[RELEASE] : Reduxed Vampires

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

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Killer Wolf
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Post by Killer Wolf »

Thanks for all the comments :-)

cheers for the wiki links too. so what IS the damage dealt? i know the missile's damamge is dependant on blast distance, are the lasers' damage fixed, damage hulls more that shields, or what?
seeing that heat increment value leads me to think there's a very simple way to spoof a laser cooling system!
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Post by Arexack_Heretic »

another_commander wrote:
Commander McLane wrote:
Just makes me wonder why the twin plasma cannon consumes hugely more energy than all the lasers.
My question here would be how come all lasers consume exactly the same energy. Surely a military laser would consume more juice than a puny pulse one? However, I believe that before attempting to fiddle with any of this, extesnive testing should be made to see what the effects on gameplay are.
Firing rate is much higher as lasers get better, thus energy usage per [time_increment] continuous firing is already higher, even if not per shot.
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Post by Commander McLane »

Killer Wolf wrote:
Thanks for all the comments :-)

cheers for the wiki links too. so what IS the damage dealt?
It's the value of weapon_energy. Which is 15 for the pulse and beam laser, 23 for the military laser, and 50 for the mining laser.

For each hit this number is subtracted from the target's energy. Which means that it takes three hits with a pulse or beam laser to kill a target with energy 45, but only two hits from a military laser, and only one from a mining laser, provided that the target has no energy_recharge_rate (which objects without an energy source shouldn't have, and subentities usually also don't have, because it makes shooting them off harder and lessens the fun).
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Post by Killer Wolf »

thanks guys, i'll put a bit logical thught into power levels for the subents.

seeing as i've defined none in the current version, do they just adopt the parent's energy value or do they get some arbitrary value? they do take a few shots to destroy so they definitely get some value to work w/.
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Post by Kaks »

They get assigned the default subent energy value. I'm a bit rushed at the moment, so no time to check, but I seem to remember they're assigned 50 energy as default... it should all be on the wiki, though... :)
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Eric Walch »

Kaks wrote:
They get assigned the default subent energy value. I'm a bit rushed at the moment, so no time to check, but I seem to remember they're assigned 50 energy as default... it should all be on the wiki, though... :)
No idea if its in the wiki, but the more reliable source writes:

Code: Select all

	maxEnergy = [shipDict oo_floatForKey:@"max_energy" defaultValue:200.0f];
	energy_recharge_rate = [shipDict oo_floatForKey:@"energy_recharge_rate" defaultValue:1.0f];
Default values for ships and subentities are alike. Also do subentities recharge.

I just checked. It was not in the wiki, but it is now.

EDIT: And I just made a discovery. With the mac-console you can even set up an inspector for a subentity by targeting the ship and typing:

Code: Select all

PS.target.subEntities[1].inspect()
This allows to follow the energy change "live". Frangible subentities do recharge!
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Post by maik »

Thargoid wrote:
But things like maneuverability cannot easily be affected like that. It could theoretically be done by combination of script and AI, but it would be horribly complex.
Just found a pointer in another thread: your stun bomb actually does impact maneuverability...
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Post by Thargoid »

It doesn't, it just re-orients the direction in which the player ship is facing (and maybe spins them around a bit in the process).

The maneuverability and handling of the ship are otherwise not affected.
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Post by maik »

Thargoid wrote:
It doesn't, it just re-orients the direction in which the player ship is facing (and maybe spins them around a bit in the process).

The maneuverability and handling of the ship are otherwise not affected.
That by its own would already be an interesting side effect of having a (larger) frangible part blown off.
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Re: [RELEASE] : Reduxed Vampires

Post by maik »

Added the Reduxed Vampires to the [wiki]OXP List[/wiki].
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Re: [RELEASE] : Reduxed Vampires

Post by Cmdr Wyvern »

A per this screenshot, I did some tweaking of the Vamp's engine jets.
http://www.box.net/shared/tq99q89a40l648zt6hof

And here's a release with the new engine flames. Absolutely nothing else has been changed; it's more an eyecandy tweak than anything functional.
http://www.box.net/shared/ydsxyj959x1pgxozdcij
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Re: [RELEASE] : Reduxed Vampires

Post by DaddyHoggy »

Pretty engine - I like a lot...
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Re: [RELEASE] : Reduxed Vampires

Post by Cholmondely »

Wiki page now up: Reduxed Vampires

I hope that this now means that each of KW's OXP's has its own wiki page. This is not true of all the HUDs (ie those which are part of another oxp).

Killer Wolf & Isis Interstellar give a way in to the entire collection, as does the Isis Interstellar category
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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