To kick things off, here is my own collection of tweaks for various OXPs.
OXP: HyperRadio
Tweak: Increase subscription time.
Reason: On long sunskimming-only runs across the chart, my subscription kept running out before I reached my destination, and I didn't want to lose time by docking and buying equipment (the subscription). I feel that the increased time also makes the cost of the subscription more justifiable.
File(s): script.js
Change the value assigned to
this.hyperradioDuration
in lines 142, 147 and 156 of the function
this.playerBoughtEquipment
from 20 to 60 (or however many days you prefer).
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this.playerBoughtEquipment = function(equipmentKey)
{
switch(equipmentKey){
case 'EQ_HYPER_RADIO':
this.hyperRadio = true;
this.hyperradioDuration = Math.floor(60+clock.days);
EquipmentInfo.infoForKey('EQ_HYPER_RADIO_ADD').effectiveTechLevel = 7;
break;
case 'EQ_HYPER_RADIO_ADD':
this.hyperRadio = true;
this.hyperradioDuration += 60;
player.ship.removeEquipment('EQ_HYPER_RADIO_ADD');
missionVariables.TL_FOR_EQ_HYPER_RADIO_ADD = null;
break;
case 'EQ_HYPER_RADIO_PIRATE':
player.ship.removeEquipment('EQ_HYPER_RADIO_PIRATE');
this.hyperRadio = true;
player.ship.awardEquipment('EQ_HYPER_RADIO');
missionVariables.TL_FOR_EQ_HYPER_RADIO_PIRATE = null;
this.hyperradioDuration += Math.ceil(60/Math.log(system.government+2.1));
this.news = 0;
break;
}
};
OXP: Armoury
Tweak: Display remaining AntiMissileSystem Darts on F5-F5 mission screen.
Reason: Whilst docked, it is not possible to quickly check how many darts you have remaining. Instead, it is necessary to toggle through several pages of the F3 equipment list, just to see if any darts are being offered for sale. I tend not to go to the equipment page unless I know I need something, so I often don't realise that I'm running low on darts. When you launch, a count of the remaining AMS Darts is displayed, but I wanted to be able to easily see if I needed some more,
before I'd left the station.
File(s): ams_system.js
Add a new function to the end of
ams_system.js
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this.guiScreenWillChange = function(to, from)
{
if(to === "GUI_SCREEN_MANIFEST")
{
switch(player.ship.equipmentStatus("EQ_AMS"))
{
case "EQUIPMENT_OK":
{
if(missionVariables.amCount > 0)
{ this.amsDisplay = "Remaining AMS Darts - " + missionVariables.amCount;}
else
{ this.amsDisplay = "AMS system offline - recharge required"; }
mission.setInstructions(this.amsDisplay);
break;
}
case "EQUIPMENT_DAMAGED":
{
mission.setInstructions("AMS system offline - damaged");
break;
}
case "EQUIPMENT_UNAVAILABLE":
case "EQUIPMENT_UNKNOWN":
{
mission.setInstructions(null);
break;
}
}
}
}
OXP: Kestrel&Falcon
Tweak: Enable player's Falcon turrets.
Reason: Plasma turrets on the player versions of the Falcon do not work, even though the code is there for them to do so. The failure is due to the turrets not being initialised upon starting.
File(s): shipdata.plist
Find the section in
shipdata.plist
that looks like this (lines 792-814):
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<key>bweed-falcon-player_turret</key>
<dict>
<key>ai_type</key>
<string>nullAI.plist</string>
<key>energy_recharge_rate</key>
<real>1.5</real>
<key>laser_color</key>
<string>redColor</string>
<key>max_energy</key>
<real>60</real>
<key>model</key>
<string>bweed-falcon-turret.dat</string>
<key>name</key>
<string>bweed-falcon-turret</string>
<key>roles</key>
<string>bweed-falcon-turret</string>
<key>smooth</key>
<true/>
<key>thrust</key>
<real>1</real>
<key>weapon_energy</key>
<real>6</real>
</dict>
Insert the following code just before the line
<key>smooth</key>
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<key>setup_actions</key>
<array>
<string>initialiseTurret</string>
</array>
So that you have:
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<key>bweed-falcon-player_turret</key>
<dict>
<key>ai_type</key>
<string>nullAI.plist</string>
<key>energy_recharge_rate</key>
<real>1.5</real>
<key>laser_color</key>
<string>redColor</string>
<key>max_energy</key>
<real>60</real>
<key>model</key>
<string>bweed-falcon-turret.dat</string>
<key>name</key>
<string>bweed-falcon-turret</string>
<key>roles</key>
<string>bweed-falcon-turret</string>
<key>setup_actions</key>
<array>
<string>initialiseTurret</string>
</array>
<key>smooth</key>
<true/>
<key>thrust</key>
<real>1</real>
<key>weapon_energy</key>
<real>6</real>
</dict>
OXP: Kestrel&Falcon
Tweak: Disable frangible subentities.
Reason: Due to the Falcon having 8 subentities which can be destroyed,
almost every single battle results in excessive repair bills, often as much as 30,000 - 50,000 a pop. This is usually more than enough to wipe out any profits you might otherwise have made, especially on contract runs, which often entail many battles along the way.
File(s): shipdata.plist
Find the section in
shipdata.plist
that looks like this (lines 112-120 for the Falcon-S, or lines 342-350 for the standard Falcon):
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<key>Falcon-S-player</key>
<dict>
<key>aft_eject_position</key>
<string>0.0 0.0 -5.0</string>
<key>aft_weapon_type</key>
<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>custom_views</key>
Insert the following code just after the opening <dict>
so that you have:
Code: Select all
<key>Falcon-S-player</key>
<dict>
<key>frangible</key>
<false/>
<key>aft_eject_position</key>
<string>0.0 0.0 -5.0</string>
<key>aft_weapon_type</key>
<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>custom_views</key>
(If you wish to restore any already destroyed sub-entities but don't want to pay one final repair bill, look in your gamesave for the following entry:
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<key>subentities_status</key>
<string>10000001</string>
(depending on which sub-entities have been destroyed, you may have ones and zeros in different locations than this - or even
all zeros)
Now change it to all ones - there should be 8 of them.
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<key>subentities_status</key>
<string>11111111</string>
This will restore everything to normal.
OXP: Kestrel&Falcon
Tweak: Reposition the Falcon's forward laser
Reason: Until 1.79 is officially released, the
reticle_target_sensitive
targeting indicator will not accurately indicate a target lock if the laser is mounted in an offset position. This can make combat very difficult at times, as one must also allow for the parallax effect of the laser being mounted under the Falcon's pilot cupola. Mounting the forward laser on the ship's centreline makes accurate shooting much easier. See
this discussion for more details and screenshots illustrating the problem.
File(s): shipdata.plist
Find the section in
shipdata.plist
that looks like this (lines 304-305 for the Falcon-S or lines 534-535 for the standard Falcon):
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<key>weapon_position_forward</key>
<string>24 0.0 18</string>
And change it to:
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<key>weapon_position_forward</key>
<string>0.0 0.0 27</string>
OXP: Kestrel&Falcon
Tweak: Add a "Scoop-Cam" External View to the player Falcon
Reason: Because the pilot's cupola is offset to the far right side of the Falcon, scooping is a very hit-and-miss affair, often resulting in the accidental destruction of the cargopod or escape capsule. The offset view also makes combat and docking harder. The Scoop-Cam view solves all these problems.
File(s): shipdata.plist
Find the section in
shipdata.plist
that looks like this (lines 112-131 for the Falcon-S or lines 342-361 for the standard Falcon):
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<key>Falcon-S-player</key>
<dict>
<key>aft_eject_position</key>
<string>0.0 0.0 -5.0</string>
<key>aft_weapon_type</key>
<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>custom_views</key>
<array>
<dict>
<key>view_description</key>
<string>External 1 - 12 O'Clock</string>
<key>view_orientation</key>
<string>1.0 0.0 0.0 0.0</string>
<key>view_position</key>
<string>0.0 30.0 -220.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
And insert the following code at the top of the custom_views array (making it the first entry in the array means it is the first view to appear when toggling External Views on and off.. which comes in very handy):
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<dict>
<key>view_description</key>
<string>Scoop-Cam</string>
<key>view_orientation</key>
<string>1.0 0.0 0.0 0.0</string>
<key>view_position</key>
<string>0.0 -3.5 20.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
So that you have:
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<key>Falcon-S-player</key>
<dict>
<key>frangible</key>
<false/>
<key>aft_eject_position</key>
<string>0.0 0.0 -5.0</string>
<key>aft_weapon_type</key>
<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
<key>cargo_type</key>
<string>CARGO_NOT_CARGO</string>
<key>custom_views</key>
<array>
<dict>
<key>view_description</key>
<string>Scoop-Cam</string>
<key>view_orientation</key>
<string>1.0 0.0 0.0 0.0</string>
<key>view_position</key>
<string>0.0 -3.5 20.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
<dict>
<key>view_description</key>
<string>External 1 - 12 O'Clock</string>
<key>view_orientation</key>
<string>1.0 0.0 0.0 0.0</string>
<key>view_position</key>
<string>0.0 30.0 -220.0</string>
<key>weapon_facing</key>
<string>FORWARD</string>
</dict>
OXP: Kestrel&Falcon
Tweak: Add some more flashers to the Falcon
Reason: Adds two mandible-mounted "headlights", as seen in the movie
The Empire Strikes Back to the player Falcon, along with a green flasher in the mouth of the fuel-scoop.
File(s): shipdata.plist
Find the section in
shipdata.plist
that looks like this (lines 273-291 for the Falcon-S or lines 503-521 for the standard Falcon):
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<key>subentities</key>
<array>
<string>bweed-falcon-airlock-l 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-airlock-r 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-gun 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-dish 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-vents 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-scoop 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-player_turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-player_turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
<string>*FLASHER* 24 0.0 18 0 2 0.0 3</string>
<string>*FLASHER* 24 0.0 18 0 1 0.0 2</string>
<string>*FLASHER* 0.0 -4.5 -26 0 2 0.0 3</string>
<string>*FLASHER* 0.0 -4.5 -26 0 1 0.0 2</string>
<string>*FLASHER* -25 0.0 -6.5 0 2 0.0 3</string>
<string>*FLASHER* -25 0.0 -6.5 0 1 0.0 2</string>
<string>*FLASHER* 25 0.0 -6.5 0 2 0.0 3</string>
<string>*FLASHER* 25 0.0 -6.5 0 1 0.0 2</string>
</array>
And insert the following code:
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<string>*FLASHER* 5 0.0 40 60 0 0.0 2</string>
<string>*FLASHER* -5 0.0 40 60 0 0.0 2</string>
<string>*FLASHER* 0.0 -3.5 21.0 120 2 0.0 3</string>
So that you have:
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<key>subentities</key>
<array>
<string>bweed-falcon-airlock-l 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-airlock-r 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-gun 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-dish 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-vents 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-scoop 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-player_turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-player_turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
<string>*FLASHER* 24 0.0 18 0 2 0.0 3</string>
<string>*FLASHER* 24 0.0 18 0 1 0.0 2</string>
<string>*FLASHER* 0.0 -4.5 -26 0 2 0.0 3</string>
<string>*FLASHER* 0.0 -4.5 -26 0 1 0.0 2</string>
<string>*FLASHER* -25 0.0 -6.5 0 2 0.0 3</string>
<string>*FLASHER* -25 0.0 -6.5 0 1 0.0 2</string>
<string>*FLASHER* 25 0.0 -6.5 0 2 0.0 3</string>
<string>*FLASHER* 25 0.0 -6.5 0 1 0.0 2</string>
<string>*FLASHER* 5 0.0 40 60 0 0.0 2</string>
<string>*FLASHER* -5 0.0 40 60 0 0.0 2</string>
<string>*FLASHER* 0.0 -3.5 21.0 120 2 0.0 3</string>
</array>