9) to (11) to calculate the position
of jump points for wormhole jumps. You provide it with the jump orders and
in complex form the coordinates of your current and target system. It gives
you the coordinates of the optimal jump points as output (also in complex
form). If no jump point exists for the given jump orders, an error is
produced while calculating the square root.
% calculate coordinates of jump point
% ===================================
%
% memory: ord1 order of first jump
% ord2 order of second jump
% x,y coordinates of start system (complex)
% u,v coordinates of target system (complex)
%
% 00 x
% 01 y
% 02 u
% 03 v
�
17
% 04 a = u-x
% 05 b = v-y
% 06 alpha
% 07 x + alpha * a
% 08 y + alpha * b
% 09 a^2 + b^2
% 10 sqrt (...)
% 11 a * sqrt
% 12 b * sqrt
lbl "hjmp"
realres % only real results of sqrt
fix 02 % only two digits after decimal point
input "ord1" % get order of jumps
input "ord2"
input "x,y" % get start coordinate
complex % convert to real/real
sto 01
R^
sto 00
R^
input "u,v" % get target coordinate
complex
sto 03
rcl- 01
sto 05 % store b
R^
sto 02
rcl- 00
sto 04 % store a
% calculate alpha
x^2 % a^2
rcl 05
x^2
+
sto 09 % save a^2 + b^2
2 *
rcl "ord1"
81.62 *
x^2
rcl "ord2"
81.62 *
x^2
-
x<>y
/
0.5 +
sto 06 % store alpha
% calculate sums in front of square root
rcl* 04
rcl+ 00
�
18
sto 07 % x + alpha * a
R^
rcl 06
rcl* 05
rcl+ 01
sto 08 % y + alpha * b
R^
% calculate square root
rcl "ord1"
81.62 *
x^2
rcl/ 09
rcl 06
x^2
-
sqrt
sto 10
rcl* 04
sto 11 % a * sqrt
R^
rcl 10
rcl* 05
sto 12 % b * sqrt
% calculate coordinates of first jump point
rcl+ 07 % p coordinate on stack
rcl 08
rcl- 11 % q coordinate on stack
complex
% and now the second jump point
rcl 07
rcl- 12 % p coordinate on stack
rcl 08
rcl+ 11 % q coordinate on stack
complex
end
X Keyboard Reference (German Keyboard)
___________________________________________
|_______________global_control_____________|
game exit : ^C
pause : ESC
accelerate time, level x : SHIFT + Fx
dump screen (?) : numeric *
___________________________________________
|_______________cursor_control_____________|
move cursor : ALT + arrow keys
select (= mouse left) : numeric 0
___________________________________________
|_______________flight_control_____________|
turn down : A
turn up : Y
turn starboard : .
turn port : ,
accelerate : CR
decelerate : RIGHT SHIFT
hyperjump : H
force misjump : ALT + F8 in flight menu
___________________________________________
|____________external_view_control_________|
rotate : arrow keys
zoom in : sz
zoom out : '
___________________________________________
|______________weapon_control______________|
fire laser : SPC
fire missile : M
fire ECM : E
fire energy bomb : B
activate radar scanner : R
activate milit. camera : D
activate escape capsule : X
___________________________________________
|________________sector_map________________|
recenter map : C
hyperjump : H
map panning : arrow keys
fast map panning : SHIFT + arrow keys
___________________________________________
|________________system_map________________|
time forward : RIGHT arrow key
time backward : LEFT arrow key or #
fast zoom-in : double click zoom-in
___________________________________________
|___________________misc___________________|
unload/pick up MB4 : D
In menues you can select the items via keyboard. To select an item you
simply type the number (NOT on the numerical keypad!) of it's position in
the list. The items are numbered from top to bottom, starting at 1. The
keys 2, 4, 6 and 8 on the numerical keypad are equivalent to the arrow
keys.
XI Game Tables
XI-A Ships
Ships are given with their type, hull weight, loading capacity, retro
thruster acceleration, main thruster acceleration, number of crew members,
number of gun mountings, number of missile pylons, jump distances for
different drive classes, possibility to mount a fuel scoop, the initial
drive class and the price.
_______________________________________________________________________________
_Type________Hull__Cap__Re__Mn___Cr__Gn_Ms_Drive__________________FS_Cl____Pr_k
Adder 15 40 8.0 18.1 1 1 0 1 : 3.63/14.54/32.72 y 2 73 k
Anaconda 150 650 3.0 6.0 8 2 8 4 : 4/6.25/9/12.25 y 6 1,060 k
Asp 30 120 7.0 22.2 2 2 1 2 : 5.33/12/21.33 y 3 187 k
Boa 200 1300 4.0 8.0 10 4 6 5 : 3.33/4.8/6.53/8.1 y 8 2,474 k
Cobra Mk I 15 60 6.0 16.1 1 2 2 2 : 10.66/24 y 2 97 k
Cobra Mk III 20 80 7.0 20.1 1 2 4 2 : 8/18 y 2 124 k
Constrictor 30 90 10.0 22.0 2 2 2 2 : 6.66/15/26.66 y 2 143 k
Eagle Mk I 5 20 10.0 25.2 1 1 2 1 : 8/32 n 1 38 k
Eagle Mk II 6 22 4.0 28.2 1 1 2 1 : 7.14/28.57 n 1 41 k
Eagle Mk III 8 22 15.1 28.2 1 1 2 1 : 6.66/26.66 n 1 43 k
Falcon 5 11 9.0 30.2 1 1 2 1 : 12.5 n 1m 46 k
Gecko 11 34 9.0 16.1 1 2 1 1 : 4.44/17.77/40 n 2 66 k
Hawk 5 7 6.0 27.2 1 1 2 1 : 11.11 n 1m 48 k
Imp Courier 130 350 6.0 16.1 1 1 6 3 : 3.75/6.66/10.41/15 n 5 609 k
Imp Trader 175 525 4.0 9.0 1 1 6 4 : 4.57/7.14/10.28/14 n 6 949 k
Int. Shuttle 4 4 3.0 5.0 1 0 0 _ n I 14 k
Kestrel 5 9 6.0 25.2 1 1 2 1 : 10 n 1m 50 k
Krait 8 27 10.0 20.1 1 1 4 1 : 5.71/22.85/51.42 n 1 50 k
Lifter 3 7 2.0 4.0 1 0 0 1 : 20 n I 16 k
Lion 65 235 3.0 5.0 4 3 8 3 : 6/10.66/16.66 y 3 348 k
Moray 17 70 6.0 14.1 1 1 4 2 : 9.19/20.68 y 2 109 k
Osprey 4 11 8.0 27.2 1 1 2 1 : 13.33 n 1m 45 k
Panther 400 2000 3.0 6.0 12 4 8 6 : 4.05/5.52/9.1 n 8 2,753 k
Puma 175 825 3.0 6.0 9 4 8 4 : 3.2/5/7.2/9.8 y 6 1,265 k
Python 100 400 4.0 10.0 7 2 4 3 : 3.6/6.4/10/14.4 y 4 575 k
Sidewinder 8 25 12.1 23.2 1 1 0 1 : 6.06/24.24/54.54 y 1 44 k
Tiger Trader 80 320 5.0 12.1 5 3 1 3 : 4.5/8/12.5/18 y 4 472 k
Transporter 40 160 4.0 9.0 3 3 2 2 : 4/9/16/25 n 3 241 k
Viper 15 50 10.0 24.2 1 1 4 1 : 3.07/12.3/27.69 y 2 87 k
Lynx Bulk
Carrier 1200 6000 1 3 20 0 0 8 : 2.25 ? ? 7,228 k
Long Range
Cruiser 1000 15000 1 3 100 1 0 8 : 1.01 ? ? 16,110 k
The drives for Imperial Courier and Imperial Trader are fixed and not
changeable. The Interplanetary Drive of the Lifter cannot be removed to
add a jump drive.
The Lynx Bulk Carrier and the Long Range Cruiser can both sometimes be
seen in the near of space stations. They don't seem to move but if I
remember right, the Lynx Bulk Carriers at least answer your
communication. Long Range Cruisers seem to be abandoned and are only good
for hide and seek games with the Vipers of the local police or for target
practice. I know of no opportunity to buy one of the ships.
XI-B Lasers and Shields
A shield works like an extra hull that can take up to 16 tons damage
before your real hull is damaged. It regenerates at a few percent per
second and does this faster if you use an Energy Booster (approximately 3%
per second). The regeneration rate is independent of the number of shields
you have and the state of your shields. The strength of your shielding is
proportional to the number of your shields, so 10 shields can take 160
tons damage before your hull is damaged. A pulse laser can inflict 12.5
tons of damage per MW power. This means that one shield can absorb one hit
of an 1 MW pulse laser and will degrade to 22% in the process. A directly
following second hit would reduce your shield to 0% and cause nine tons of
damage to your hull. This shows that the damage a shield can absorb is
proportional to its state, which means that one shield can take e.g. eight
tons of damage at 50% reducing it to 0% without causing damage to your
hull.
Here a more complex example: You have two shields and get hit four times
by an 1MW pulse laser. Your shields recharge 5% between the hits. The
first hit reduces your shields from the original 32 tons protection to
19.5 tons protection or 60%. Before the next hit the shields recharge 5%
to 21.1 tons protection. The next hit reduces the shields to 8.6 tons
which are recharged to 10.2 tons. The third hit cuts through your shields
and causes 2.3 tons damage to your hull. Recharge will bring your shields
back to 1.6 tons protection and the last hit will take them down again and
cause another 10.9 tons of damage to your hull for a total damage of 13.2
tons.
The higher firing rate of beam lasers seems to result in approximately
five times the power of pulse lasers resulting in higher damage over the
same time interval. This means that a 1 MW beam laser should be
approximately equivalent to a 5 MW pulse laser. Mining lasers have a very
low firing rate but inflict enough damage to destroy an Imperial Courier
with one hit. The damage they can cause with one hit is estimated to be
somewhere between 750 and 1,500 tons.
XI-C Equipment
The possible equipment items together with their weight are given in the
following table:
_______Equipment________Weight_|_____Equipment______Weight_
XB13 Dummy Mine 1 t |XB74 Proximity Mine 1 t
Energy Bomb 4 t |KL760 Homing Missile 1 t
LV111 Smart Missile 1 t |NN500 Navy Missile 1 t
30 MW Mining Laser 10 t |1 MW Pulse Laser 1 t
5 MW Pulse Laser 3 t |1 MW Beam Laser 5 t
4 MW Beam Laser 20 t |20 MW Beam Laser 75 t
100 MW Beam Laser 200 t |Laser Cooling Booster 1 t
Small Plasma Accel. 500 t |Large Plasma Accel. 900 t
ECM 2 t |Naval ECM 2 t
Cargo Bay Life Support 1 t |Extra Passenger Cabin 5 t
Auto Pilot 1 t |Auto Refueller 1 t
Scanner 1 t |Radar Mapper 1 t
Hyper-Space Cloud Anal. 1 t |Shield Generator 4 t
Energy Booster 5 t |Escape Capsule 5 t
Atmospheric Shielding 1 t |Hull Auto Repair 40 t
Fuel Scoop 6 t |Cargo Scoop Converter 2 t
MB4 Mining Machine 30 t |Interplanetary Drive 4 t
Hyperdrive Class 1 10 t |Hyperdrive Class 2 25 t
Hyperdrive Class 3 45 t |Hyperdrive Class 4 80 t
Hyperdrive Class 5 150 t |Hyperdrive Class 6 250 t
Hyperdrive Class 7 400 t |Hyperdrive Class 8 600 t
Military Drive Class 1 6 t |Military Drive Class 2 12 t
Military Drive Class 3 24 t |Military Drive Class 4 ? t
Fighter Launcher ? t |
A Class 8 Hyperdrive can only be bought as a builtin drive with the Boa or
the Panther Clipper.
No one has ever seen a Class 4 Military Drive or a Fighter Launcher but
there are rumors that they exist in the game somewhere.
XI-D Merchandise
Just for reference, here the list of merchandise:
__________________________Merchandise____________________________
Water Liquid Oxygen Grain Fruit and Veg.
Animal Meat Synthetic Meat Liquor Medicines
Fertilizer Luxury Goods Heavy Plastics Metal Alloys
Precious Metals Gem Stones Minerals Hydrogen Fuel
Military Fuel Industrial Parts Computers Air Processors
Farm Machinery Roboters Radioactives Rubbish
Narcotics Animal Skins Live Animals Slaves
Hand Weapons Battle Weapons Nerve Gas
XI-E Ranks
Here comes the list of ranks in the German and the English version version
together with the number of points you have to get to advance to a given
rank.
_Federation_German_|English_______|Empire_German_|English___|__Points_
Keiner None Aussenseiter Outsider 0
Gefreiter Private Leibeigener Serf 1
Unteroffizier Corporal Master Master 16
Feldwelbel Sergeant Sir Sir 81
Hauptfeldwebel Sgt-Major Squire Squire 256
Major Major Lord Lord 625
Oberst Colonel Baron Baron 1,296
Leutnant Lieutnant Viscount Viscount 2,401
Korvettenkapitaen Lt. Commander Count Count 4,096
Kapitaen Captain Earl Earl 6,561
Kommodore Commodore Marquis Marquis 10,000
Konteradmiral Rear Admiral Herzog Duke 14,641
Admiral Admiral Prinz Prince 20,736
The following table shows the correspondence between the mission type and
the points you get for the successful completion of a mission:
_Mission_Type____|_Points_
delivery 2
assassination 14
foto 16
bombing 18
`excellent' foto 20
Different kinds of military missions are bound to your rank. In the
federation you carry unimportant stuff until you get promoted to Sergeant;
then the first secret messages may be carried by you. You will get your
first military assassination mission as Sgt-Major. After your promotion to
Major you will get additional reconnaissance missions and a Colonel may
execute bombing missions. The empire handles equivalent ranks the same
way. You seem to get no new type of mission when you advance further in
rank although there are many rumors that you get new missions to destroy
enemy ships at Commodore/Marquis level.
The above does not hold, if you execute missions for more than one side. I
made the mistake of working for the empire after I advanced to Colonel and
had gotten my first few bombing missions.
I advanced to Squire in the empire and went back to the federation. Now I
had the problem, that I got no more bombing missions but had to stay with
the usual reconnaissance missions. I eventually got bombing missions again,
but working for the empire surely stopped my federal career for a while.
The safest way to advance in the federation and the empire at the same
time seems to be the famous `rank swing': Advance one rank in the
federation, work for the empire and advance one rank there, return to the
federation and so on until you are Admiral/Prince and ELITE and bored to
death.
Your rank is not the only prerequisite you need to get a certain type of
mission. You have to own all the possible medals for earlier missions
first. You get medals for:
1. the first delivery of an important item like gravitic detonators,
2. the first delivery of secret communication,
3. the first successful assassination,
4. the first successful reconnaissance mission,
5. the first reconnaissance mission with resulting excellent film and
6. the first successful bombing mission.
A strange side effect is, that you must not perform all reconnaissance
missions perfectly, because if you do, you will not get your fourth medal!
The complete list of medals for the German and the English version of the
game looks as follows:
_Federation_German|_English____________|_Empire German___|_English___
Tapferkeitsurkunde Certificate of Valor Rote Armbinde Crimson Brassard
Sternexplosion Starburst Schwarzes Polygon Black Polygon
Purpur-Omega Purple Omega Goldene Lanze Gold Spike
Zinnober-Krone Vermillion Crest Platinkreuz Platinum Cross
Blauer Exzelsior Blue Excelsior Ehrenlegion Legion of Honour
Frontier Medaille Frontier Medal Himmelskrieger Celestial Warrior
XI-F Combat Rating
And here your combat rating with more magic numbers. They seem to denote
the number of ships you have destroyed multiplied by 256. In other words,
you get 256 points for each destroyed ship regardless of its type.
_German_______________|_English_________| _Points _|Kills_
Harmlos Harmless 0 0
Meistens Harmlos Mostly Harmless 1,024 4
Schwach Poor 2,048 8
Unterdurchschnittlich Below Average 4,096 16
Durchschnittlich Average 8,192 32
U"berdurchschnittlich Above Average 16,384 64
Kompetent Competent 32,768 128
Gef"ahrlich Dangerous 256,000 1,000
T"odlich Deadly 768,000 3,000
ELITE ELITE 1,536,000 6,000
For every 256 destroyed ships you will get a message like: "right on
commander". This is an indication of your advances between the ranks. From
the table you can see, that you should get Dangerous between the third and
the fourth message of this kind. You advance to Deadly between the 11th
and 12th message. You should become ELITE after the 23rd message.
XI-G Legal Status
The last table gives the possible legal status with the associated fines (?):
_German_______|__English__|_____Fine_
W. Weste Clean 0
Straff`ll. Offender 1
Krimin. Criminal 5,500
Outlaw Outlaw 20,000
Fluechtig Fugitive 100,000
XII System Info
There seem to be differences between the coordinates of systems in the PC
and the Amiga version of the game. Usually they are smaller than one
sector, the only verified case of a large difference being the Andolqu
system [PC -76, 29], [Amiga -74, 29]. The following tables correspond to
the PC version. If you find systems to be located in a different sector on
your Amiga, I would be glad to include a list of differences (that you will
have to provide). If they are too many, it would be interesting to find
out, whether a more systematic approach could be successful.
The system names in the tables that correspond with really existing
astronomical objects are printed with a leading "_" character. Not all
probable candidates for astronomical objects (like 82 Eridani) could be
found in the star catalogues I have access to. They may be astronomical
objects or not.
XII-A Settlements and Tourist Attractions Far Out
Here comes a list of inhabited systems with starports far from the core
systems, mixed with a few systems of specific interest.
______________________________________________________________________
___System_______Coord______Politics______________Comments_____________
Aaqu [ 771, -1302] indep corp
Ackargre [-4310, -1999] indep anarchy
Ackarol [-2000, -879] indep corp
_Alcyone [ 32, 32] uninhabited
Aliafa [-2107, -1017] indep corp
_Antares [ -39, -34] uninhabited no planets
Anvequ [ 360, -5] indep corp
Arfaess [ 1020, 0] indep corp
Arwabe [ -766, -766] indep corp
_Atlas [ 32, 32] uninhabited
Ayessand [-1022, -1022] indep corp
Aysool [-1495, -1574] indep anarchy
Ayurda [ -666, 117] indep anarchy
Becaness [ 772, -1303] indep corp
Becanol [-1509, -35] indep corp
Beenbe [-2757, -35] indep anarchy
Beenla [ 254, 0] indep corp
_Beta Lyrae [ -146, 85] uninhabited contact binary star
_Betelgeuse [ 59, 14] uninhabited supergiant
Betiess [-2344, -35] indep anarchy
Daaya [ 937, 789] indep anarchy
Edaso [-1790, -1790] indep corp
Edcelia [-2107, 503] indep corp
Edenve [ 254, 0] indep corp
_Electra [ 32, 32] uninhabited
Enangre [-1225, -922] indep corp
Enlabe [-1792, -1792] indep corp
Enquze [-1674, -1498] indep corp
Esswaze [-1790, -1790] indep corp
Exvefa [-2000, -194] indep corp
Faarfa [ -509, -770] indep corp
Fainin [ 771, -1302] indep corp
Famiay [-2107, -63] indep corp
Greurqu [ 772, -1303] indep corp
_Hadar [ -6, -40] uninhabited supergiant
Hoessce [-5180, -2000] indep corp
Ioandqu [ 772, -1303] indep corp
Ioceay [-1509, -35] indep corp
Ioquex [ 772, -1303] indep corp
Iozeio [ -376, -426] indep corp
Lahola [ 1022, -4] indep corp
Lasolia [-2000, -1566] indep corp
_Maia [ 32, 32] uninhabited
_Merope [ 32, 32] uninhabited
Micanex [ -739, -539] indep anarchy
Miphimi [-2102, -1745] indep corp
Oletphi [-2331, -35] indep corp
Phiolbe [-2187, -35] indep anarchy
_Pleione [ 32, 32] uninhabited
_Polaris [ 0, 76] uninhabited supergiant
Qumia [-2107, 503] indep corp
_Rigel [ 92, 6] unexplored supergiant
Solaqu [-2107, -1017] indep corp
_Spica [ -4, -17] uninhabited no planets
_Taygete [ 32, 32] uninhabited
Tiafa [ -748, -863] indep corp
Urbela [ -719, -6] indep corp
Urceve [-1814, -1745] indep corp
Urioed [-2000, -879] indep corp
Ururur [-1814, -1745] indep corp
Vewela [-1790, -1790] indep corp
Wafaa [ -666, 117] indep anarchy
XII-B System Database
A table of systems I have had contact with is given on the next pages. For
every system the sector coordinates, maximum distance to the nearest
starport or station and the political system are listed together with
some comments.
____________________________________________________________________________
_____System_____Coord__AU_______Politics_______________Comments_____________
1o4774 [-1, 1] 9.02 indep corp
AC+79o3888 [ 0, 2] 8.97 indep corp
Aandti [ 0,-5] 8.58 indep corp no starport
Achenar [ 1,-4] 57.78 imp capital luxury goods export, computer
import, radioactives illegal,
Honest John Thatcher's ok,
avoid Ulrich's Warehouse
Ackcanphi [-4,-4] indep disputed
Ackdati [ 0,-5] 19.74 imperial
Ackexa [-3, 3] indep corp
Acklave [ 2,-2] 18.30 indep anarchy no starport
Ackwada [-5,-3] indep corp
Ackzece [ 1,-5] 10.30 imperial
Aenze [ 3,-6] 8.68 indep anarchy
_Alcor [ 0, 5] indep corp no planets
_Aldebaran [ 6, 4] uninhabited no planets
_Alioth [ 0, 4] 23.63 indep democracy disputed system
_Altair [-2, 1] 10.87 fed democracy robot import
_Alpha Centauri [ 0, 0] 990.00 fed colony
Anacka [ 4,-4] 9.21 indep corp no starport
Anacketh [ 0,-5] 13.79 imperial
Anave [ 3, 0] 7.70 indep anarchy
Anayeth [-1,-4] imp colony
Andceeth [-5, 2] indep disputed
Andcefa [ 2,-3] 11.15 imp colony
Andinol [ 3,-6] 4.15 indep anarchy no starport
Andwafa [-2, 3] indep corp
Anlaol [ 1,-6] 11.19 imperial
Anlave [ 0, 3] 10.57 fed democracy
Anphiex [ 2,-2] 10.98 indep corp
Arayess [ 4,-7] indep dict under federal interdict
_Arcturus [-2, 0] 12.02 fed democracy
Arexack [-1,-5] indep corp
Aveed [ 3, 0] 12.73 indep corp
Ayarlia [ 3, 1] 6.94 indep corp
Ayethti [-3,-1] indep democracy
Ayfati [ 1,-5] 9.69 imperial
Aymiay [ 1, 4] 6.17 fed democracy
Aymifa [ 2,-5] 10.81 imperial
Aymigre [ 2,-3] 9.32 indep anarchy no starport
Ayqugre [ 4,-5] 11.02 indep anarchy no starport
Ayurso [ 4, 0] 9.09 indep civil war exorbitant prices for robots
and luxury goods
BD 946 [-1, 2] indep corp
_Barnard [-1, 0] 11.08 fed colony robot export, luxury goods
import, Haynes and Son Inc.,
Merchant Darke's ok
Becanin [ 3, 0] 7.71 indep corp
Bedaho [-4,-2] 7.74 fed democracy
Befaqu [-2, 8] indep dict under federal interdict
Behoqu [ 2,-4] 9.34 imperial contract targets may crash on
start from Manchester City
Besaex [ 3, 0] indep corp
_Beta Hydri [ 0,-2] 10.69 fed democracy
Beuress [ 0,-5] 10.62 indep anarchy
Beurqu [ 3,-5] 10.60 indep anarchy no starport
Bewaack [ 0,-5] 10.92 indep anarchy no starport
CD-37o15492 [ 0, 0] 10.52 indep corp
CD-44o11909 [-1,-1] 11.20 indep anarchy
CD-46o11540 [-1,-1] 10.94 indep corp
CD-49o13515 [-1,-1] 8.65 indep corp
Canayce [ 2,-6] 421.41 indep anarchy
Candaess [ 2,-4] 238.55 imperial
Caninve [ 3,-2] 9.48 indep anarchy no starport
_Canopus [ 6,-6] indep anarchy supergiant
_Capella [ 4, 4] indep corp
Ceessze [ 3,-4] 10.15 indep anarchy
Cegreeth [-1,-3] 220.00 imp colony reference selection fixed on
Cegreeth D, discretization
problems
Cemiess [-2,-2] imperial negative black market prices
for gem stones and precious
metals, Richard's Exchange,
Patrick's Exchange, Judd's
Trading ok
Cetilia [ 4,-5] 17.10 indep anarchy
_Cygni, 61 [-1, 1] 48.62 fed democracy single starport, often busy
Daceess [ 2,-5] 17.01 indep anarchy no starport
Dainay [ 2, 3] 10.49 indep corp
Dainfa [ 3,-6] 10.72 indep corp
_Delta Pavonis [-1,-2] 10.59 fed democracy many political contracts
Diso [-3,-6] indep democracy
Edethex [ 3,-3] 8.35 fed democracy
Edlave [ 3,-2] 15.64 indep anarchy no starport
Edliaze [ 2,-2] 10.01 indep corp
Enaness [-5, 1] indep communist
Encea [-2, 2] 10.73 indep corp
Enquze [ 4,-3] 10.79 indep corp
_Epsilon Eridani[ 1, 0] 11.07 indep corp
_Epsilon Indi [-1,-1] 10.63 fed democracy
Eridani, 82 [ 1,-1] 9.02 indep corp
Essaa [ 1,-5] 10.37 imperial
Essethlia [ 4,-2] indep corp
Essliagre [ 2,-4] 11.33 indep anarchy no starport
_Eta Cassiopeia [ 0, 2] 10.09 fed base bring your own military fuel
Ethgrece [ 2,-5] 9.23 indep corp
Exbeur [-3, 4] 10.31 fed colony no military fuel
Exhoed [ 2, 4] 9.90 indep dict
Exioce [-1,-3] 10.54 imperial
Exiool [ 2,-4] 10.79 imperial
Exlagre [-5, 3] indep corp
Extila [-4,-1] indep feudal
Facece [ 0,-4] 9.59 imp base luxury goods, medicine
export, many military
missions
Famiso [ 3,-4] 7.59 indep corp
Faphive [ 3,-4] 8.73 indep anarchy no starport
Fawaol [ 2,-3] 15.84 imp colony
_Fomalhaut [-1,0 ] 14.11 fed democracy radioactives illegal,
Austin's Exchange,
Shepherd's Merchandise ok,
avoid O'Hanlon's Goods
Emporium.
Greayqu [ 3,-2] 272.33 indep anarchy no starport
Gretiay [ 3, 2] indep no population
Groombridge 34 [ 0, 1] 135.23 indep corp
Hobegre [ 2,-6] 111.44 indep anarchy no starport
Hocancan [ 1,-3] 14.38 indep anarchy no starport
Hoethcan [ 3,-5] 614.74 indep anarchy no starport
Inedol [ 3,-5] 5.81 indep anarchy no starport
Inena [ 3,-6] 9.22 indep dict
Intiol [ 2,-4] 380.41 indep anarchy no starport
Ioarqu [ 2,-3] 530 indep anarchy no starport
Iohoay [ 3, 0] 8.46 indep corp interesting contracts
Ioioqu [ 4,-5] 11.21 indep anarchy no starport
Ioliaa [ 2,-6] 10.06 indep corp
Ioququ [ 3,-4] 10.93 imperial
Iozegre [ 3,-2] 634.68 indep anarchy no starport
LP 658-2 [ 2, 0] 10.14 indep anarchy
Lacaille 8760 [-1, 0] indep corp
Lacaille 9352 [-1, 0] indep corp
Lacancan [ 3,-6] indep anarchy no starport
Laedgre [ 2,-2] 9.14 indep anarchy
Laedla [-4, 1] imp colony
Laesscan [ 4,-3] 74.92 indep anarchy no starport
Laiogre [ 4,-4] 8.13 indep anarchy
Lalande 21185 [ 0, 0] 9.94 indep corp
Lalande 25372 [ 0, 0] 10.48 indep corp
Lave [-3,-6] indep dict
Liabeze [ 2,-4] 10.77 imperial
Liaedin [ 4, 3] indep disputed
Liaququ [ 2,-2] 10.07 indep democracy
Luyten [-1, 0] indep corp
Luyten 97-12 [ 1,-2] 11.14 indep corp
Luyten 205-128 [-1,-2] 7.88 indep corp
Luyten 674-15 [ 2,-1] 10.68 indep corp
Luyten 789-6 [-1, 0] indep corp
Maanens, van [ 0, 1] 9.49 indep dict isolationistic religious
enclave, permit required
Miandze [ 3,-5] 547.58 indep anarchy no starport
Micanex [ 3,-4] 92.42 indep anarchy no starport
Miolgre [ 2,-5] 8.52 imperial
Miolze [ 2,-3] 9.25 indep corp
_Mizar [ 0, 5] indep corp no planets
Olaygre [ 4,-3] 7.63 indep anarchy
Olcanze [ 1,-3] imperial
Ollaex [ 2,-3] 11.19 indep corp no starport
Oltiqu [-1, 4] 11.76 fed democracy
_Omicron Eridani[ 2, 0] 43.38 indep corp
Ophiuchi, 36 [-1,-1] 78.84 indep corp
Ophiuchi, 70 [-2, 0] indep corp
_Phekda [ 2, 5] 13.61 indep anarchy
Phiagre [ 1,-3] 241.90 indep corp
Quexce [-2,-2] 9.45 indep corp
Quince [-1,-5] imperial
Quphieth [-3, 0] indep feudal
Ququve [ 1, 4] fed democracy
_Regulus [ 5,-1] indep corp no starport
Riedquat [-3,-6] indep anarchy
Ross 128 [ 0, 0] 10.71 fed colony prison colony, permit needed,
Donaldson's Warehouse ok
Ross 154 [-1, 0] 10.65 fed colony single starport, often busy,
Merchant Nakamichi's ok
Ross 986 [ 2, 1] 9.96 fed democracy
_Sigma Draconis [-1, 2] indep corp
_Sirius [ 1, 0] 20.18 indep corp
Sodaack [ 1,-6] 12.34 indep anarchy no starport
Sohoa [ 0,-4] 10.71 imperial
_Sol [ 0, 0] 9.47 fed capital luxury goods export, robot
import, good ship selection
at Moon, radioactives
illegal, Haynes Merchandise,
Greenhill's Warehouse,
Brennans Holdings, Honest
John Coate's, Baker's
Trading Company, Merchant
London's Honest John Loma's
ok, avoid Honest John
Brennan, Merchant Gomez's,
Thatcher's Merchandise,
Macmillan's Goods Emporium,
Shehan's Exchange
Sophilia [ 3,-1] 10.38 indep corp
_Tau Ceti [ 0, 0] 10.04 fed democracy many military missions,
Gilmour Orbiter is a good
base for a federal military
career
Tiacan [ 3,-4] 6.48 imperial overpopulated
Tiancan [ 4,-5] 11.95 indep anarchy no starport
Tiaycan [ 3, 0] 10.83 indep anarchy
Tiessgre [ 3,-3] 306.07 indep anarchy
Tiliala [-4,-1] fed democracy
Tivecan [ 2,-3] 248.84 indep anarchy no starport
Urfaa [ 5, 7] uninhabited station
Urlaay [ 3,-2] 10.82 indep corp robot export for Zeaex
Urquay [ 4,-5] 6.85 indep anarchy no starport
Veareth [ 0,-5] 21.02 imperial no starport
Vecanlia [ 0,-5] 11.31 indep anarchy no starport
_Vega [-3, 2] 10.40 fed democracy
Vequess [ 0,-4] 8.88 imperial
WX Ursa Majoris [ 1, 1] uninhabited no planets
Waarze [ 4,-4] 133.73 indep anarchy
Waayol [ 4,-5] 9.77 fed democracy
Waceol [ 3,-4] 162.38 indep anarchy no starport
Waessol [ 2,-3] 305.88 indep anarchy no starport
Wainze [ 3,-2] 9.90 indep corp
Waolex [ 4,-4] 549.67 indep anarchy
Wolf 359 [ 0, 0] 11.35 indep corp
Wolf 630 [-2,-1] 170.00 fed democracy radioactives illegal
YZ Canis Minoris[ 2, 0] 8.79 indep communist permit required
Zeaex [ 3,-2] 10.29 indep disputed robot import, lots of trouble
Zeancan [ 2,-2] 9.68 indep anarchy
Zeanlia [ 2, 2] 34.99 indep corp
Zearla [-5, 1] indep feudal
Zeceand [ 6,10] uninhabited starport
Zeessze [ 0, 3] 9.20 fed democracy
Zeessze [ 1,-6] 9.02 indep anarchy
Zelada [ 1, 4] indep anarchy
XIII Wormhole Routes
In this table, sector coordinates are interpreted relative to the integer
coordinates of a sector center(the intersection of the faintly colored
lines). Therefore the sector [0, 0] has the corners [-0.5, 0.5], [0.5, 0.5],
[0.5, -0.5] and [-0.5, -0.5]. Furthermore the coordinates [-0.7, 1.3] are
located in sector [-1, 1].
I am sure that for many jumps better jump points can be found, but this
little navigation library already helps me a lot. It gets continuously
updated.
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____From_______Coord_______To________ Coord____ _Via______Coord____
1o4774 [-0.65, 1.25] Delta Pavonis [-0.90,-1.70] Exaycan [80.80,-7.25]
1o4774 [-0.65, 1.25] Eta Cassiopeia[ 0.00, 2.50] Anlaso [-72.80,39.60]
1o4774 [-0.65, 1.25] Maanens, van [-0.05, 1.10] Anexess [19.65,80.40]
1o4774 [-0.65, 1.25] Sol [ 0.00, 0.20] Exquar [-70.10,-42.05]
1o4774 [-0.65, 1.25] Tau Ceti [ 0.30, 0.40] Milaze [-54.95,-59.90]
AC+79o3888 [ 0.15, 1.80] Eta Cassiopeia[ 0.00, 2.50] Aressan [80.15,19.30]
AC+79o3888 [ 0.15, 1.80] Zeanlia [ 1.60, 1.95] Inarin [8.80,-79.60]
Aandti [-0.10,-4.75] Tau Ceti [ 0.30, 0.40] Dalaar [81.60,-8.05]
Achenar [ 0.95,-4.15] Barnard [-0.75, 0.10] Inarho [76.00,28.20]
Achenar [ 0.95,-4.15] Eta Cassiopeia[ 0.00, 2.50] Zetiso [81.35,10.80]
Achenar [ 0.95,-4.15] Facece [ 0.30,-4.05] Ayvequ [-11.65,-85.10]
Achenar [ 0.95,-4.15] Sol [ 0.00, 0.20] Ceioho [80.45,15.20]
Achenar [ 0.95,-4.15] Tau Ceti [ 0.30, 0.40] Vecanwa [81.45,9.90]
Ackdati [ 0.40,-5.15] Sol [ 0.00, 0.20] Esshocan [-81.25,-9.20]
Ackdati [ 0.40,-5.15] Tau Ceti [ 0.30, 0.40] Zeandar [-81.35,-3.80]
Acklave [ 1.80,-2.50] Tau Ceti [ 0.30, 0.40] Anmiay [73.80,36.15]
Ackzece [ 1.30,-5.20] Tau Ceti [ 0.30, 0.40] Olethan [-79.50,-17.75]
Aenze [ 2.95,-5.85] Tau Ceti [ 0.30, 0.40] Greanda [-73.35,-35.10]
Alioth [-0.50, 4.40] Anlave [-0.20, 2.80] Ethveur [80.55,18.60]
Alioth [-0.50, 4.40] Aymiay [ 0.90, 4.25] Grececan [9.15,85.80]
Alioth [-0.50, 4.40] Dainay [ 1.60, 2.95] Etheneth [-45.85,-63.65]
Alioth [-0.50, 4.40] Eta Cassiopeia[ 0.00, 2.50] Migreur [-79.30,-17.40]
Alioth [-0.50, 4.40] Exhoed [ 1.95, 4.00] Phicanve [14.25,85.00]
Alioth [-0.50, 4.40] Oltiqu [-1.50, 3.95] Arsoa [-34.30,78.80]
Alioth [-0.50, 4.40] Phekda [ 1.50, 5.00] Enphiphi [23.80,-74.20]
Alioth [-0.50, 4.40] Sol [ 0.00, 0.20] Andesswa [81.85,12.00]
Altair [-2.00, 0.65] Andwafa [-1.90, 3.05] Ackgrean [-83.75,5.30]
Altair [-2.00, 0.65] Arcturus [-1.50,-0.50] Arquho [73.25,32.70]
Altair [-2.00, 0.65] CD-46O11540 [-1.20,-1.30] Ackena [-77.30,-31.35]
Altair [-2.00, 0.65] Cygni, 61 [-0.90, 1.20] Tiioess [35.25,-72.35]
Altair [-2.00, 0.65] Delta Pavonis [-0.90,-1.70] Iozeti [-75.50,-35.15]
Altair [-2.00, 0.65] Epsilon Indi [-0.50,-0.65] Daayho [52.40,61.65]
Altair [-2.00, 0.65] Eta Cassiopeia[ 0.00, 2.50] Miarfa [54.75,-58.30]
Altair [-2.00, 0.65] Lalande 25372 [-0.45,-0.25] Aydami [39.60,70.95]
Altair [-2.00, 0.65] Liabeze [ 1.60,-4.20] Ceandphi [-65.90,-50.60]
Altair [-2.00, 0.65] Luyten 97-12 [ 0.90,-1.95] Soedar [-55.00,-61.65]
Altair [-2.00, 0.65] Ophiuchi, 36 [-1.80,-1.15] Greliave [-83.25,-9.30]
Altair [-2.00, 0.65] Ophiuchi, 70 [-2.05, 0.00] Beurcan [79.65,-5.30]
Altair [-2.00, 0.65] Otiqu [-1.50, 3.95] Quceve [79.20,-9.80]
Altair [-2.00, 0.65] Ross 154 [-1.10,-0.30] Hoenve [-61.00,-55.85]
Altair [-2.00, 0.65] Sol [ 0.00, 0.20] Fasove [-18.70,-79.40]
Altair [-2.00, 0.65] Tau Ceti [ 0.30, 0.40] Phiwaze [-9.80,-80.70]
Altair [-2.00, 0.65] Tiancan [ 4.35,-5.15] Anququ [-53.75,-62.70]
Altair [-2.00, 0.65] Vega [-2.60, 1.80] Soanden [70.20,39.05]
Altair [-2.00, 0.65] Wolf 630 [-2.20,-0.75] Grecaneth [78.70,-11.95]
Anacka [ 3.75,-3.70] Tau Ceti [ 0.30, 0.40] Faqua [64.55,51.10]
Anacketh [ 0.05,-5.00] Tau Ceti [ 0.30, 0.40] Besoso [-81.45,1.85]
Andcefa [ 1.55,-3.15] Sol [ 0.00, 0.20] Zephila [74.80,33.30]
Andcefa [ 1.55,-3.15] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95]
Andinol [ 2.90,-6.50] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95]
Anlaol [ 1.40,-6.00] Eta Cassiopeia[ 0.00, 2.50] Greence [-80.10,-15.05]
Anlaol [ 1.40,-6.00] Ross 128 [ 0.30,-0.40] Exedze [81.05,12.85]
Anlaol [ 1.40,-6.00] Sol [ 0.00, 0.20] Ceioho [80.45,15.20]
Anlaol [ 1.40,-6.00] Tau Ceti [ 0.30, 0.40] Weethwa [81.45,10.80]
Anphiex [ 1.60,-1.65] Sol [ 0.00, 0.20] Waayan [62.65,52.65]
Arcturus [-1.50,-0.50] Barnard [-0.75, 0.10] Ethaso [50.15,-63.85]
Arcturus [-1.50,-0.50] BD 946 [-0.70, 1.65] Zeexce [-77.75,29.20]
Arcturus [-1.50,-0.50] Delta Pavonis [-0.90,-1.70] Anbeda [72.60,34.40]
Arcturus [-1.50,-0.50] Epsilon Indi [-0.50,-0.65] Tiesswa [-13.15,-81.53]
Arcturus [-1.50,-0.50] Ophiuchi, 70 [-2.05, 0.00] Esseuve [-56.65,-60.85]
Arcturus [-1.50,-0.50] Sol [ 0.00, 0.20] Zecanmi [33.60,-74.40]
Arcturus [-1.50,-0.50] Tau Ceti [ 0.30, 0.40] Anayce [-37.60,72.85]
Arcturus [-1.50,-0.50] Vega [-2.60, 1.80] Faenex [-75.70,-34.70]
Arcturus [-1.50,-0.50] Wolf 630 [-2.20,-0.75] Tiexex [-29.40,76.45]
Ayarlia [ 3.15, 0.65] Sol [ 0.00, 0.20] Tiayho [12.50,-80.70]
Ayarlia [ 3.15, 0.65] Sophilia [ 3.20,-1.35] Grewalia [-78.60,-2.65]
Ayfati [ 1.35,-5.30] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85]
Aymiay [ 0.90, 4.25] Eta Cassiopeia[ 0.00, 2.50] Ayaen [73.20,-34.00]
Aymifa [ 1.55,-5.20] Sol [ 0.00, 0.20] Uracka [79.25,19.80]
Aymifa [ 1.55,-5.20] Tau Ceti [ 0.30, 0.40] Essandeth[-78.85,-20.00]
Aymigre [ 2.10,-2.85] Tau Ceti [ 0.30, 0.40] Ackackar [72.60,38.50]
Ayurso [ 3.80,-0.50] Tau Ceti [ 0.30, 0.40] Waackio [23.80,78.75]
Barnard [-0.75, 0.10] Eta Cassiopeia[ 0.00, 2.50] Aylaeth [77.85,-22.75]
Barnard [-0.75, 0.10] Fomalhaut [-1.15,-0.10] Arethwa [35.15,-73.40]
Barnard [-0.75, 0.10] Ross 154 [-1.10,-0.30] Ethiool [-62.40,53.95]
Barnard [-0.75, 0.10] Sol [ 0.00, 0.20] Hoessho [11.05,-80.85]
Barnard [-0.75, 0.10] Tau Ceti [ 0.30, 0.40] Ackphied [21.60,-78.70]
Barnard [-0.75, 0.10] Wolf 359 [ 0.40,-0.15] Liagrelia[-17.80,-79.90]
Bedaho [-4.20,-1.50] Sol [ 0.00, 0.20] Edphibe [-33.20,75.00]
Bedaho [-4.20,-1.50] Wolf 630 [-2.20,-0.75] Beessbe [-31.65,75.40]
Behoqu [ 2.10,-4.40] Eta Cassiopeia[ 0.00, 2.50] Tiliada [79.65,22.20]
Behoqu [ 2.10,-4.40] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]
Behoqu [ 2.10,-4.40] Tau Ceti [ 0.30, 0.40] Veingre [-75.10,-31.30]
Beta Hydri [-0.10,-1.80] Luyten 674-15 [ 2.10,-1.00] Ackdawa [-27.20,75.30]
Beta Hydri [-0.10,-1.80] Tau Ceti [ 0.30, 0.40] Phigreay [80.60,-15.05]
Beta Hydri [-0.10,-1.80] Wolf 630 [-2.20,-0.75] Sophimi [35.45,72.15]
Beta Lyrae [-146.20,85.20] Sol [ 0.00, 0.20] Vewaay [-143.40,-78.40]
Betelgeuse [58.85,13.75] Sol [ 0.00, 0.20] Aredcan [12.10,81.15]
Beuress [-0.35,-5.40] Tau Ceti [ 0.30, 0.40] Hoinqu [81.10,-12.10]
Beurqu [ 2.90,-5.00] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70]
Bewaack [-0.50,-5.15] Tau Ceti [ 0.30, 0.40] Liaethlia[-80.95,8.90]
CD-37o15492 [-0.30,-0.20] Lalande 21185 [ 0.35, 0.30] Labeex [50.15,-64.65]
CD-37o15492 [-0.30,-0.20] Ross 128 [ 0.30,-0.40] Greurmi [-25.10,-78.10]
CD-37o15492 [-0.30,-0.20] Sol [ 0.00, 0.20] Zeurce [65.40,-49.15]
CD-46o11540 [-1.20,-1.30] Sol [ 0.00, 0.20] Sodabe [63.15,-51.75]
Canayce [ 2.30,-6.30] Sol [ 0.00, 0.20] Ququfa [78.50,23.85]
Canayce [ 2.30,-6.30] Tau Ceti [ 0.30, 0.40] Edacka [-77.00,-26.25]
Candaess [ 2.05,-4.25] Eta Cassiopeia[ 0.00, 2.50] Tiliada [79.65,22.20]
Candaess [ 2.05,-4.25] Liabeze [ 1.60,-4.20] Hoyaze [10.25,77.20]
Candaess [ 2.05,-4.25] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]
Candaess [ 2.05,-4.25] Tau Ceti [ 0.30, 0.40] Beackwe [-75.20,-31.15]
Candaess [ 2.05,-4.25] Tau Ceti [ 0.30, 0.40] Veingre [-75.10,-31.30]
Caninve [ 2.50,-2.30] Tau Ceti [ 0.30, 0.40] Grewaho [-61.80,-52.70]
Ceessze [ 3.30,-3.65] Tau Ceti [ 0.30, 0.40] Hoessar [-63.95,-50.15]
Cemiess [-1.50,-2.50] Phekda [ 1.50, 5.00] Exdain [-75.80,31.70]
Cemiess [-1.50,-2.50] Sol [ 0.00, 0.20] Uressmi [70.10,-41.90]
Cetilia [ 4.15,-4.90] Sol [ 0.00, 0.20] Dalaqu [65.35,49.20]
Cetilia [ 4.15,-4.90] Tau Ceti [ 0.30, 0.40] Tizeay [68.20,45.85]
Cygni, 61 [-0.90, 1.20] Epsilon Indi [-0.50,-0.65] Zecephi [79.15,17.50]
Cygni, 61 [-0.90, 1.20] Ross 154 [-1.10,-0.30] Andolda [-82.10,10.75]
Cygni, 61 [-0.90, 1.20] Sol [ 0.00, 0.20] Laackho [-61.20,-54.05]
Cygni, 61 [-0.90, 1.20] Tau Ceti [ 0.30, 0.40] Philaso [45.30,68.65]
Daceess [ 2.15,-4.55] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]
Daceess [ 2.15,-4.55] Tau Ceti [ 0.30, 0.40] Essessze [77.90,26.10]
Dainay [ 1.60, 2.95] Exhoed [ 1.95, 4.00] Inayphi [-75.90,29.30]
Dainay [ 1.60, 2.95] Phekda [ 1.50, 5.00] Veethphi [-80.35,0.25]
Dainay [ 1.60, 2.95] Ross 986 [ 1.85, 1.35] Olcanen [81.50,14.70]
Dainay [ 1.60, 2.95] Sol [ 0.00, 0.20] Edzemi [71.40,-39.85]
Dainfa [ 3.15,-6.45] Tau Ceti [ 0.30, 0.40] Inbeex [77.35,27.85]
Delta Pavonis[-0.90,-1.70] Epsilon Indi [-0.50,-0.65] Andzeand [75.75,-30.45]
Delta Pavonis[-0.90,-1.70] Exioce [-0.60,-2.90] Bequan [78.70,17.75]
Delta Pavonis[-0.90,-1.70] Luyten 205-128[-1.25,-1.80] Mizece [21.25,-80.30]
Delta Pavonis[-0.90,-1.70] Quexce [-1.60,-1.80] Bedaqu [-13.40,79.20]
Delta Pavonis[-0.90,-1.70] Ross 128 [ 0.30,-0.40] Haethda [59.90,-56.60]
Delta Pavonis[-0.90,-1.70] Ross 986 [ 1.85, 1.35] Inphiur [61.25,-55.00]
Delta Pavonis[-0.90,-1.70] Sol [ 0.00, 0.20] Tiinay [-75.20,32.45]
Edethex [ 3.25,-2.95] Sol [ 0.00, 0.20] Tisophi [-55.35,-60.10]
Edethex [ 3.25,-2.95] Tau Ceti [ 0.30, 0.40] Begreho [-59.65,-55.30]
Edlave [ 2.95,-1.95] Sol [ 0.00, 0.20] Latifa [-46.65,-66.95]
Edlave [ 2.95,-1.95] Tau Ceti [ 0.30, 0.40] Laessay [55.85,60.35]
Encea [-1.90, 2.05] Eta Cassiopeia[ 0.00, 2.50] Inolack [-20.05,81.90]
Enquze [ 4.45,-2.80] Tau Ceti [ 0.30, 0.40] Candalia [102.25,128.05]
Epsilon Eridani[0.90,0.30] Luyten 97-12 [ 0.90,-1.95] Urgrebe [82.60,-0.60]
Epsilon Eridani[0.90,0.30] Ross 128 [ 0.30,-0.40] Arethur [62.80,-53.30]
Epsilon Eridani[0.90,0.30] YZ Canis Minoris [2.25,0.05] Olwada [16.70,80.70]
Epsilon Eridani[0.90,0.30] Zeanlia [ 1.60, 1.95] Iozebe [76.55,-30.70]
Epsilon Indi [-0.50,-0.65] Quexce [-1.60,-1.80] Iophice [-60.25,55.40]
Epsilon Indi [-0.50,-0.65] Sol [ 0.00, 0.20] Uressmi [70.10,-41.90]
Eridani, 82 [ 1.10,-0.70] Ross 154 [-1.10,-0.30] Edbeeth [15.10,79.95]
Eridani, 82 [ 1.10,-0.70] Sirius [ 1.05,-0.15] Laayqu [82.40,6.85]
Essaa [ 0.95,-4.90] Tau Ceti [ 0.30, 0.40] Ayliaur [81.80,7.35]
Essliagre [ 2.40,-3.75] Sol [ 0.00, 0.20] Greolar [70.95,40.80]
Essliagre [ 2.40,-3.75] Tau Ceti [ 0.30, 0.40] Canvefa [-71.30,-39.10]
Eta Cassiopeia[0.00, 2.50] Fomalhaut [-1.15,-0.10] Enaed [74.40,-31.65]
Eta Cassiopeia[0.00, 2.50] Ioioqu [ 3.85,-4.60] Ethcanphi[-70.00,-39.65]
Eta Cassiopeia[0.00, 2.50] Lalande 25372 [-0.45,-0.25] Cearce [80.40,-11.95]
Eta Cassiopeia[0.00, 2.50] Liabeze [ 1.60,-4.20] Essandeth[-78.85,-20.00]
Eta Cassiopeia[0.00, 2.50] Liaququ [ 2.35,-2.40] Arayess [74.80,35.40]
Eta Cassiopeia[0.00, 2.50] Miolze [ 2.20,-2.65] Aressfa [-74.10,-32.20]
Eta Cassiopeia[0.00, 2.50] Oltiqu [-1.50, 3.95] Inenda [56.10,62.00]
Eta Cassiopeia[0.00, 2.50] Ross 986 [ 1.85, 1.35] Liafaze [-42.10,-67.75]
Eta Cassiopeia[0.00, 2.50] Sol [ 0.00, 0.20] Faenol [-81.85,0.85]
Eta Cassiopeia[0.00, 2.50] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85]
Ethgrece [ 1.95,-4.75] Tau Ceti [ 0.30, 0.40] Hoceed [78.90,22.80]
Exbephi [-1224.85,-852.90] Tau Ceti [ 0.30, 0.40] Aeda [-801.40,-154.55]
Exbeur [-3.40, 3.85] Vega [-2.60, 1.80] Beinfa [-79.20,-26.75]
Exiool [ 1.95,-3.75] Sol [ 0.00, 0.20] Micanack [74.35,34.25]
Exiool [ 1.95,-3.75] Tau Ceti [ 0.30, 0.40] Arvephi [-74.80,-32.05]
Exiool [ 1.95,-3.75] Vega [-2.60, 1.80] Laphiess [62.40,51.35]
Facece [ 0.30,-4.05] Sohoa [ 0.30,-3.65] Andliafa [82.05,-3.60]
Facece [ 0.30,-4.05] Sol [ 0.00, 0.20] Phiedur [82.30,3.75]
Facece [ 0.30,-4.05] Tau Ceti [ 0.30, 0.40] Laarar [-81.35,-1.80]
Facece [ 0.30,-4.05] Vequess [-0.40,-4.15] Lafacan [-11.80,76.85]
Famiso [ 3.35,-4.25] Tau Ceti [ 0.30, 0.40] Entiar [70.05,43.20]
Faphiwe [ 2.50,-4.30] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70]
Fawaol [ 2.45,-2.65] Sol [ 0.00, 0.20] Betila [63.25,52.05]
Fawaol [ 2.45,-2.65] Tau Ceti [ 0.30, 0.40] Vequcan [-65.65,-48.00]
Fomalhaut [-1.15,-0.10] Luyten 205-128[-1.25,-1.80] Lasocan [-82.80,3.80]
Fomalhaut [-1.15,-0.10] Ross 154 [-1.10,-0.30] Lacanfa [78.20,19.80]
Fomalhaut [-1.15,-0.10] Sol [ 0.00, 0.20] Ensoda [-21.25,79.20]
Greayqu [ 3.15,-2.35] Tau Ceti [ 0.30, 0.40] Enqugre [-54.85,-59.90]
Gretiay [ 3.15, 1.70] Tau Ceti [ 0.30, 0.40] Aexar [-32.55,75.65]
Hobegre [ 2.45,-5.55] Tau Ceti [ 0.30, 0.40] Qulaur [78.15,25.35]
Hocancan [ 1.50,-3.00] Intiol [ 1.90,-4.00] Zedaar [-74.20,-33.8]
Hocancan [ 1.50,-3.00] Sol [ 0.00, 0.20] Zephila [74.80,33.30]
Hocancan [ 1.50,-3.00] Tau Ceti [ 0.30, 0.40] Cemiho [77.90,25.95]
Hoethcan [ 3.50,-4.90] Sol [ 0.00, 0.20] Zelati [68.95,44.10]
Hoethcan [ 3.50,-4.90] Tau Ceti [ 0.30, 0.40] Hoquso [141.65,82.45]
Inedol [ 3.20,-4.60] Tau Ceti [ 0.30, 0.40] Ayquar [72.35,39.20]
Inena [ 3.40,-6.45] Tau Ceti [ 0.30, 0.40] Zemive [-72.70,-36.60]
Intiol [ 1.90,-4.00] LP 658-2 [ 2.35, 0.25] Behoar [83.55,-9.45]
Intiol [ 1.90,-4.00] Sol [ 0.00, 0.20] Laandlia [75.40,31.80]
Intiol [ 1.90,-4.00] Tau Ceti [ 0.30, 0.40] Essessze [77.90,26.10]
Ioarqu [ 1.90,-2.80] Tau Ceti [ 0.30, 0.40] Arcear [-71.85,-38.15]
Ioioqu [ 3.85,-4.60] Sol [ 0.00, 0.20] Arioand [-62.30,-52.85]
Ioliaa [ 1.55,-6.20] Tau Ceti [ 0.30, 0.40] Exedze [81.05,12.85]
Ioququ [ 2.80,-3.60] Tau Ceti [ 0.30, 0.40] Zeayur [70.80,41.70]
Iozegre [ 3.15,-2.30] Tau Ceti [ 0.30, 0.40] Phiedda [-54.35,-60.35]
LP 658-2 [ 2.35, 0.25] Sol [ 0.00, 0.20] Edbear [3.15,-81.60]
Lacancan [ 3.40,-6.05] Tau Ceti [ 0.30, 0.40] Phiveay [75.40,32.70]
Laedgre [ 2.00,-2.10] Tau Ceti [ 0.30, 0.40] Canveol [68.90,44.90]
Laesscan [ 3.85,-2.60] Tau Ceti [ 0.30, 0.40] Anessur[-103.30,-125.95]
Laiogre [ 4.35,-4.30] Tau Ceti [ 0.30, 0.40] Begreho [-59.65,-55.30]
Lalande 21185[ 0.35, 0.30] Ross 128 [ 0.30,-0.40] Miurar [81.95,-5.15]
Lalande 21185[ 0.35, 0.30] Tau Ceti [ 0.30, 0.40] Auray [73.20,37.40]
Lalande 25372[-0.45,-0.25] Tau Ceti [ 0.30, 0.40] Falaa [-53.60,61.90]
Liabeze [ 1.60,-4.20] Sol [ 0.00, 0.20] Ededeth [77.60,25.90]
Liabeze [ 1.60,-4.20] Tau Ceti [ 0.30, 0.40] Ioioack [-77.80,-23.90]
Liaququ [ 2.35,-2.40] Sol [ 0.00, 0.20] Phiayand [-59.40,-55.90]
Liaququ [ 2.35,-2.40] Tau Ceti [ 0.30, 0.40] Olveve [-65.10,-48.75]
Luyten 97-12 [ 0.90,-1.95] Ross 128 [ 0.30,-0.40] Laceti [76.90,28.10]
Luyten 97-12 [ 0.90,-1.95] Sol [ 0.00, 0.20] Beanfa [-74.70,-32.90]
Luyten 97-12 [ 0.90,-1.95] Tau Ceti [ 0.30, 0.40] Argreed [-78.65,-20.80]
Luyten 674-15[ 2.10,-1.00] Maanens, van [-0.05, 1.10] Miolfa [-56.20,-58.40]
Luyten 674-15[ 2.10,-1.00] Sol [ 0.00, 0.20] Edexed [-39.60,-71.35]
Luyten 674-15[ 2.10,-1.00] Sophilia [ 3.20,-1.35] Enhove [-21.35,-79.35]
Luyten 674-15[ 2.10,-1.00] YZ Canis Minoris[2.25,0.05] Ceioeth [83.25,-12.10]
Miandze [ 2.60,-5.35] Sol [ 0.00, 0.20] Ioayess [-72.75,-37.05]
Miandze [ 2.60,-5.35] Tau Ceti [ 0.30, 0.40] Inbeex [77.35,27.85]
Micanex [ 2.75,-4.30] Sol [ 0.00, 0.20] Zequess [71.05,40.70]
Miolgre [ 2.10,-4.65] Tau Ceti [ 0.30, 0.40] Qulaur [78.15,25.35]
Miolze [ 2.20,-2.65] Tau Ceti [ 0.30, 0.40] Arlada [70.50,42.45]
Olaygre [ 3.95,-3.50] Tau Ceti [ 0.30, 0.40] Inquol [62.15,53.95]
Ollaex [ 1.95,-2.95] Tau Ceti [ 0.30, 0.40] Urayda [74.60,34.50]
Ophiuchi, 36 [-1.80,-1.15] Sol [ 0.00, 0.20] Enbeay [-50.15,64.85]
Phekda [ 1.50, 5.00] Sol [ 0.00, 0.20] Esszeand [78.70,-22.10]
Phiagre [ 0.85,-2.65] Tau Ceti [ 0.30, 0.40] Tisoess [-79.95,-15.35]
Ross 128 [ 0.30,-0.40] Omicron Eridani[1.50, 0.45] Mienio [47.95,-66.90]
Ross 128 [ 0.30,-0.40] Sol [ 0.00, 0.20] Hoarti [73.40,36.45]
Ross 128 [ 0.30,-0.40] Tau Ceti [ 0.30, 0.40] Eddafa [82.20,-0.25]
Ross 154 [-1.10,-0.30] Sol [ 0.00, 0.20] Zecanmi [33.60,-74.40]
Ross 154 [-1.10,-0.30] Tau Ceti [ 0.30, 0.40] Anayce [-37.60,72.85]
Ross 986 [ 1.85, 1.35] Sol [ 0.00, 0.20] Waave [43.75,-68.90]
Ross 986 [ 1.85, 1.35] Tau Ceti [ 0.30, 0.40] Hoolti [-41.80,70.50]
Sirius [ 1.05,-0.15] Sol [ 0.00, 0.20] Cecanlia [-25.00,-77.75]
Sodaack [ 1.30,-5.60] Tau Ceti [ 0.30, 0.40] Waethwa [81.45,10.80]
Sohoa [ 0.30,-3.65] Sol [ 0.00, 0.20] Exedce [81.70,4.50]
Sohoa [ 0.30,-3.65] Tau Ceti [ 0.30, 0.40] Hovea [82.00,-1.65]
Sohoa [ 0.30,-3.65] Vequess [-0.40,-4.15] Liaandex [46.85,-70.85]
Sol [ 0.00, 0.20] Sophilia [ 3.20,-1.35] Ceessess [-33.90,-74.25]
Sol [ 0.00, 0.20] Tau Ceti [ 0.30, 0.40] Edbeur [-68.05,45.40]
Sol [ 0.00, 0.20] Tivecan [ 2.30,-3.45] Canedand [-67.85,-45.55]
Sol [ 0.00, 0.20] Vequess [-0.40,-4.15] Iocanwa [81.15,-9.75]
Sol [ 0.00, 0.20] Waolex [ 3.60,-4.35] Arioay [65.95,48.45]
Sol [ 0.00, 0.20] Wolf 630 [-2.20,-0.75] Zeliaur [31.25,-75.35]
Sol [ 0.00, 0.20] Zeancan [ 1.55,-2.00] Bemiio [-66.35,-47.60]
Tau Ceti [ 0.30, 0.40] Tiacan [ 2.85,-3.50] Ackgreho [-66.85,-46.30]
Tau Ceti [ 0.30, 0.40] Tiancan [ 4.35,-5.15] Ollaan [68.40,45.75]
Tau Ceti [ 0.30, 0.40] Tiessgre [ 2.70,-3.45] Zeayur [70.80,41.75]
Tau Ceti [ 0.30, 0.40] Tivecan [ 2.30,-3.45] Anmiay [73.80,36.15]
Tau Ceti [ 0.30, 0.40] Urlaay [ 3.15,-2.35] Enqugre [-54.85,-59.90]
Tau Ceti [ 0.30, 0.40] Urquay [ 4.30,-5.10] Zesoand [-63.75,-50.40]
Tau Ceti [ 0.30, 0.40] Veareth [ 0.00,-4.65] Arquho [81.70,-6.70]
Tau Ceti [ 0.30, 0.40] Vecanlia [ 0.00,-5.00] Arquho [81.70,-6.70]
Tau Ceti [ 0.30, 0.40] Vequess [-0.40,-4.15] Laceti [80.65,-14.45]
Tau Ceti [ 0.30, 0.40] Waarze [ 3.85,-4.35] Enengre [-63.65,-50.70]
Tau Ceti [ 0.30, 0.40] Waayol [ 3.95,-5.15] Arlada [70.50,42.45]
Tau Ceti [ 0.30, 0.40] Waceol [ 2.75,-3.55] Canquar [70.85,41.65]
Tau Ceti [ 0.30, 0.40] Waessol [ 1.70,-3.35] Zeceeth [77.65,27.20]
Tau Ceti [ 0.30, 0.40] Wainze [ 3.45,-1.70] Hoexho [47.40,67.30]
Tau Ceti [ 0.30, 0.40] Zeaex [ 3.35,-1.70] Quayho [48.05,66.70]
Tau Ceti [ 0.30, 0.40] Zeessze [-0.30, 2.75] Phitiay [-79.20,-18.65]
Tau Ceti [ 0.30, 0.40] Zeessze [ 0.75,-5.70] Veexio [-162.35,-14.60]
--
Gilo
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