I would use game's 256 as a base. So that would be 100%. Then with boosters, the readout would simply be something like 125% meaning 25% better that the unboosted shields.
Problem might be with other ships, wouldn't an adders stats differ?
I don't mind the numbers since they can also be thought of in abstract energy units, and can through observation see how much a single energy blast affects you, before and after various boosters and on different ships
I would use game's 256 128 as a base. So that would be 100%. Then with boosters, the readout would simply be something like 125% meaning 25% better than the unboosted shields.
Problem might be with other ships, wouldn't an adders stats differ?
All ships have the same shield (forward and aft) values. It can be upped with proper equipment.
mossfoot wrote:
I don't mind the numbers since they can also be thought of in abstract energy units, and can through observation see how much a single energy blast affects you, before and after various boosters and on different ships
Very abstract indeed, 128? The universal value of a default shield . It would work exactly the same with percentages, but the numbers would have some sane meaning.
Thank you spara for the ideas, I made what I can in v1.2:
-Energy and Shields are displayed in percents as suggested.
-Show the name of the lastly damaged equipment and the number of other damaged ones.
-Show the target's laser type and range after a shot.
I think the number of missiles they have fired would be more useful than "yes" in this context...
If they only had 1 missile, and they already fired it, then the information would be misleading.
Whereas if for example you're up against a Cobby III and you see:
Missiles fired: 4
You know he he's out of missiles.
Thank you spara for the ideas, I made what I can in v1.2:
-Energy and Shields are displayed in percents as suggested.
-Show the name of the lastly damaged equipment and the number of other damaged ones.
-Show the target's laser type and range after a shot.
I tried upgrading from v1.1 to v1.2 via the Expansion Manager but it's telling me the download failed.
Latest.log just tells me:
15:01:52.976 [oxz.manager.error]: Downloaded OXZ could not be installed.
I found where the file was downloaded to and confirmed that it did in fact download it successfully, so I'm not sure why it won't install it.
That's odd.. because that same upgrade worked for me just a few hours ago..
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
That's odd.. because that same upgrade worked for me just a few hours ago..
Hrm.... I noticed that the manifest lists NumericHUD as an optional dependency, and I don't use NumericHUD. Could it be treating the optional dependency as a requirement?
v1.3:
-The top right corner show how many energy+armour+shield banks remaining. Armour can arrive from IronHide OXP and HardShips OXP.
-The bottom right corner show "Damaged" when the target's exhaust plumes are blinking (below 40% energy) and show "Weak" when blinking strongly and drop sparks with CustomShields OXP (below 20%). These are a moderated replacement of Detectors so I will not make an OXZ from the old one.
-Speed labels removed to prevent twithcing when the length of the values are changing.
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
The speed values look ok when i start my game. Then after i dock in a station and launch they look ok up to 310 m/s but after that they are incorrect and rapidly alternating. I have these errors in my latest log, i don't know if they are relevant.
08:27:16.244 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0x2a6d7130>{nextTime: 82.044, interval: 0.5, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!
08:27:57.999 [script.javaScript.unrootedTimer]: ----- WARNING: Timer <OOJSTimer 0xd165150>{nextTime: 124.201, interval: 0.5, running, function: anonymous} is being garbage-collected while still running. You must keep a reference to all running timers, or they will stop unpredictably!