My OXP could add more sun-skimmers (route2sunskimAI.plist using traders to be exact) and have more Police Vipers patrol the planet <-> sun route or even the witchpoint <-> sun route, but I don't like how the game engine handles sun-skimmers. In the past, they were almost guaranteed to die trying. The automatic populator does spawn sun-skimming traders at the witchpoint that immediately head toward the sun, so that direction shouldn't be totally void of ships...just very close to it. Earlier versions of my mod did add more sun-skimming traders spawning in at the witchpoint as well, but only at the price of fewer regular traders. I didn't add more because I want that to be the job of OXPs. It's nicer to add wanted ships than remove unwanted ships -- removal can cause graphical glitches or in remote cases for me outright game crashes. (presumed to be due to graphics driver bugs)snork wrote:(another thing I was wondering had been : is it this oxp or Oolite itself that has the WP->sun->main station spacelanes so void of NPCs ? I found out it is Oolite itself. )
I personally use hacked versions of Deep Space Pirates, Pirate Coves, and various station-adding OXPs to "stock" more systems with more NPC ships...typically of the pirate kind along the less-traveled sun <-> planet route. That route is a great place for Rock Hermits and Pirate Coves, especially since I figured out how to make them appear considerably off-center of the direct line between sun<->planet. And there's typically fewer greedy traders around to swipe a poor rock miner's asteroid shards.
Part of the reason Oolite doesn't have big convoys is game balance and playability. 100-ship convoys would be a HUGE fps drag.
Sure, 100-ship convoys slowly tooling to the main station would be relatively minor fps hit while nothing is happening, but if any credible force attacks them it's going to drag the fps down. The debris field/s after such battles could be huge.Are you sure ? Oolite has become much better in handling #of entities vs. framerate, at least for me.
I am using last-century hardware (windows) and number of entities for me does not have such huge impact as it used to in 1.73 or 1.74 or so.
Or DOCK at a station! I saw that in testing this mod in the past when I had Oolite rapidly force-spawning traders at the witchpoint to see what roles they'd take. They'd pile up at the station and only dock about 1 every 15 seconds at best. I had to use the occasional q-bomb to keep fps up for testing -- and I saw that chain-detonate for up to 3 minutes straight.Another is how long it'd take to launch them from a station...
Practically all stations in Oolite seem unsuited for mass-launch, mass-recovery, or mass-storage of ships, with the exception of SuperHub. That alone prevents giant 100-ship convoys except under extreme conditions where they form up from multiple nearby systems and share wormholes en-route. Timing a simultaneous arrival at the final system would be hard. Once again, that would be better suited for an OXP.