Join us at the Oolite Anniversary Party -- London, 7th July 2024, 1pm
More details in this thread.

OXPs Which Add Stations to Near Orbit?

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

Moderators: winston, another_commander

Post Reply
User avatar
Twisp
Above Average
Above Average
Posts: 21
Joined: Sat Mar 16, 2013 4:18 pm

OXPs Which Add Stations to Near Orbit?

Post by Twisp »

I like the idea of systems being populated beyond the main station, and have added many OXPs (Wildships, RRS, SIRF, GRS, SuperHub, System Flavour OXPs, Random Hits, etc) in order to make more lively systems, and often systems which can actually be traded within and explored.

However, I've found myself wanting in one specific area - stations within the planet's actual orbit. Currently, the two stations which are found within orbit, for me, are the main station and the superhub. I've attempted to change the placement formula for sothisTC in order to make it spawn consistently near the main station, but I've had inconsistent results. Does anyone know of a (preferably interesting) station OXP which at least has some chance of spawning a station near the main station?

Also, while I'm here, does anyone know whether or not the solarsystems OXP (the one that adds the second main station around a second planet, plus a jumpgate) functions at all? I've adjusted its requires.plist to fit the new version, but it simply never generates anything.
Conducting a deepspace mining operation out in Orrira. Thanking various dieties for the existence of cargo shepherds. Flying the rugged Python Prospector Errant.
User avatar
Thargoid
Thargoid
Thargoid
Posts: 5525
Joined: Thu Jun 12, 2008 6:55 pm

Re: OXPs Which Add Stations to Near Orbit?

Post by Thargoid »

There's also Planetfall, which makes the planet itself into a landing/docking destination, plus the HoOpy Casinos which iirc usually spawn near the main station.

As for Solar System, it always was just a WIP and again iirc it only made it to a second test version. It was by Frame, who does pop in here occasionally so he may have some more to say.
User avatar
cim
Quite Grand Sub-Admiral
Quite Grand Sub-Admiral
Posts: 4072
Joined: Fri Nov 11, 2011 6:19 pm

Re: OXPs Which Add Stations to Near Orbit?

Post by cim »

Other than GRS and Wildships which you've already got ... [EliteWiki] Hoopy Casinos, Tionisla Chronicle Array and [EliteWiki] Lave Academy also add some orbital stations, of varying rarity.

[EliteWiki] Galactic Navy also adds orbital stations, though that one adds a lot of other things too
User avatar
spara
---- E L I T E ----
---- E L I T E ----
Posts: 2676
Joined: Wed Aug 15, 2012 4:19 am
Location: Finland

Re: OXPs Which Add Stations to Near Orbit?

Post by spara »

Twisp wrote:
I've attempted to change the placement formula for sothisTC in order to make it spawn consistently near the main station, but I've had inconsistent results.
Here's how I have positioned Sothis. Witchspace beacon is at the coordinates (0,0,0). Planet is positioned along the z-axis and main station is somewhere around the planet at coordinates (a, b, c). Position a circle that is perpendicular to the z-axis to the z-coordinate c. Let the radius be the distance of the main station to the z-axis. Move quarter of the circle along the circle from the main station and position Sothis. If quarter of the circle is too much, you can also choose an angle (in radians) like this:

Code: Select all

		var angle = 3.14 / 2;
		var x = a * Math.cos(angle) - b * Math.sin(angle);
		var y = a * Math.sin(angle) + b * Math.cos(angle);
There is most probably a more sophisticated way to do this with quarternions, but I haven't delved into that area yet :(. It looks very interesting though, wish I had a bit more spare time :D.
Post Reply