[Release] Separated Lasers v1.2

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: another_commander, winston

Post Reply
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

[Release] Separated Lasers v1.2

Post by Norby »

Multiple lasers will not heat up faster than single ones if there is at least 30m space between the mount points. Large ships can earn up to 5x firepower on broadsides! Multiple Pulse, Beam and Military Lasers, new Eco Lasers with low energy usage and some Laser Cannons are also available in separated form.

There is a playable version in the manager, the creative part is done but mount distances are still logged for each spawned ship.

Now you can try Dual, Triple, Quad and Broadside variants on ships with [wiki]Multiple Lasers[/wiki]. The number of lasers stick to mounts defined in shipdata, only the heat is different in these variants.

[wiki]Sniper Gun[/wiki] is separable in SG variants of ships if there is 50m space between mounts but Sapper is not separable.

Require Oolite 1.83 and [wiki]Multiple Lasers[/wiki] OXP. Laser Cannons are not required, just the pilots will not eject as often in the last moment. There is a NPC life saver auto eject script within Laser Cannons which is not copied here to be able to exclude if somebody want to play without.

Check [wiki]Separated Lasers[/wiki] for details.

Image
Image
Image
Last edited by Norby on Fri Sep 09, 2016 8:46 am, edited 3 times in total.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [WIP] Separated Lasers v0.3 (for Oolite 1.83)

Post by Norby »

In v0.3:
-Exclude multiple weapons from equipment list which not fit into any side.
-Replace weapons to fit to the weapon multiplication defined in shipdata.
-[wiki]Sniper Gun[/wiki] separation supported.
-Eco Artillery and Eco Cannon are set to mining lasers.
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2637
Joined: Thu Jun 20, 2013 10:22 pm

Re: [WIP] Separated Lasers v0.3 (for Oolite 1.83)

Post by Redspear »

Hi Norby, this is an interesting oxp :)

Maybe I'm not understanding correctly but I think it would be cool if installing one of these extra lasers also used up a conventional slot - i.e. lose one side (or rear) laser mounting for an extra forward laser (with the extra enegy requirements as you're already using).

I could tweak that via the shipdata.plist of course but is there an easy way to tweak the oxp to do it in game?

Keep up the good work!
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [WIP] Separated Lasers v0.3 (for Oolite 1.83)

Post by Norby »

Redspear wrote:
lose one side (or rear) laser mounting for an extra forward laser (with the extra enegy requirements as you're already using).
Interesting idea. My notes:
- Energy usage is not handled by me but the core, multiplied if multiple weapon mounts are defined in a side.
- Extra lasers are not defined here but in [wiki]Multiple Lasers[/wiki] OXP, which use shipdata-overrides.plist so easy to insert a smaller value into weapon_facings for each ship with extra lasers (playable ships need this change in shipyard-overrides.plist also).
- Here only the separation is handled so if you want a ship with laser mounts on all sides but separation in forward lasers only if the side mounts are not used at the moment then I can change separatedlasers.js and add an extra flag for example into script_info and if this flag is true on a ship then separation is valid only if some other mounts are empty or contain a placeholder laser with 0 damage.
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2637
Joined: Thu Jun 20, 2013 10:22 pm

Re: [WIP] Separated Lasers v0.3 (for Oolite 1.83)

Post by Redspear »

Norby wrote:
if you want a ship with laser mounts on all sides but separation in forward lasers only if the side mounts are not used at the moment then I can change separatedlasers.js and add an extra flag for example into script_info and if this flag is true on a ship then separation is valid only if some other mounts are empty or contain a placeholder laser with 0 damage.
Sounds good to me :) ...but maybe make that placeholder laser 0 range as well as damage or it could still get you into trouble :wink:

Thanks for the reply.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Release] Separated Lasers v1.0 (for Oolite 1.83)

Post by Norby »

Separated Lasers v1.0 is released:
-Updated for Sniper Gun v1.1.
-Twin Military Cannons and Twin Artillery Cannons are separable.
-Fixed for Gatling Laser which is not separable.
-Fixed if Laser Cannons OXP is not installed.
-Separation is disabled if script_info contain separatedlasers=-1; regardless of mount distances.
-Separation need an empty side mount if script_info contain separatedlasers=1; and need two if 2.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Release] Separated Lasers 1.1 and Eco Lasers 1.0

Post by Norby »

Changes in Separated Lasers 1.1:
-Eco Lasers are available in a different package for Oolite 1.82.
-Plasma Ray appear only if Laser Cannons OXP is installed.

Eco Lasers 1.0 is released:
-Now in independent package due to Separated Lasers require Oolite 1.83.
-Eco Laser heat/shot is increased from 3 to 4, damage from 15 to 16.
-Eco Cannon damage is reduced to 100.
-Eco Artillery damage is reduced to 40, delay increased to 0.2s.
-Eco Reactor genetarte only 10 energy/second but fit into ships from 130t mass.
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Release] Separated Lasers v1.2

Post by Norby »

In v1.2 separated laser variants are not shown in equipment shop if mounts are not enough wide.
Thanks to Ross154 who reported it here.
User avatar
Damocles Edge
---- E L I T E ----
---- E L I T E ----
Posts: 256
Joined: Thu Mar 30, 2017 9:57 pm

Re: [Release] Separated Lasers v1.2

Post by Damocles Edge »

Hi Norby

Can I ask if eco lasers can be used to mine asteroids or is it just eco cannon and eco artillery that can be used to mine asteroids ?
O.C.T.D (Oolite Crash Test Dummy) Hmm Hmm Hmm Hmm......
User avatar
Norby
---- E L I T E ----
---- E L I T E ----
Posts: 2577
Joined: Mon May 20, 2013 9:53 pm
Location: Budapest, Hungary (Mainly Agricultural Democracy, TL10)
Contact:

Re: [Release] Separated Lasers v1.2

Post by Norby »

Mining ability need high damage/shot value to break through rocks. The basic Eco Laser is designed for light escorts, this is why too weak for mining.
If your ship is over 130t mass then Eco Cannon is for you once you can afford it, until then use LMSS.
Post Reply