Cloaking devices

An area for discussing new ideas and additions to Oolite.

Moderators: winston, another_commander

Post Reply
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Cloaking devices

Post by UK_Eliter »

Dear all

A side-effect of Thargoid's newly fixed neocaduceous seems to be that the ship now longer de-cloaks when firing. This makes the game less playable (and it is why in the past I have not flown e.g. supercobras with cloaking devices). For one becomes near invincible.

So: how about allowing ships to shoot at you, but inaccurately, when (cloaked) you shoot at them?

There is already at least one ship, I think, that can track cloaked ships (the Leviathan?). But my suggestion is that, additionally, we have some sort of 'something's shooting at me, though I can't see it - so I'll shoot back!' function. And perhaps we could make the full (or full-er?) detection more common, too.

Some of my previous suggestions may have been unrealistic. But this one?
User avatar
Killer Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 2278
Joined: Tue Jan 02, 2007 12:38 pm

Post by Killer Wolf »

the decloaking when firing can fixed in shipdata, the cloak_passive setting has to be set to TRUE.
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Post by UK_Eliter »

Thanks. But: is the file in question the one in the neocad.oxp's 'config' folder? For the value in the file in that folder seems already to be set to 'true' - and I cannot find a 'cloak_passive' key anywhere else . .
User avatar
Mauiby de Fug
---- E L I T E ----
---- E L I T E ----
Posts: 847
Joined: Tue Sep 07, 2010 2:23 pm

Post by Mauiby de Fug »

If you're referring to the latest "neoCaduceus 141210.zip" version that Thargoid has posted, then in its shipdata.plist there are two cloak_passive keys.

The first is on lines 11/12 for the Caddy Alpha and is set to "true".

The second one for the Caddy Omega is on lines 345/346 and for some reason is set to "false".

I hadn't noticed this, as I haven't acquired a cloaking device yet - I've still got a whole galaxy to play through before I get there!
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5528
Joined: Thu Jun 12, 2008 6:55 pm

Post by Thargoid »

To the best of my knowledge that hasn't changed. But I must admit I do use the Caddy as a test-bed ship sometimes for OXP creation, so it might be that it got changed accidentally in one case.

As noted, it's something simple to change, and when ClymAngus takes the OXP back onto his website then he can make any tweaks and reversions as may be necessary.
UK_Eliter
---- E L I T E ----
---- E L I T E ----
Posts: 1248
Joined: Sat Sep 12, 2009 11:58 pm
Location: Essex (mainly industrial and occasionally anarchic)

Post by UK_Eliter »

Right - I got it to work (for my Omega model). The problem was that I hadn't properly held done shift when restarting the game. Thanks everyone for your help. Still, I remain wedded to my suggestion. .
Post Reply