OK, for those who are interested in testing smaller ships, here's how to make some of the alterations that have been suggested to the source code.
You will of course need some smaller ships (try some of Paradox's downloads that have been made available within this thread) including the NPC ships too.
As Paradox has already started the ball rolling on that one, I thought I could start off with editing the code.
This requires an installation from the source. This post from another_commander will help you with that if you are using windows.
https://bb.oolite.space/viewtopic.php?f=8&t=5943
I expect there are similar posts for other OS.
Once that is up and running (which will take more time than work) you will need to edit the source itself. This is a lot less daunting than it sounds...
If you go to this folder: myoolite/oolite/src/core/Entities, some useful alterations can be made as explained below.
Laser ranges:
This is one of the easier ones to find.
Within the Entities folder, open the file ShipEntity.m with wordpad or similar (notepad can cause problems with oxps so that may not be a good choice here).
If you scroll to the very end of this file you should find this:
Code: Select all
GLfloat getWeaponRangeFromType(OOWeaponType weapon_type)
{
switch (weapon_type)
{
case WEAPON_PLASMA_CANNON:
return 2000.0;
case WEAPON_PULSE_LASER:
return 4000.0;
case WEAPON_MINING_LASER:
return 4000.0;
case WEAPON_BEAM_LASER:
return 5000.0;
case WEAPON_THARGOID_LASER:
return 6000.0;
case WEAPON_MILITARY_LASER:
return 10000.0;
case WEAPON_NONE:
case WEAPON_UNDEFINED:
return 32000.0;
The numbers will be different but that's because I've edited the ones above to be provide an interesting test for smaller ships. You may like to try different numbers but if you scale them at a different factor to your ships then combat will likely work differently.
Make the changes to the numbers that you would like (you can try the ones above for starters) and then save the file.
Torus Speed Multipler:
If you're making ship speeds slower then it will take longer to get everywhere. One way to reduce the impact of this is to increase the speed of the torus drive.
Qualifier: I haven't tested this yet but I expect/hope it works...
The torus drive is only found on the player ship so we need the PlayerEntity.h file
If you open this file and then search for hyperspeed then the first line highlighted should be this one:
If you change 32.0 to 96.0 then the torus drive will be as fast for one of the reduced scale (and speed) ships as it will for ships in the current game (depending on the exact scaling factor that was used).
Again, once you've changed the number, save the file.
Scanner Range:
Again, I haven't had a chance to test this yet...
I think it's in the file PlayerEntity.m as SCANNER_MAX_RANGE but it's currently unclear to me exactly where the value is set.
If you search for SCANNER_MAX_RANGE within this file then the fifth one found should reveal:
Code: Select all
float d1 = (float)(SCANNER_MAX_RANGE*((Ranrot() & 255)/256.0 - 0.5));
What makes me doubt is that it appears to exist within a placement of the ship for leaving witchspace...
Hmm... I'll get back to this one...
Rebuilding the Source:
Cim explains how to do that here
https://bb.oolite.space/viewtopic.php?f= ... 1&start=63
The command line should be entered into the msys.bat file.
Note that this is not found within myoolite (or whatever you named it) but rather in <RootOfWhereTheEnvironmentWasInstalled>\msys_x2\1.0.
Testing your changes:
Instead of starting the game by clicking on oolite.exe. you'll need to start up oolite.dbg.exe
The game should then start up with your changes to the source incorporated.
Other changes will likely be necessary and can be added to this list later on but the first two should at least provide something useful for a testing environment.
What I'm trying to avoid is a repetitive domino effect of each change requiring another one in order to work as desired. There may at bit of that but I'm hoping for it to be minimal...
So, for those who are keen to do some testing, let me know what you think