SHIPRECALL
Keywords: SHIPRECALL, SHIPREC
=== USER MANUAL ===
Usage: shiprecall <ship>
Description:
Summon one of your ships to your current landing pad. The
ship auto-launches from its docking location, engages its
hyperdrive under autopilot, and lands at your position.
Shiprecall is the long-distance remote call for your
fleet -- no piloting required. Useful when you need a ship
delivered to you and don't want to walk back to where you
parked it.
Process:
1. Close hatch ...... Auto-slams the hatch on the recalled
ship. Anyone standing on its pad is left
behind.
2. Full repair ...... Ship hull, shield, and energy reset
to max before launch.
3. Hyperjump ........ Destination coordinates are set to
your planet's position (with +/- 50
jitter). Hyperdistance scales with distance:
1-450 ticks ... same starsystem
600-1000 ticks . cross-system
4. Arrival .......... Ship lands on your pad automatically.
Requirements:
Target named ........ "Call what ship? Type 'ships' for a
list of your ships." Partial match OK;
Public-owned ships are excluded.
Comlink ............ "You need a comlink to communicate
with your ship."
Landing pad ........ Your current room must be LANDING-
PAD flagged (or legacy-fallback
landable): "You must be at a landing pad
to call your ship."
Pilot access ....... You must be a pilot of the target
ship (owner or addpilot).
Hyperdrive ......... Ship must have hyperspeed > 0.
Spacecraft ......... Not a station or non-spacecraft hull.
Docked .............. Ship must be in SHIP_DOCKED state at
its last docking location.
Drive intact ....... "Ship's drive is damaged, no power
for launch."
Valid planets ...... Both your planet and the ship's planet
must be in configured starsystems.
Range gate .......... hyperspeed 1 (short-range) drives
refuse cross-system recalls: "The ship
cannot travel outside of its starsystem."
Echo (Player):
Recall signal sent. <ship> is en route. (you)
Launch sequence initiated. Autopilot engaged,
returning to owner. (ship cockpit)
The ship hums as it lifts off the ground. (ship-wide)
<ship> begins to launch. (ship's origin pad)
Plus the auto-hatch-close lines if the hatch was open:
The hatch on <ship> closes. (origin pad)
The hatch slides shut. (ship entrance)
Echo (Staff):
Staff bypass the entire hyperjump sequence and get instant
teleport:
<ship> materializes on the landing pad. (you)
<ship> appears out of thin air. (your room)
Notes:
- The full repair on launch does apply to recalls --
this is a cheap way to restore a damaged ship's hull if
you can get to a landing pad.
- Public-owned ships cannot be recalled. Only
privately-piloted ships respond.
- NPC / MOB_SHIP ships cannot be recalled (they're not
yours to summon).
- Your ship travels under autopilot once en route. It
arrives automatically; you don't need to monitor it.
- Recalls still cost nothing monetarily in the current
code, though a disabled 10bp cost is commented out in
the source for future reintroduction.
Strategic Notes:
- Use shiplist first to see ship names and locations
before calling, especially if you've been hopping systems.
- Recall is a soft "repair at a distance" -- if your
combat ship is beat up and you're at any landing pad,
call it in for a free full restore.
- A ship already in flight cannot be recalled. Land it
first.
Related Helpfiles: SHIPLIST, SHIPSTAT, LAND, LAUNCH, HYPERSPACE, AUTOPILOT, BUYSHIP, ADDPILOT
=== END MANUAL ===