[RELEASE:] Coluber CPV-12375 Pitviper Mk. II

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[RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Captain Beatnik »

Hi all!

Real life has been keeping me busy for quite some time, but finally I managed it to complete a new ship:

The Pitviper Mk. II

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You can download the oxp-files (hud and ship) together with the model- and texture-sources here:
https://app.box.com/s/n1ogok2j4rif2ghh0nan

The Pitviper Mk. II is a corvette-class combat vessel, a further development of the original Pitviper.
It´s faster and has a better maneuverability and energy recharge rate than the original Pitviper, but less
energy and less missile capacity.

Like the original pitviper, the Mk II has forcefield-reinforced hull. Additionally the Mk. II has a cutting blade
("daisycutter") on each fuselage. This enables the pilot to attack other ships by ramming.
But be careful! If the speed is too high (or the opponents ship is really big), even a reinforced hull
and a daisycutter may break.

CPV-12375 Pitviper stats:

Size (metres, WxHxL) 57 x 52 x 94
Cargo capacity: 12 TC
Cargo bay extension: none
Maximum speed: 0.375 LM
Manoeuvrability Roll: 2.8
Pitch: 1.2
Yaw: 1.2
Thrust: 50
Energy banks: 8
Energy recharge rate: Very good (4.5)
Gun mounts: Fore, Aft
Missile slots: 6
Shield boosters available: Yes
Military shields available: Yes
Hyperspace capable: Yes
Available to player: Yes
Base price: 515000 Cr

A HUD designed especially for the Pitviper is also available. If you want to use the CPV2-HUD, just edit the shipdata.plist
and delete the two slashes in front of the line "hud = cb68_cpv2_hud.plist. Or just put the stand-alone-version of CPV2-HUD into
your addons folder.

Oolite 1.77 allowes to display hud-legends depending on the equipment installed. cpv2-hud uses this new
feature for some control-lights. I have not found the time to create icons, so i just used text. But you can see the
"proof of concept"

I hope you like the ship and the hud.

If you find any bugs, please report them on this thread.

I have no access to the wiki, so it would great if somebody with access to the wiki would be so kind to add the pitviper to the oxp-list.
Thank you in advance.

Best regards

C.B.
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You have to try the impossible to achieve the possible. (Emil Sinclair, 1877 - 1962)
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by pagroove »

Looks great and very deadly!
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Smivs »

Very nice - looks tasty :)
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Diziet Sma »

So you actually managed to improve on perfection, huh? 8)
Captain Beatnik wrote:
I have no access to the wiki, so it would great if somebody with access to the wiki would be so kind to add the pitviper to the oxp-list.
Done!
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Zireael »

Diziet Sma wrote:
So you actually managed to improve on perfection, huh? 8)
I daresay he did!
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Griff »

wow, that looks fantastic, nice design and lovely neat modelling & texture work too
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Captain Beatnik »

Thank you very much for the kind comments! :D :D :D

I think the pitviper2 is the most agressive shipdesign I ever made and I really like it, but my personal favorite still is the black racer as the black racer is designed to be a very difficult target for my computer. :mrgreen:
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by spara »

I love this ship and hate to see it deprecate. I have done a few tweaks and updated the roles to the current Oolite version (1.82).

With my tweaks it does not appear as frequently as before and appears in proper roles. Naming is systematic with other ships in the Ooniverse. Accuracy has been removed as I think that these kinds of generic all over flying ships should not have it. Use skilled NPCs, if you want more challenge. Weapons have been downgraded to tone it down a bit further and to follow core guidelines.

Changes:

Code: Select all

"cb68_pitviper2-template"

* added auto_weapons = yes;
* changed name from "Pitviper Mk II" to "Pitviper Mark II"
* changed ai_type to ai_type = "oolite-pirateAI.js";

"cb68_pitviper2"

* changed roles from "hunter(0.40) pirate(0.40) escort(0.40)" to "assassin-heavy(0.25) escort-heavy(0.25) hunter-medium(0.25) pirate-medium-fighter(0.25)"

"cb68_pitviper2-2"

* removed ship, just better equipment and accuracy set to fixed number (5). auto_weapons should handle equipment and skilledNPCs OXP accuracy.

"cb68_pitviper2-bountyhunter"

* removed accuracy setting (8)
* removed special name "Pitviper Mk II (Bountyhunter)"
* changed roles from "hunter(0.40)" to "hunter-heavy(0.5)"
* changed forward weapon from "WEAPON_MILITARY_LASER" to "WEAPON_BEAM_LASER"

"cb68_pitviper2-buccaneer"

* removed accuracy setting (7)
* removed special name "Pitviper Mk II (Buccaneer)"
* changed roles from "pirate(0.20)" to "pirate-heavy-fighter(0.25) pirate-interceptor(0.25) pirate-aegis-raider(0.25)"
* changed forward weapon from "WEAPON_MILITARY_LASER" to "WEAPON_BEAM_LASER"

"cb68_pitviper2-player"

* changed name from "Pitviper Mk II" to "Pitviper Mark II"
Here's the tweaked shipdata.plist: https://app.box.com/s/u6es42rpxx2qffg58crot5j73y5ziavh. Just replace the one in Config folder of the OXP.
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Diziet Sma »

spara wrote:
I love this ship and hate to see it deprecate. I have done a few tweaks and updated the roles to the current Oolite version (1.82).
Cool.. could you please also work your magic on the original Pitviper?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Norby »

spara wrote:
I made some role updating/balancing earlier.
Thanks, now Pitviper Mark II v1.1 contain your roles in the OXZ manager.
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by CWolf »

Is this coming to the ingame manager soon? Also can we have the HUD available for all ships? I love the Coluber HUD I currently use.
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Norby »

CWolf wrote:
Is this coming to the ingame manager soon? Also can we have the HUD available for all ships? I love the Coluber HUD I currently use.
Yes, it is already in the manager.
The included HUD is a predecessor of [EliteWiki] Coluber HUD so it is available for all ships. If you surely want to use an old version then you should unzip the CPV2_HUD_0_5_0_2013-06-01.oxp folder from the pitviper's oxz file and put into your AddOns folder.
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by CWolf »

Norby wrote:
CWolf wrote:
Is this coming to the ingame manager soon? Also can we have the HUD available for all ships? I love the Coluber HUD I currently use.
Yes, it is already in the manager.
The included HUD is a predecessor of [EliteWiki] Coluber HUD so it is available for all ships. If you surely want to use an old version then you should unzip the CPV2_HUD_0_5_0_2013-06-01.oxp folder from the pitviper's oxz file and put into your AddOns folder.
I feel silly! Thanks.
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by ralph_hh »

One more stupid question:
To use Sparas updated shipdata.plist, I'll have to download the Pitviper as OXP, not as OXZ in game, correct?

I'll give it another try then. I installed the ship once, but then Pitvipers apperad everywhere, often I was attacked by a group of 5 pirates, 3 of them Pitvipers, which was far too much.
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Re: [RELEASE:] Coluber CPV-12375 Pitviper Mk. II

Post by Norby »

The in-game OXZ version already contain spara's roles.

Pitviper using [wiki]Multiple Lasers[/wiki]:
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