- separated jump limit from fuel limit
(if you're jumping less then no need to also be injecting less, plus it looks much better with HUD gauges)
- standardised base range for all ships = 5.0 LY
- changed oxp category to 'Mechanics' as suggested by Norby.
Hyperdrives page added to the wiki.
restructuring of behaviour according to ships' 'size' and 'tech'.
- fixes a bug re fuel availability
changes equipment bonuses to plus one each but that bonus may not exceed +2
This oxp limits the fuel capacity (and therefore the hyperdrive range) of the player ship according to an assigned base value plus modifiers according to equipment purchased.
- Base value of 5.5LY:
- Boa Cruiser
- Base value of 5LY:
- Cobra Mk III; Anaconda; Boa
- Base value of 4.5LY:
- Adder; Moray; Fer-de-Lance; Python
- Base value of 4LY:
- Cobra Mk I; Viper Interceptor; Constrictor
- Base Value of 3.5LY:
- Asp Mk II
- For oxp ships the formula used is:
- recharge rate + (cargo capacity /50)
- Equipment bonus of +0.5LY:
- Energy Unit; Galactic Hyperdrive
- Equipment bonus of +1LY:
- Wormhole Scanner
- - - - - - - -
I've been working on something that cim posted last year when asked about limiting a ship's jump range.
Code: Select all
this.playerBoughtEquipment = this.shipScoopedFuel = this.playerStartedJumpCountdown = function()
{
var fuelLimit = 5;
if (player.ship.fuel > fuelLimit) {
player.ship.fuel = fuelLimit;
}
}
Code: Select all
this.startUp = this.playerBoughtNewShip = this.playerBoughtEquipment = this.shipScoopedFuel = this.playerStartedJumpCountdown = function()
{
var fuelLimit1 = player.ship.maxSpeed / 50;
var fuelLimit2 = player.ship.extraCargo / 5;
var fuelLimit = fuelLimit1 + fuelLimit2;
if (player.ship.fuel > fuelLimit)
{player.ship.fuel = fuelLimit;}
}
I haven't even tried using it with the navigation array yet...
The typical hud display will make it look a little strange that the indicator is never full for some ships.
The fuel price is for a full 7LY tank, no matter how much you actually get.
But the one that's proving the most frustrating so far is that fuel is always offered for sale even after you've just filled your tank. So you can just keep buying it indefinitely until you run out of money.
This situation would appear to make sense in that the above code is actually removing fuel, rather than limiting the amount for sale.
So...
I thought a condition script might be able to stop fuel being offered when your tank's full, however my coding experience is very limited and the below attempt isn't working...
Code: Select all
this.allowAwardEquipment = function(eqKey)
{
if (eqKey == "EQ_FUEL")
{
this.var fuelLimit1 = player.ship.maxSpeed / 50;
this.var fuelLimit2 = player.ship.extraCargo / 5;
this.var fuelLimit = fuelLimit1 + fuelLimit2;
if (player.ship.fuel == fuelLimit)
{
return false;
} else {
return true;
}
}
return true;
}