Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

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Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

Hello

After a very, very long time ( cause the engineers consumes often the "Pan Galactic Gargle Blaster") of development
Xaxrax-Sigma Industries presents their first experimental version of the
-- Modular Quantum-Vacuum-Energy-Generator-System

Why?
at the beginning:
A drunken captain somewhere in a moonshine-bar asked
--- "where does all the energy for my ship comes from?"
--> silence -- nobody answered and the captain was told to leave the bar.......
but someone has kept that question in his mind.

Some decades later a small laboratory at a lonely planet, that crosses the universe
without having a sun, started a project to separate the energy-production from the given ship-data.

So Xaxrax-Sigma Industries was born and now offers his one and only product.


Where can i get this and how does it work?
- The QVEG-System can be bought on every system with Tech-Level >= 10
- 1st: You must install the Basic system ( !!! you will GET credits -- but ...you pay otherwise later....)
(which is not more than removing the magical/old system and add some module-holder
- 2nd: Install the energy Units. ( the maximum is still defined by your ship )
- 3nd: One Energy-Unit-Rackspace can be used for a Naval-Energy-Booster ( Higher Tech-Level and .. expensive)

https://wiki.alioth.net/img_auth.php/f/fb/Qve.zip

----
Slartibartfast

P.S.
a lot of code comes from "QTHI Auxiliary Energy Generators OXP"
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Alnivel »

So to sum up, this OXP adds a standart energy generator as breackable equipment and allows to give up part of the performance towards cargo space? Sounds to me like a less complex alternative to or an addition to Ship Configuration OXP, pretty cool.
From what I've seen, it's possible to install modules up to the ship's standard "magic" generator level, have you considered the possibility of installing more?

I flew a bit on a new save with this OXP, it seems that changing the energy recharge rate depending on the number of modules works fine, extra energy unit also works as it should, but the recharge itself seems a bit intermittent.
Is recharge should be like this? If not, have you considered setting calculated value to energyRechargeRate on buying/selling/damaging modules instead manual adding energy via a timer?

Also, may I ask why you save and restore the contents of the cargo hold? It didn't cause any problems, though.
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

Hello Alnivel
From what I've seen, it's possible to install modules up to the ship's standard "magic" generator level, have you considered the possibility of installing more?
More modules to get higher recharge rate? -- No - i didn't want to "hack" the (max)recharge rate.
recharge itself seems a bit intermittent.
For this i have adapted the code from QHTI Auxilary Genarator
-every 0.25sec a portion of energy is added to the Energy Banks
-the "size" of a portion is calculated by the number of modules, installed E-Units and a real number to reach
equivalence to the original.
---intermittend.. hmm - for me it looks fine.
setting calculated value to energyRechargeRate

i have chosen the other way -- because i did not found a possibility to do this.
why you save and restore the contents of the cargo hold?
if you don't buy all possible modules - you have some more Cargospace....

cheers
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

aargh :shock:

keeping my mind on the adaption of the auxilary generator
i forgot that setting the recharge rate is possible

-- i have done it myself

Code: Select all

player.ship.energyRechargeRate = 0;

but therefore "Beta_Test" :wink:

thx Alnivel
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Alnivel »

Slartibartfast wrote: Sat Aug 13, 2022 4:31 pm
why you save and restore the contents of the cargo hold?
if you don't buy all possible modules - you have some more Cargospace....
But is it necessary to do something with the cargo? The possibility to buy not all modules is already handled by the added space for all modules and the fact that they take up space, it is only necessary to increase the size of the cargo bay when buying and on startUp, just like Cargo Bay Expansion does.

Speaking of Cargo Bay Expansion, if you buy a generator base and then save and load it, the game adds a large cargo bay on its own, even if it didn't exist before. This is not related to the OXP, if you increase the bay even at a ton through the console, after save and load CBE will be added.
But, due to the fact that the OXP sets the size of the cargo compartment as without expansion and the fact that it is already purchased, it is impossible to get additional space from it. If buy a base after CBE, or buy CBE after base without saveload mid them, then all fine. Probably it all work like that with any other things that somehow change the cargo capacity. What if instead of setting a total capacity on load, add space for modules?

And one more thing, if buy a generator base on Cobra Mk3, saveload, buy Adder, saveload again, you get Adder with 34TC cargo capacity.
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Cholmondely »

What do you want to do about a wiki page for this?

His Nibs
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

Hi

==>> Cargo Bay Expansion
- not every ship is able to install this
- it is no oxp / its in the core game
if you increase the bay even at a ton through the console, after save and load CBE will be added.
this must be a bug (hack) / installing that equipment from "nowhere" ..... should not be not possible
What if instead of setting a total capacity on load, add space for modules?
hey -- more simple "set cargosize for modules to 0"
but that was not my intension
The idea was: "less modules" -- more space for cargo
And one more thing, if buy a generator base on Cobra Mk3, saveload, buy Adder, saveload again, you get Adder with 34TC cargo capacity.
-> o.k. --- i have to check if the base system is installed before loading cargo-size-data from savegame
the Base system should not be installed on a new bought ship ( defined in eq.plist )

btw.
the "extended cargo" seems to be a well known problem.....

i know there is a lot to do ---- !!! Ideas (code) very wellcome


-----------
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

Hi

new version ( Beta 0.2)
-- without timers / simply modifies the recharge rate
( same link as in first post )

cheers
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Alnivel »

Slartibartfast wrote: Sat Aug 13, 2022 8:30 pm
==>> Cargo Bay Expansion
- not every ship is able to install this
- it is no oxp / its in the core game
if you increase the bay even at a ton through the console, after save and load CBE will be added.
this must be a bug (hack) / installing that equipment from "nowhere" ..... should not be not possible
Sorry, I'm not sure I really understood this part of your post, but let me just say that my mention was more about ask if there is somebody who can clear this up. From the OXP side, there is most likely nothing much to be done here.
Slartibartfast wrote: Sat Aug 13, 2022 8:30 pm
What if instead of setting a total capacity on load, add space for modules?
hey -- more simple "set cargosize for modules to 0"
but that was not my intension
The idea was: "less modules" -- more space for cargo
No, I got your idea, I suggest to do something like this with startUp and saving :

Code: Select all

// ###  event startup
// sets cargospace as defined in savegame
this.startUp = function()
{
    this.qveCargoSpaceForModules = missionVariables.qve_generator_CargoSpaceForModules || 0; // if there is no saved value, then 0
    player.ship.cargoSpaceCapacity += this.qveCargoSpaceForModules; // increase, so it will work with capacity changes made from other sources
};

// ### event savegame   ###
// saves cargospace and cargo to savegame
this.playerWillSaveGame = function(message)
{
    missionVariables.qve_generator_addictionalSpace = this.qveCargoSpaceForModules;
};
... and in playerBoughtEquipment something like this:

Code: Select all

this.playerBoughtEquipment = function(equipmentKey, paid)
{
	if (equipmentKey == "EQ_QVED_BASE_SYSTEM")
	{
		var rc_multiplier = this.check_e_unit();
		var ship_rc_rate = player.ship.energyRechargeRate;
		var max_number_of_qveg = Math.round( ship_rc_rate / rc_multiplier / this.qvegEnergyFactor * this.qvegTimeFactor + this.qvegSytemRiscBonus);
		
		var cargoSpaceForModules = 0; // new variable here
		for (let i = 0; i < max_number_of_qveg; i++)
		{
			player.ship.awardEquipment("EQ_QVEGRACKSPACE");
			cargoSpaceForModules += this.qvegAddSpaceCap; // sum up how much space to give
			
			player.credits += this.qvegShipRcRefund;
		}
		this.qveCargoSpaceForModules = cargoSpaceForModules;
		player.ship.cargoSpaceCapacity += cargoSpaceForModules;
	}
	// rest of the function....
If the generator base or player ship is sold just set this.qveCargoSpaceForModules = 0;
Slartibartfast wrote: Sat Aug 13, 2022 8:30 pm
And one more thing, if buy a generator base on Cobra Mk3, saveload, buy Adder, saveload again, you get Adder with 34TC cargo capacity.
-> o.k. --- i have to check if the base system is installed before loading cargo-size-data from savegame
the Base system should not be installed on a new bought ship ( defined in eq.plist )
Just total capacity variable isn`t reset when new ship bought (and some other, иut they don't play a role here)
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

Hello

I have implemented your code...
---- much better!!!! :D

nevertheless i have to restore the cargo

Code: Select all

13:00:55.798 [setCommanderDataFromDictionary.inconsistency.cargo]: ----- WARNING: player ship Imperial Trader C-01 had more cargo (98) than it can hold (82). Removing extra cargo.
The "core" game removes the cargo before the additional cargo-space from the oxp is installed.
So i have to restore the cargo later. ( also done this way by other oxp's )

matthias
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Alnivel »

Slartibartfast wrote: Sun Aug 14, 2022 11:32 am
nevertheless i have to restore the cargo

Code: Select all

13:00:55.798 [setCommanderDataFromDictionary.inconsistency.cargo]: ----- WARNING: player ship Imperial Trader C-01 had more cargo (98) than it can hold (82). Removing extra cargo.
The "core" game removes the cargo before the additional cargo-space from the oxp is installed.
So i have to restore the cargo later. ( also done this way by other oxp's )
Oh, I'm sorry, initially I asked because I wanted to understand why this should be done, but at some point I somehow mistakenly believed that I already understand how it works when I didn't.

Anyway, good luck with further development!
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

hi
new version ( beta 0.3 )
same link as in first post

some fixed problems ( thanks to Alnivel ! )

cheers
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Release alpha 0.1 / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

hi

alpha 0.1

fixed problem with large cargo bay
same link ...

good night
matthias
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Cholmondely »

Not too sure what to make of this one, so I've added links to here from the wiki on the Energy banks, QTHI Auxiliary Energy Generators OXP‎‎ & Guide to Unlisted OXPs pages
Comments wanted:
Missing OXPs? What do you think is missing?
Lore: The economics of ship building How many built for Aronar?
Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Beta-Test / Experimental / WIP oxp - Quantum Vacuum Energy Generator

Post by Slartibartfast »

Hi

If somebody likes this

--- feel free to use this! ( to make it "complete" )

!!! there is something to do !!
fx. breakable / repairable in flight / game balancing ......


slarti
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