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Feature Request - Cloaky Hauler

Posted: Mon Oct 17, 2011 2:19 pm
by bulletbotter
I think that it would be useful to have a cloak option. If it worked reliably it would be possible to run cloaky hauler over great distances. Heck, you could drop minerals off to that perfect buy order.

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Re: Feature Request - Cloaky Hauler

Posted: Tue Oct 18, 2011 10:43 pm
by VanGoghGaming
Cloaked hauling has been suggested before although there are a few caveats with it. If the cloak is activated too soon it won't fire up since your ship is already cloaked after jumping. If it's activated too late it can mean the destruction of your ship by pirates. It all depends on lag. Also quite a few times the ship won't be close enough to the gate to decloak after warping and then the autopilot will fail to make the jump due to the ship still being cloaked and will stop there. This happens every time the ship lands at over 2000m from the gate.

Re: Feature Request - Cloaky Hauler

Posted: Wed Oct 26, 2011 2:10 pm
by Certis
I would also love to have this option because I do an awful lot of running through low sec in my blockade runner.
With respect, I don't really see the above two caveats as obstacles. On your first point, this is not a problem if you don't fire up your covert ops cloak until you have started your warp after the gate jump, as the warp start automatically kicks off the gate cloak. You then have an option to set a timer X number of seconds after the gate jump to turn on your cloak. In any event, the reason for turning on the cloak after your jump is not to avoid being caught at the gate (quite frankly, anyone who gets locked by a gate camp in a blockade runner after jumping deserves to be popped and needs to learn how to fit one correctly). No, the reason for the cloak is to be able to approach the next gate cloaked and therefore avoid giving a camp spy lots of time to warn his buddies on the other side.
As for the second point, this is true and can happen if you warp to zero for the next gate and try to judge and make the jump manually. However, this is how I do it and have never had a problem in not being able to jump due to still being cloaked:-
First set your target Station as your destination. Then warp to zero to the first gate and hit autopilot, kill the autopilot during or immediately after the jump, then warp to zero to the next gate. Rinse and repeat to each gate. Not too different from using the "set as first waypoint " option, which as you say is the problem with the last gate.
However, I understand that the programming required for what I've described, just may be a bit much.

Re: Feature Request - Cloaky Hauler

Posted: Wed Oct 26, 2011 10:45 pm
by VanGoghGaming
I don't think you understood correctly. There is no problem with the last gate. By the time you reach the last gate it will be already the first (and last) waypoint in your list so the autopilot will jump through just the same.

What I was saying is that at any given gate in your jump sequence it may happen that the warp ends at a distance just slightly bigger than 2000m from the gate (like 2100m or 2200m) therefore your cloak will fail to deactivate leaving you sitting cloaked near the gate. The autopilot can make the jump whenever the ship is closer than 2500m from the gate but the cloak will prevent the Autopilot from making the jump even if the ship is closer than 2500m from the gate but still farther than 2000m so it can't decloak. This 500m distance between 2000m and 2500m from the gate is the culprit.

Such a situation can happen, although it will be very rare. I've seen it myself once or twice. I don't know if it's been fixed by CCP since then but I kinda doubt it...

Re: Feature Request - Cloaky Hauler

Posted: Thu Oct 27, 2011 5:47 pm
by Certis
OK and thx - have to say though that I do an awful lot of running around in low sec in my blockade runner and never yet had it fail to jump due to being too far away and/or still cloaked when attempting to jump - used to sometimes though when doing it manually, which is precisely why I adopted the method I mentioned in previous post. Who knows, CCP might just have fixed something for a change :)

Re: Feature Request - Cloaky Hauler

Posted: Sat Oct 29, 2011 10:34 pm
by bulletbotter
I wonder if the variation of distance that is present after a warp is not an issue with larger ships? I seem to only have a problem with my cloak still being on after the warp is complete when i am in a recon or SB.

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Re: Feature Request - Cloaky Hauler

Posted: Mon Oct 31, 2011 12:53 am
by Rusty69
name a ship that is bigger than a recon that uses a covert op cloak..... :roll:

Re: Feature Request - Cloaky Hauler

Posted: Mon Oct 31, 2011 5:03 pm
by bulletbotter
Tengu
Legion
Proteus
Loki
Prorator
Crane
Viator
Prowler

Re: Feature Request - Cloaky Hauler

Posted: Tue Nov 01, 2011 12:35 pm
by profuknjaca
widow i guess

Re: Feature Request - Cloaky Hauler

Posted: Thu Nov 03, 2011 12:54 am
by Drew6591
profuknjaca wrote:widow i guess
Black ops cannot warp cloaked all the rest can

Re: Feature Request - Cloaky Hauler

Posted: Thu Nov 03, 2011 7:11 pm
by bulletbotter
like they need it... covops cyno.