weapon_range
and weapon_energy
shipdata keys in turret definitions were being ignored and default hardcoded values used instead (25 for weapon_energy, 6000 for weapon_range).Moderators: winston, another_commander
weapon_range
and weapon_energy
shipdata keys in turret definitions were being ignored and default hardcoded values used instead (25 for weapon_energy, 6000 for weapon_range).Oh, thx a lot for the feedback Capt. Murphy!Capt. Murphy wrote:Eric made the changes so can answer with more authority, but it looks like that prior to 1.76.1 (including all 1.75.x)weapon_range
andweapon_energy
shipdata keys in turret definitions were being ignored and default hardcoded values used instead (25 for weapon_energy, 6000 for weapon_range).
weapon_range
coding, meaning that all turrets will start firing when a locked foe gets within the DEFAULT 6-click range (i.e., exactly the same behaviour as before).weapon_energy=15
were actually, up to 1.76, firing at the default value of 25 - and from 1.76.1 onwards they'll revert to their intended value of 15. That means: the 6 WEAKER turrets will now inflict 60% of the damage that they did before.weapon_energy=50
were actually, up to 1.76, firing at the default value of 25 - and from 1.76.1 onwards they'll revert to their intended value of 50. That means: the 4 STRONGER turrets will now inflict TWICE as damage as they did before.Indeed, that's how it's done in The Dark Rainbow.Eric Walch wrote:The keys must be set with the new subentity definition.
...and that's when the DR will start pouring an even more awesome firebreath !!!Before 1.76.1, any value set here was later overwritten with the default value. It is correct that it only works correct since 1.76.1.
Which, AFAICT, will not be the case of the DR.But that can result in existing turrets now having a unwanted value because shipbuilders left any not working values in.
[b]weapon_energy[/b]
is coded with either 15 or 50, both of which are legal values; [b]weapon_range[/b]
is totally absent, so that the default value of 6000 should apply.Well, this possible issue remains still unclear for the moment... unless someone can provide some hints programming-wise, the question might be clarified later on thru the battle reports of daring Commanders.sdrubble wrote:What remains to be seen is whether the increased turret power will have any substantial draining effect on the DR's energy banks. However, on all my playing & testing sessions, I never saw any noticeable impact from the turrets on the energy levels... and I vaguely recall having read something on this board about turrets actually causing ZERO energy drain due to some coding quirk yet to be corrected. I would appreciate any confirmation on this by Oolite's flight engineers...
Duggan wrote:... the new bright laser cannon colour...
Duggan wrote:I have briefly piloted the dark rainbow in 1.77 and find it to work satisfactorily, the new bright laser cannon colour still forms a cross effect on firing (as expected)
If I recall, it's a side-effect of the view-position looking out through the laser-barrel, as it were.. great for sniping accuracy, as it removes all parallax, but looks weird.sdrubble wrote:As to the strange laser effect, well... it's been there since before its inception, inherited from its papa the Caduceus, and it's a 'trademark' of sorts for the ship
Right on, Dizi - and...Diziet Sma wrote:If I recall, it's a side-effect of the view-position looking out through the laser-barrel, as it were.. great for sniping accuracy, as it removes all parallax, but looks weird.
...whatever the handwavium might be behind the technology that allows that, it also brings with it an unmatched FEEL of man-thru-machine firepower.Duggan wrote:... the fried pilot brain effect.
A while ago someone published an improved script for the Caduceus DCN (which, mind you, is coded somewhat differently than the equivalent coding found in the stand-alone OXP which performs a similar function for other ships). I had tested it at the time, and validated it for the Dark Rainbow (as a matter of fact it DID solve fully a performance issue which my netbook was having with some other heavy script from a HUD OXP).Duggan wrote:I have not tested the DCN's functionality yet.
Actually I'm making a new post instead of amending the previous one. Things should become more clear that way.sdrubble wrote:A while ago someone published an improved script for the Caduceus DCN (which, mind you, is coded somewhat differently than the equivalent coding found in the stand-alone OXP which performs a similar function for other ships). I had tested it at the time, and validated it for the Dark Rainbow (as a matter of fact it DID solve fully a performance issue which my netbook was having with some other heavy script from a HUD OXP).
I'll do some homework shortly and update here with the relevant info & links.
whichsdrubble wrote:the DCN script contained in the current Neocaduceus download
B. HOW to update:sdrubble wrote:BTW it's thescript.js
file in theConfig
folder.
C. CODE to be pasted: (this comes from Eric Walch - see #2 above)sdrubble wrote:It's just a matter of commenting (with leading[b]'//'[/b]
) all the lines of thethis.checkSystems
function (i.e. , up to the start of thethis.repairSystems
function), and pasting Eric's code in its place. EDIT: duuuh... rather, paste the new code BELOW the commented lines, actually!
Code: Select all
this.checkSystems = function()
{
this.playerDamagedList = [];
var equipment = player.ship.equipment
var listCounter = 0 ; // reset the counter
for(listCounter = 0;listCounter<equipment.length;listCounter++)
{
if( player.ship.equipmentStatus(equipment[listCounter].equipmentKey) !== "EQUIPMENT_DAMAGED")
{continue}
var scriptEqInfo = EquipmentInfo.infoForKey(equipment[listCounter].equipmentKey).scriptInfo;
if((scriptEqInfo.thargoidRepairBotChance === undefined
|| isNaN(scriptEqInfo.thargoidRepairBotChance))
|| (!isNaN(scriptEqInfo.thargoidRepairBotChance)
&& scriptEqInfo.thargoidRepairBotChance > 0))
{
this.playerDamagedList.push(equipment[listCounter].equipmentKey); // if it's broke and fixable, add it to the list.
}
}
}
With the new Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) generally being regarded as the current best in this respect.ClymAngus wrote:I believe that creative commons licencing would be sufficient.
https://creativecommons.org/licenses/