Well, you have just brought evidence to the contrary. If I see all pods on a Mac, and you see them all on a PC, there doesn't seem to be a difference.Loxley wrote:but then again I'm playing on a PC. Maybe there's something in what Commander McLane thinks about it being platform dependent?
Special cargo strangeness
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- Commander McLane
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Seems so. And Switeck also said that he has got a lot of 'rare' pods. Hmm.Commander McLane wrote:Well, you have just brought evidence to the contrary. If I see all pods on a Mac, and you see them all on a PC, there doesn't seem to be a difference.Loxley wrote:but then again I'm playing on a PC. Maybe there's something in what Commander McLane thinks about it being platform dependent?
- Eric Walch
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Good to hear that both you and McLane have seen those red flashing pods. Based on the stats, I should get one red one for every 5 green ones. But I have encountered much more that 5 green ones till now without having seen the red one. But, on such low numbers, real values can be quite different than calculated averages. At least it means that objects with weight factors as low as 0.01 are added for pods and Svengally just tested not long enough with his weight factor of 0.08. Problem in calculating a real weight is probably that there are much more pods in the oxp list than thought.Loxley wrote:Incidentally Eric, I've already encountered the red and green flashing pods, but then again I'm playing on a PC.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
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The Manta Ray is from Aquatics.oxp. That one has the MASC defined as possible extra equipment. However, the cost for such prefixed equipment is, among others, calculated based on the current tech level and the tech level of the equipment. And as this equipment has a tech level of 99, that must have been quite expensiveLoxley wrote:just fitted to this one Manta Ray.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Yes the mil Manta's in the OXP do very occasionally have MASC'M as their kit, and on other small occasions they get resold and forget to remove it.
Unlike some I decided to give the tech the benefit of the doubt, as I've never found it to not work as expected in all my testing. It isn't a bug, but if it's not to your personal taste to have it in then that's your affair, and it's not difficult to remove.
Unlike some I decided to give the tech the benefit of the doubt, as I've never found it to not work as expected in all my testing. It isn't a bug, but if it's not to your personal taste to have it in then that's your affair, and it's not difficult to remove.
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I think I'll probably leave it. It may seem odd, but while I don't want to fit one I don't mind if the occasional NPC has an unexpected advantage.
After all it makes sense that the military might have access to a few bits of kit beyond the reach of a civilian trader (or pirate).
After all it makes sense that the military might have access to a few bits of kit beyond the reach of a civilian trader (or pirate).
"There is still much music to be written in C major" Stravinsky
- Commander McLane
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From a technical point of view NPC ships in Oolite are a completely different and distinct bunch from player ships. If you remove the two lines of code as I explained above, this will only affect player ships. It doesn't change the probability for NPC Manta's to have these equipments in the least little bit. So it's exactly what you want to do.Loxley wrote:I think I'll probably leave it. It may seem odd, but while I don't want to fit one I don't mind if the occasional NPC has an unexpected advantage.