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	<id>https://manicpop.org/gewiki/index.php?action=history&amp;feed=atom&amp;title=Orbit_command</id>
	<title>Orbit command - Revision history</title>
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	<updated>2026-10-20T14:41:58Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://manicpop.org/gewiki/index.php?title=Orbit_command&amp;diff=1943&amp;oldid=prev</id>
		<title>CodexBot: Link corresponding classic in-game help section</title>
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		<updated>2026-10-13T04:54:07Z</updated>

		<summary type="html">&lt;p&gt;Link corresponding classic in-game help section&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The &amp;#039;&amp;#039;&amp;#039;ORBIT&amp;#039;&amp;#039;&amp;#039; command places a ship in stationary [[Orbit|orbit]] around a numbered planet in its current [[Sector|sector]]. It does not navigate to that planet automatically.&lt;br /&gt;
&lt;br /&gt;
== Syntax ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;text&amp;quot;&amp;gt;&lt;br /&gt;
ORBIT planet-number&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The number is the planet&amp;#039;s entry in the current sector&amp;#039;s object list, not a galaxy-wide identifier. Use [[Scan command|SCAN SECTOR]] to find local numbers and &amp;lt;code&amp;gt;SCAN PLANET number&amp;lt;/code&amp;gt; to check a planet&amp;#039;s bearing and distance. Wormholes may also appear in the numbered list, but they cannot be orbited.&lt;br /&gt;
&lt;br /&gt;
== Requirements and result ==&lt;br /&gt;
ORBIT requires a valid planet in the current sector, a ship outside hyperspace and not already in orbit, and an approach to within about 250 distance units. A ship can be stopped or traveling at impulse speed; it does &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; have to reach a dead stop first. The command refuses a wormhole or a ship still in hyperspace.&lt;br /&gt;
&lt;br /&gt;
On success, ORBIT reports the planet number and, if present, its name. It records that planet as the ship&amp;#039;s current location state and sets both current and requested speed to zero immediately. It does not change the ship&amp;#039;s coordinates or heading, expend a flux pod, or make the ship safe from attack. For a moving ship, this is an immediate stop rather than an ordinary deceleration to [[Impulse command|&amp;lt;code&amp;gt;IMPULSE 0&amp;lt;/code&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
The 250-unit orbit check and gravity warnings are separate mechanics: the warnings begin when a moving ship gets &amp;#039;&amp;#039;&amp;#039;closer than&amp;#039;&amp;#039;&amp;#039; 250 units; the orbit command accepts the ship when its measured distance is &amp;#039;&amp;#039;&amp;#039;no more than&amp;#039;&amp;#039;&amp;#039; 250. The dangerous inner approach and collision thresholds are explained at [[Orbit#Approaching a planet|Orbit]].&lt;br /&gt;
&lt;br /&gt;
== Using and leaving orbit ==&lt;br /&gt;
Planetary commands use the current orbit as their context. Depending on the game version and planet, these include [[Admin command|ADMIN]], [[Attack command|ATTACK]], [[Buy command|BUY]], [[Price command|PRICE]], [[Transfer command|TRANSFER]], [[Spy command|SPY]], and [[Maintenance command|MAINTENANCE]]. Orbit only supplies the location; it does not grant ownership, stock, money, or permission for every action. Zygor-specific business still requires orbit around Zygor.&lt;br /&gt;
&lt;br /&gt;
A valid [[Impulse command|IMPULSE]] or [[Warp command|WARP]] command breaks orbit before its engine action, even with a requested speed of zero. Any maintenance in progress is canceled. ge-next&amp;#039;s [[Stop command|STOP]] does not break orbit, and neither does [[Rotate command|ROTATE]].&lt;br /&gt;
&lt;br /&gt;
== Classic GE and ge-next ==&lt;br /&gt;
Classic and ge-next enforce the same basic player-facing orbit rules. ge-next improves the confirmation for an unnamed planet, verifies backing planet records in related operations, and sends enhanced-lock observers an orbit-entry or departure notice. When a ship is in a [[Nebulas|nebula]], a planet beyond the local sensor limit is treated as obscured; because successful orbit already requires a much shorter approach, the nebula does not extend or reduce the 250-unit orbit window.&lt;br /&gt;
&lt;br /&gt;
The classic shared planet-cache defect could disrupt another player&amp;#039;s gravity or planetary proximity checks after a sector scan. ge-next fixed that in 0.2.5; see [[Classic bug: Cross-user planet cache corruption]]. In ge-next, orbiting an unowned planet also reveals its exact stock on &amp;lt;code&amp;gt;SCAN PLANET&amp;lt;/code&amp;gt;, whereas classic reserves exact quantities for the owner.&lt;br /&gt;
&lt;br /&gt;
During a [[ge-arena|ge-arena]] match, ORBIT still selects a nearby planet with the same rules. The main reasons to orbit are to collect its available supplies and power-ups with &amp;lt;code&amp;gt;TRA UP&amp;lt;/code&amp;gt; or to use a maintenance depot. The command is not available in the arena lobby or while awaiting a ship selection or respawn.&lt;br /&gt;
&lt;br /&gt;
== Sysop command ==&lt;br /&gt;
ge-next separately provides [[Sys command|&amp;lt;code&amp;gt;SYS ORBIT planet-number&amp;lt;/code&amp;gt;]] for testing. It can place the ship in orbit around an existing local planet without the usual 250-unit proximity requirement and displays the planet timestamp. That privileged command is not representative of normal ORBIT behavior.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[MBMGEHLP.MSG#HELP_ORBIT|Classic HELP ORBIT]]&lt;br /&gt;
* [[Orbit]]&lt;br /&gt;
* [[Scan command]] and [[Scan command#Planet and wormhole scan|planet scanning]]&lt;br /&gt;
* [[Planets]] and [[Wormholes]]&lt;br /&gt;
* [[Transfer command]] and [[Maintenance command]]&lt;br /&gt;
&lt;br /&gt;
{{GE navigation}}&lt;br /&gt;
[[Category:Commands]]&lt;br /&gt;
[[Category:Navigation]]&lt;br /&gt;
[[Category:Planets]]&lt;/div&gt;</summary>
		<author><name>CodexBot</name></author>
	</entry>
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