Not sure.
If I have problems with controls sometimes going into the keys options page and accepting with no changes can clear the issue (esc -> G -> C then accept)
See if that helps
The Old Stupid Questions Topic™
Hi there, people. This looks like a fun game, if I can get the hang of it.
I think this probably qualifies as a stupid question. What's the secret to accepting an order and having my ship automatically head in the right direction to follow that order?
I read all the Cadet I material, practiced the training missions, changed my keybindings to something theoretically less awkward, logged into Mumble, and tried a couple of games last night. Several times an order was directed specifically to me, I hit the "accept order" key... and my ship kept traveling along in its original direction. I scrambled to figure out where to go to actually follow the order I just accepted, with limited success.
I must be missing something obvious.
I think this probably qualifies as a stupid question. What's the secret to accepting an order and having my ship automatically head in the right direction to follow that order?
I read all the Cadet I material, practiced the training missions, changed my keybindings to something theoretically less awkward, logged into Mumble, and tried a couple of games last night. Several times an order was directed specifically to me, I hit the "accept order" key... and my ship kept traveling along in its original direction. I scrambled to figure out where to go to actually follow the order I just accepted, with limited success.
I must be missing something obvious.
Depending on your key mapping of course, but mine is default mapped to the "insert" key for my US based keyboard. The trick is, assuming you are in fact hitting the right key, and it is the command to send you specifically to a place, is to let the ship steer itself as any movement of the ship on your end will take it out of autopilot. You however still have the destination locked on your targeting reticle which should help you with the whole clue thing.White Owl wrote:QUOTE (White Owl @ Feb 12 2012, 02:58 PM) Hi there, people. This looks like a fun game, if I can get the hang of it.
I think this probably qualifies as a stupid question. What's the secret to accepting an order and having my ship automatically head in the right direction to follow that order?
I read all the Cadet I material, practiced the training missions, changed my keybindings to something theoretically less awkward, logged into Mumble, and tried a couple of games last night. Several times an order was directed specifically to me, I hit the "accept order" key... and my ship kept traveling along in its original direction. I scrambled to figure out where to go to actually follow the order I just accepted, with limited success.
I must be missing something obvious.
Btw usually I could be a broadcast message ( to the sector you are in or the whole team ) and not specific to you. Also don't be fooled by the "pick me up" message as it could be from someone in a pod four sectors away. If your flying in a sector without pods and not near an aleph where a battle has just taken place you can safely assume that message wasn't for you. Pods in the sector and it would be best to go pick that vet up, they have long memories

I hope that was helpful, and I got the details right. Welcome to the game White Owl. The bird or the stoogey, which are you named after

Ssssh
Sometimes it might be yourself accidentally cancelling the autopilot, if you move the mouse while in mouse control mode or the joystick or any thruster key you cancel the autopilot, to turn it back on just press 'p' (default control), also check the mini-map, the sector for the order gets an arrow pointing to it (different from the arrow which shows which sector your in) when you accept it.White Owl wrote:QUOTE (White Owl @ Feb 12 2012, 07:58 PM) I read all the Cadet I material, practiced the training missions, changed my keybindings to something theoretically less awkward, logged into Mumble, and tried a couple of games last night. Several times an order was directed specifically to me, I hit the "accept order" key... and my ship kept traveling along in its original direction. I scrambled to figure out where to go to actually follow the order I just accepted, with limited success.
I must be missing something obvious.
Okay, I must've moved the mouse just a little bit after accepting the orders. That makes sense. Maybe I'll make it a habit to first toggle off mouse control, then hit the accept key. That would solve the problem.
The name comes from the bird, not the cigar.
Not a furry.
I checked this game out several years ago... only played a few weeks back then, but it made an impression.
The name comes from the bird, not the cigar.

Not a furry.

I checked this game out several years ago... only played a few weeks back then, but it made an impression.
I used to have written research/build orders for when I would command (as a reference), but I no longer have those docs. Are there any such resources out there like a tech tree diagram or recommended build orders? I couldn't find anything like that on the wiki. I'm not looking for a full decision tree... just sample build/tech orders, number of active miners or constructors you should have active, etc.
I'd also love to see recommendations of what tech to completely avoid researching... basically get the most for my $.
I'd also love to see recommendations of what tech to completely avoid researching... basically get the most for my $.
Well, this is command advice, not really a newbie question.Drakmon wrote:QUOTE (Drakmon @ Mar 6 2012, 11:14 AM) I used to have written research/build orders for when I would command (as a reference), but I no longer have those docs. Are there any such resources out there like a tech tree diagram or recommended build orders? I couldn't find anything like that on the wiki. I'm not looking for a full decision tree... just sample build/tech orders, number of active miners or constructors you should have active, etc.
I'd also love to see recommendations of what tech to completely avoid researching... basically get the most for my $.

The only ironclad rule is that your first three purchases MUST be an outpost, a 2nd miner, and a teleport. (Okay, not 100% ironclad -- GT sometimes substitutes a pali con for its initial op). A refinery is a semi-obligatory fourth purchase, for the factions that have them, although you can sometimes forgo them if you're good at managing miners and can live with the small delay.
Garr tech is mostly the commander's perrogative. Some go enh cons, some go carriers. Giga has the option of patties and the specmine rush. Bios tends to get a jump start on adv scouts, gunships, and sometimes bombers due to their long lead time.
The key tradeoff here is that the more you invest in garr tech, the less money you have for "real tech" and the longer you'll have to make do with fragile and weak starter ships. This is what makes buying bombers early such a gamble, and many a game lost has been lost by an inexperienced commander making an ill-advised focus on early game bombing. The opposition simply kills miners in retaliation, stops the bomb run at the next base, continues to mine freely, techs up, grabs the rest of the map, eventually replaces the lost base, and it's GG.
A third miner and then a techbase are usually the next drones purchased. Be careful at this point to manage your money carefully so that there is no delay in getting these out. IC and OH have particularly long techbase con build times so you want to get on that early too. Sometimes, depending on the matchup, commanders will delay the techbase for a second round of cons to grab more map before settling in to the tech race.
If it looks like you're on the way to map dominance, where your miners are relatively safe, and have plenty of space to mine -- buy a fourth miner. If on the other hand the pressure is getting too great, you may need to go to enh miners instead.
Another strategic decision needs to be made whether you want to rush to advanced tech, or whether you need to grab more map first by pushing cons. 2nd teching is also an option at this point too. If the opponent is sup, you may need to think about pushing a non-galvable forward base.
As far as what offensive tech you should buy -- obviously, it depends on what techpath you go, but think about what you would benefit most from as a pilot. If you don't know what a good pilot would want ... maybe you shouldn't be commanding yet.

Globemaster_III wrote:QUOTE (Globemaster_III @ Jan 11 2018, 11:27 PM) as you know i think very little of cashto, cashto alway a flying low pilot, he alway flying a trainer airplane and he rented