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Library changes detailing the new fuel scoop and time warp functional…
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…ity.
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CmdrStardust committed Jan 10, 2016
1 parent 41a08f3 commit fa4370c
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Binary file modified Resources/assets/library/in_flight_buttons.png
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5 changes: 5 additions & 0 deletions Resources/assets/library/ip_n_fuelscoop.xml
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<p>Once fuel scoops are installed, you can scoop up an object (such
as a cargo canister) by keeping it in the lower half of the screen
view area while flying right up to it.</p>
<p>A fuel scoop also allows you to jettison any cargo you contain
in your hold. In order to eject a cargo canister, go to your
inventory screen and tap the item you wish to dump twice, while
flying in space. Note that you lose all money spent for that item
in the process.</p>
<p>[b]Fuel scoop specification:[/b] Fuel scoops are considered an
essential for Deep Space, and dangerous zone trading. They have a
standard design, and a standard fitment. They use powerful
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8 changes: 8 additions & 0 deletions Resources/assets/library/nav_target.xml
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drive ([pb]3[/bp]). Inter-space jumping does not function (because of
interference patterns) if there is another ship, a planet, or a star
in the immediate vicinity.</p>
<p>Therefore, you can use your Cobra&apos;s internal time
acceleration feature ([pb]4[/bp]) even when friendly ships are close
by. It puts you into a mild form of stasis, so time appears to pass
much faster. In reality, your brain operates more slowly, which is
why the use of the time accelerator is prohibited in the safe zone
as it led to many crashes and even the destruction of the Space
Station around Getius in 3187. The accelerator will be turned off
automatically, if enemy ships arrive.</p>
<p>Soon your ship&apos;s computer will pick up the beacon signals of
the nearest orbital space station and will re-engage the compass to
track that instead of the target planet. Once the Cobra is within
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Binary file added Resources/assets/library/time_warp.png
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2 changes: 1 addition & 1 deletion Resources/assets/library/trade_a_bounty.xml
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masquerade as traders. They simply hyperspace into a system
(anarchic and feudal worlds especially) and wait to be attacked,
ensuring that they have sufficient hyperspace fuel (Quirium) for
a quick escaoe.</p>
a quick escape.</p>
</Text>
</Content>
<Next>trade_a_piracy</Next>
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3 changes: 2 additions & 1 deletion Resources/assets/library/trade_a_cargo.xml
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&apos;free bounty&apos; can be collected. The contents of the
canisters will be unknown until they are taken aboard and examined,
and may be worthless or worth a fortune. If their contents are
illegal goods, they cannot be traded or sold without legal risk.</p>
illegal goods, they cannot be traded or sold without legal risk. But
the wise pilot can always jettison any scooped up cargo canister.</p>
<p>(NB: Pressurised cargo canisters are the Universal means of
storing cargo for Interplanetary Space Voyaging. Made of HiFlux
Chromon-alloy, they hold one Gal Tonne of goods, under variable
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10 changes: 5 additions & 5 deletions Resources/assets/library/trade_a_illegal.xml
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<Header>Illegal Trading</Header>
<Content>
<Text>
<p>It is surprising how many planetary systems will allow the
purchasing of illegal trade items, notably firearms, narcotics
<p>Most systems will penalize either buying or selling
of illegal trade items, notably firearms, narcotics
(especially Arcturan Megaweed) and slaves. Slaves are supplied in
cryosuspension in transporter coffins, and often turn out to be
old and sick specimens of vaguely humanoid life forms. Nonetheless,
few systems will allow the [i]selling[/i] of these items without
taking recriminatory action.</p>
old and sick specimens of vaguely humanoid life forms. Most
systems take recriminatory action if you trade those items on
their station.</p>
</Text>
</Content>
<Next>politics</Next>
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