Frontier elite waiting

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Well there are actually 3 different original Amiga versions of Frontier. An early (1.01?) floppy disc based version (my favourite) with the worm hole bug (you can make jumps of 650 light years), the later floppy disc version (1.05 I think), with some bugs fixed like quiting back to workbench using CTRL C, and the CD32 version. This has a velocity bug were you enter your set speed and your ship will only accelerate up to half that. So basically put your set speed to double what you really want. On the other hand it has new buildings and a handy nav computer, the ZZ1

I never used WHD load with Frontier, just drag the icon from the floppy disc to where you want it. Hope that helps you decide :)

EDIT: There is also an exit patch for early Frontier versions here http://aminet.net/package/game/patch/frontierpatch
 
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I read these wormholes were intended. They are in pc version too.


I will get myself banned for this - I play PC version of Frontier :run:
 
/turns into an inter-galactic traffic warden and clamps Sensi's ship for illegal parking

That's going to be difficult with my Thargoid warship :D
I can park that thing even on a hill, I can even bounce it on the surface.
That thing is like the Uber-God craft :D
 
No potatoes on Amibay!!!!!!!

We had enough of this on EAB.
 
I read these wormholes were intended. They are in pc version too.

Not deliberately intended, just a bug that got ported across to the PC version. The specifics of how it works are the 'fuel cost' counter is only stored as a 16-bit integer, so if you reach the maximum of that (655.36 ly) the fuel cost wraps round to zero. You can repeat the effect at 1310.72 ly and all subsequent multiples of 655.36. As such, with a bit of careful geometry, it's notionally possible to get between any two systems in the galaxy in two hops.
 
With a 1000 shield generators ? Id like to see that :-D

Shield generators are not active when docked - space station rules :)


No potatoes on Amibay!!!!!!!

We had enough of this on EAB.

But it's a baked potato, with loads of melted cheese and ham, a nice side salad and a cold glass of beer to wash it down ...

:(

potato300.jpg
 
No potatoes on Amibay!!!!!!!

We had enough of this on EAB.

they can have and we can have not? :-( we very sad to this :-( but we can have kyon if we want my friend :) some one have swos for me? :D


I read these wormholes were intended. They are in pc version too.

Not deliberately intended, just a bug that got ported across to the PC version. The specifics of how it works are the 'fuel cost' counter is only stored as a 16-bit integer, so if you reach the maximum of that (655.36 ly) the fuel cost wraps round to zero. You can repeat the effect at 1310.72 ly and all subsequent multiples of 655.36. As such, with a bit of careful geometry, it's notionally possible to get between any two systems in the galaxy in two hops.

Thanks for explanation :-) I like that bug, its great players can explore the universe and check all systems.
 
Thanks for explanation :-) I like that bug, its great players can explore the universe and check all systems.

Doesn't add anything to Frontier, I've been to the outer regions of the galaxy and I'm talking 30000-50000 light years, but eventually your drive is destroyed.

So it's better to stick within the square box of about 700 light years, unless someone has found the Thargoid homeworld :D
 
Amiga Frontier Elite 2 Appeal For Help With Coding Bug

Amiga Frontier Elite 2 Appeal For Help With Coding Bug

Hi
This is basically a repeat of my post from Space Sim Central.

A problem has been with the Amiga CD32 version of Frontier since it's release. It's the set speed bug. Basically if you set your speed to for example 100 KPH, the ship will only go to 50 KPH. Anyways a bunch of guys at EAB http://eab.abime.net/showthread.php?p=774556#post774556 have been trying to put together an updated (and hopefully definitive) version of this Amiga classic. All the bugs have been squashed except for this last one, well, except for the mouse/joypad bug, but I guess this one would be far harder to fix. Anyways, is there anyone out there who could help? Pretty please with sugar on top! :)
 
Some FFE3D News

Some FFE3D News

I have just found out that the Russian dev Dreamzzz is back working on FFE3D again and this time he has help in the form of another dev called TehnoMag. This is good news. I hope they finally manage to squash the last of the remaining bugs in the game. Also the game is being converted over to Lua. This might mean ports for Linux and the Mac might be a possibility for the future too. :)
 
Just discovered this thread- I arrived at the Elite party a little late, spent most of my time in that universe on FFE. Yeah yeah, I know, heretic and all that, but I found the game pretty aweseome. Just wanted to say thanks for the link to the download site, I've been looking for that ever since I realised my old install disks had died a death (or disappeared). Might well get back into it soon.

And yeah, the stuff Geraldine posted on true relativistic space combat is absolutely correct- after the first few hours of gameplay I never switched my set speed on again, even in planetary atmospheres most of the stuff you have to do yourself (military missions etc) relies on such high-speed maneuvering that the set speed function borders on useless, you just have to know when to start accelerating away from the planet so you don't crash into the installation you're supposed to photograph or bomb or whatever. Plus, space combat is so much easier with it switched off. Most of my "civil" atmospheric flight was done with autopilot anyway, and after a while I almost forgot the set speed function existed.

My pointers for space combat would generally be that it's easier to do if you switch your engines off, most of what you need to do is small "jinks" to avoid laser fire or longer burns to cut inside the paths of incoming missiles and in the intervening time you should focus on marksmanship with your lasers to save money. Use whatever you find most convenient to mark your targets and aim dead center on the box- as long as you've got enough heatsinks you can keep firing for a while, and lasers have a very long range in space.

With larger ships it's less of an issue- one of my favourite pirate hunting rigs was a Panther clipper packed with shield generators and heatsinks with dogfighting missiles and the biggest lasers I could find. Anything short of a plasma cannon couldn't kill my shields as fast as they regenerated and it only took me one or two hits to kill anything a pirate used.

My favourite military-use ship was the Cobra II, I think, and I did save up enough to buy myself the Carrier, though the bugged lower turret was a major greivance with that ship (it would damage the ship when fired). Did like the Saker II you started the game with, though, with a military drive fitted it was an excellent, excellent courier vessel, very good hyperspace range and very fast to boot.

I didn't use an exploit until I got the Thargoid ship at the end of the game, though. I may have used a little bug to overflow the number for cargo space on it. I had a veritable mansion in there, as well as enough space left over to store the entire GDP of your average core world in cotton wool.

Heh, yeah, that was a good game.
 
Hey, you are welcome Captain Hat :)

If you are keen on remaining up to date where FFE3D is concerned, fire up your Google translator and head to this Russian site http://www.elite-games.ru/conference/viewtopic.php?t=52705

As new features come out for it (as the original devs are back working on it), this will be the place they first appear ;)

Also some Pioneer news, a new alpha has just been released, Alpha 15, with a ton of fixes and improvements. Have a look here for Windows, Linux and Mac OS X versions

http://pioneerspacesim.net/download
 
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