As long as
hyperspace_motor = no;
is not included the default is a hyperdrive.Moderators: winston, another_commander
As long as
hyperspace_motor = no;
is not included the default is a hyperdrive.Ah, I see - that's why I'm a dumb pilot. The ordinary Viper certainly has that line.
Could this still be significant however?
I am referring to https://bb.oolite.space/viewtopic.php?p=277093#p277093 ...
How can we actually find the size of a ship? Is that part of some OXP manifest/plist/shipyard file, or would we have to scan the model data?Cholmondely wrote: ↑Tue Jun 22, 2021 6:45 amCody, our wiki says:
Viper: 50m×16m×55m
Viper Interceptor: 64m×20m×64m
I totally agree here. If someone's interested about how many elements get overwritten already, have a look at the warnings marked as 'global' (which means not related to one OXP):Redspear wrote: ↑Tue Jun 22, 2021 9:25 amI think that the great ambition that everything be not only represented but also integrated is increasingly problematic the more the game gets modded. It might start with simple things like, "That ship name's already been taken", but then it turns into, "The mk III does 0.35LM... except in some OXPs where it does 0.3LM", and eventually, "The following trade goods are controlled... except here where the following are controlled instead, unless you've installed X in which case it's these goods but not if you've installed Y where those goods are replaced by these".
Personally, and this is just my opinion which I'm not entirely convinced by, I think the wiki should document most things according to the core game. Someone like me is going to tweak a whole bunch of stuff to their individual liking and it's only going to present a 'problem' because someone's already 'defined' a cobra mk IV for example. And someone else is not going to want 'their' game, or even 'the' wiki, polluted by 'my' imaginings. Better perhaps to place such in carefully labeled, sealed jars, confined to their own pages for players to open if they wish and remain sealed if they don't
Correct, if you don't use a custom-AI an Interceptor will never jump.
Suppose the perp was a cop-killer, having fragged a Viper or two. Then I think the cops may choose to pursue the son of a bitch!
<nods> Thought so!
Oh I think there are reasons, no doubt, but for the interceptors to have them as standard seems odd. I think a hyperdrive serves the pilots much more than it does their employers in this instance. Of course, they wouldn't need a hyperdrive to pursue but they would to return... that would put a dent in their seemingly endless injector fuel supply.
Just a few thenhiran wrote: ↑Tue Jun 22, 2021 12:59 pmIf someone's interested about how many elements get overwritten already, have a look at the warnings marked as 'global' (which means not related to one OXP):
http://wiki.alioth.net/index.php/Index_ ... 2_Warnings
This apparently is me quoting someone else, cause I've never been in a Tie or played Freespace. Maybe I was agreeing with the quoted element at that time. Today it seems to me a bit of an exaggeration ; a Sidewinder with no cargo doesn't play the same, and the turn rates, max speed etc. do make a difference.Cholmondely wrote: ↑Tue Jun 22, 2021 6:45 amI'm happy to edit stuff about this if told what to do. But what do our Admirals and Montana05 say? Or others with a good feel for the ships? Will we also need to make changes in the Vanilla game? And... why were they changed in the first place? Surely people knew what they were doing?Astrobe wrote: ↑Wed Aug 17, 2016 5:21 pm5) Every ship is multi-role, and most of them are terrible at it. Freighters like the Python and Boa are basically just much bigger versions of the Mamba or Sidewinder - they fly about the same, they're just slightly tougher (and not even that much tougher). Compare with something like Tie Fighter or Freespace where a freighter is very definitely not a slightly bigger fighter.
I think the normal way is to load the dat file into a piece of modelling software and get your device to calculate it through that.
My feeling is that interpreting the .dat files should not be too difficult - however the file format seems not documented (please correct me here).Redspear wrote: ↑Tue Jun 22, 2021 6:15 pmI think the normal way is to load the dat file into a piece of modelling software and get your device to calculate it through that.
I used the 'Mass' data from Norby's chart here treating commas as decimal points (which explains why some of my data re standard models was estimated (not all ships are listed).
...
Actually, I think it might be possible to access the data via logging mass from spawned ships. Not tried it myself.
Well, its been a while for me but I used to use Wings 3D, requiring me to convert .dat files to .obj (and then back again if keeping any changes).
Apologies if this has already been mentioned.hiran wrote: ↑Tue Jun 22, 2021 8:13 pmMy feeling is that interpreting the .dat files should not be too difficult - however the file format seems not documented (please correct me here).Redspear wrote: ↑Tue Jun 22, 2021 6:15 pmI think the normal way is to load the dat file into a piece of modelling software and get your device to calculate it through that.
I used the 'Mass' data from Norby's chart here treating commas as decimal points (which explains why some of my data re standard models was estimated (not all ships are listed).
...
Actually, I think it might be possible to access the data via logging mass from spawned ships. Not tried it myself.
When looking at a sample dat file it seems to me that it just contains vertexes and faces. The faces span between the vertexes and have some texture applied. So calculating ship size could happen simply by looking at the vertexes. The sizes then would be from minimum to maximum values. Maybe some rotation or scaling is also applied.
If I knew which axes are interpreted as length/width/height by Oolite and the scale to apply this would not be too difficult a task. I could then add that information for every ship in Ooniverse tot he generated index files.
Who can tell me how to interprete the .dat files?
Code: Select all
> player.ship.boundingBox
Code: Select all
(130, 34.9649, 81.3726)
That's not the volume of the model though, is it?another_commander wrote: ↑Wed Jun 23, 2021 10:03 amTo find the size of a ship, you can simply query its bounding box in the debug console.