Hmmm. Yes, the concept is the same. just thinking of assembling a new ship to make use of that. And thinking of the Imperial Star Destroyer that I liked for it's turrets and fleet. Am going in circles, but the feature set is sufficient.Cholmondely wrote: ↑Sat Nov 20, 2021 10:52 pmI think that if you want self-aiming weapons, that you need the buyable/sellable Yasen-N turrets .oxp (which according to a_c_ are pretty good once you know how to use them).hiran wrote: ↑Sat Nov 20, 2021 8:53 pmI guess you are guessing right.
Now when I take the thought further, having misaligned lasers would mean you have to aim accordingly, and especially when you have two lasers that - theoretically - should meet at some point in front of the ship the focus point would dictate the optimal firing range. Something which might be difficult to keep in a fight.
So maybe this should be adjustable. By the pilot? By some ship computer addon? It could adjust the lasers (within a limited angle) for maximum hit on the selected target...
(Release) Ship Configuration
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- hiran
- Theorethicist
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- Location: a parallel world I created for myself. Some call it a singularity...
Re: (Release) Ship Configuration
Sunshine - Moonlight - Good Times - Oolite
Re: (Release) Ship Configuration
The function $deployHeatSink(ship) in ShipConfiguration_HeatSink uses a formula that can result in heat increase instead of decrease for ships with mass exceeding 500,000:
var sc = worldScripts.ShipConfiguration_Core;
var dumpAmount = this._amountToDump * (1 - (sc.$getShipMass(ship) / 500000));
For example, my Kirin Sport:
> worldScripts.ShipConfiguration_Core.$getShipMass(ps)
809505.0625
> worldScripts.ShipConfiguration_Core.$getShipMass(ps)/500000
1.619010125
> (1 - (worldScripts.ShipConfiguration_Core.$getShipMass(ps)/500000))
-0.619010125
_amountToDump is 0.5, so the dumpAmount ends up negative and subtracting a negative amount from ship.temperature results in the heat increasing.
In the "activated" function in ShipConfiguration_HeatSink that decides whether to automatically deploy a heat sink, there's a bounds check to keep the value positive:
if (dumpAmount < 0.1) dumpAmount = 0.1;
But dumpAmount is recalculated in the $deployHeatSink function without that bounds check. So the actual effect is... fatal.
var sc = worldScripts.ShipConfiguration_Core;
var dumpAmount = this._amountToDump * (1 - (sc.$getShipMass(ship) / 500000));
For example, my Kirin Sport:
> worldScripts.ShipConfiguration_Core.$getShipMass(ps)
809505.0625
> worldScripts.ShipConfiguration_Core.$getShipMass(ps)/500000
1.619010125
> (1 - (worldScripts.ShipConfiguration_Core.$getShipMass(ps)/500000))
-0.619010125
_amountToDump is 0.5, so the dumpAmount ends up negative and subtracting a negative amount from ship.temperature results in the heat increasing.
In the "activated" function in ShipConfiguration_HeatSink that decides whether to automatically deploy a heat sink, there's a bounds check to keep the value positive:
if (dumpAmount < 0.1) dumpAmount = 0.1;
But dumpAmount is recalculated in the $deployHeatSink function without that bounds check. So the actual effect is... fatal.
- phkb
- Impressively Grand Sub-Admiral
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- Location: Writing more OXPs, because the world needs more OXPs.
Re: (Release) Ship Configuration
Good catch! I'll add it to the bug-fix list.
- phkb
- Impressively Grand Sub-Admiral
- Posts: 4830
- Joined: Tue Jan 21, 2014 10:37 pm
- Location: Writing more OXPs, because the world needs more OXPs.
Re: (Release) Ship Configuration
Version 1.4.1 has been released which fixes the heat sink issue.