Looking forward to testing this. Sounds like got some nice fine tuning hereNorby wrote:In v1.3:
-You can not leave the Sun as fast as you arrived due to the high gravity of this huge mass can help to keep up the high speed until the last moment when you fall into but will slow you strongly when you turn back to leave until you are near.
-If your TTS Drive is working at the maximum speed then a 8x time forwarding will be applied in addition, so your game clock will be adjusted forward and you will arrive as fast as if you have a 64x drive. In this way if you use Realistic Stars then you will be at the Sun in 2 minutes due to the very fast last part of the travel can compensate the slow start from the planet. Without this drive the same journey was 16 minutes.
[RELEASE] Torus To Sun OXP v1.7
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Re: [RELEASE] Torus To Sun OXP v1.3
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Re: [RELEASE] Torus To Sun OXP v1.3
I'm running this in the trunk 1.81 version of oolite.
This morning I have no mass lock limits. IE the torus drive doesn't cut out when other ships are in range. I appreciate this might be more to do with any tweaks going on in the trunk nightly version.
Anyone having this issue in 1.80?
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This morning I have no mass lock limits. IE the torus drive doesn't cut out when other ships are in range. I appreciate this might be more to do with any tweaks going on in the trunk nightly version.
Anyone having this issue in 1.80?
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Re: [RELEASE] Torus To Sun OXP v1.3
This is a bug in trunk core and not related to this OXP. The fix is known and is expected to go in for tonight's nightly build.Bangbangduck wrote:I'm running this in the trunk 1.81 version of oolite.
This morning I have no mass lock limits. IE the torus drive doesn't cut out when other ships are in range. I appreciate this might be more to do with any tweaks going on in the trunk nightly version.
Anyone having this issue in 1.80?
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Re: [RELEASE] Torus To Sun OXP v1.3
Doffs Cap. Cheers Cmdr
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Re: [RELEASE] Torus To Sun OXP v1.3
Seems to work well with 1.80
One thing - a couple of times while travelling from the witch point to the planet I found the torus number momentarily rising to 2 - usually I got mass locked a second later, but I'm wondering if the settings are slightly out, didn't think it was supposed to activate at all on a standard trip.
One thing - a couple of times while travelling from the witch point to the planet I found the torus number momentarily rising to 2 - usually I got mass locked a second later, but I'm wondering if the settings are slightly out, didn't think it was supposed to activate at all on a standard trip.
Re: [RELEASE] Torus To Sun OXP v1.3
This is definitely a good little OXP. Hopefully it'll see more fine tuning as feedback comes inffutures wrote:Seems to work well with 1.80
One thing - a couple of times while travelling from the witch point to the planet I found the torus number momentarily rising to 2 - usually I got mass locked a second later, but I'm wondering if the settings are slightly out, didn't think it was supposed to activate at all on a standard trip.
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Re: [RELEASE] Torus To Sun OXP v1.3
This is intentional: the gravity field is not known that you are on a normal or sun skimming trip, so you will get the same bonus regardless of the space lane but regarding the distance from the nearest planetary mass. So if you arrived into a system where the witchpoint is far from the planet (600-1000km) then you can get 2x first. The real bonus is not an integer but a floating point number, as you can see the accurate value of your speed is slowly decreasing in Combat MFD or Numeric HUD when you approach the planet.ffutures wrote:while travelling from the witch point to the planet I found the torus number momentarily rising to 2
When I set a smaller bonus to keep below 2x at all witchpoints then the travel to the Sun was too slow. I tried a cubic formula also which keep down the bonus much longer but then caused too fast increase from 2x to 8x so I reverted back to the square formula and leaved some benefit for non-sun-skimming players also. I think this is the best overall due to more players welcomed the bonus in normal trips above in this topic.
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Re: [RELEASE] Torus To Sun OXP v1.3
It isn't a problem, don't think it's a big effect on game balange, makes short range jumping very slightly trickier if you're chasing cargo pods etc. but I can live with that
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Re: [RELEASE] Torus To Sun OXP v1.4
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Re: [RELEASE] Torus To Sun OXP v1.4
Thanks for that - sorry, for some reason I couldn't find this thread when I posted that.
Re: [RELEASE] Torus To Sun OXP v1.4
heh, looks like I'll need to map the deactivate weapons button to my joystick
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Re: [RELEASE] Torus To Sun OXP v1.4
Hehe. On at least two occasions I've punched through a sun.........Press Space Commander. Not complaining, there is no fun without risk Good OXZ!
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Re: [RELEASE] Torus To Sun OXP v1.4
Actually I ended up finding the x4 limit to be just right for my gameplay
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Re: [RELEASE] Torus To Sun OXP v1.4
Whoah, how'd ya manage it?Bangbangduck wrote:Hehe. On at least two occasions I've punched through a sun.........Press Space Commander. Not complaining, there is no fun without risk Good OXZ!
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Re: [RELEASE] Torus To Sun OXP v1.4
I have no idea. I am using trunk which had a bug where by masslock did not occur for anything but the two events were post fix when it was masslocking as usual.Zireael wrote:Whoah, how'd ya manage it?Bangbangduck wrote:Hehe. On at least two occasions I've punched through a sun.........Press Space Commander. Not complaining, there is no fun without risk Good OXZ!
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The only common part of both was that I got mass locked, by another ship, when close to the sun and when clear I hit torus drive and my ship just went 'Whoooooooooosh' followed by instant death. It looked fantastic. One minute my screen was filled with a sun then a hole formed through which I could see the stars with an inverse corona if you will.
This happend in probably less than 2 seconds. It hasn't happened since but I do tend to aim slightly off target to avoid the escalating premiums on my insurance with my current insurers Choorchill.
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