Hyperdrives OXZ

Discussion and information relevant to creating special missions, new ships, skins etc.

Moderators: winston, another_commander

User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2687
Joined: Thu Jun 20, 2013 10:22 pm
Location: On the moon Thought, orbiting the planet Ignorance.

Re: Hyperdrives OXZ

Post by Redspear »

v0.7 is complete bar the testing (I need to clear my head a bit first) and with a bit of luck will be uploaded over the weekend.

It contains a minor bug fix and also compatibility with [EliteWiki] Illicit Unlock

The idea is to grant all of the the playable core ships added by IU with at least some hyperdrive capability (very minimal in some cases). This enables the player to experience a more harsh version of Hyperdrives whilst also making some of the more challenging starts presented by IU a little more appealing.
  • Hyperdrive Capabilty (LY)

    Orbital Shuttle / Worm Miner
    • 0 - 1.4 (almost useless)
    Worm
    • 2.4 - 3.8
    Viper
    • 2.8 - 4.2
    Gecko / Sidewinder Escort
    • 3.2 - 4.6
    Sidewinder
    • 3.6 - 5
    Krait / Mamba Escort
    • 4 - 5.4
    Mamba
    • 4.4 - 5.8
    Viper Pursuit / Transporter Miner
    • 4.8 - 6.2
    Transporter
    • 5.2 - 6.6
There's also a heavily annotated Easy-Tweak (tm :P ) section to tailor it to one's own tastes should the oxz be unwrapped.

Thanks to phkb for an old discussion on the matter (I hope he hasn't changed his mind :mrgreen: ).
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2687
Joined: Thu Jun 20, 2013 10:22 pm
Location: On the moon Thought, orbiting the planet Ignorance.

Re: Hyperdrives OXZ

Post by Redspear »

v0.7 now uploaded to the manager.

Didn't test every player ship from illicit unlock but it should work with all of them (fingers crossed).
User avatar
Cholmondely
Archivist
Archivist
Posts: 5365
Joined: Tue Jul 07, 2020 11:00 am
Location: The Delightful Domains of His Most Britannic Majesty (industrial? agricultural? mainly anything?)
Contact:

Re: Hyperdrives OXZ

Post by Cholmondely »

Redspear wrote: Sat Nov 19, 2022 11:37 pm
There's also a heavily annotated Easy-Tweak (tm :P ) section to tailor it to one's own tastes should the oxz be unwrapped.
Well thought-through annotations!

I don't see it explicitly mentioned anywhere, and I don't understand the coding... but does each of the 4 pieces of equipment (EEU, ANA, WHScanner & GalDrive) now grant the same cumulative 0.4ly addition to the base level range? (Unlike older versions where the bonus differed between 0.5ly - 1.0ly for different equipment pieces).

Also, this does not jibe with the ranges given at the top of this page - 4 x 0.4ly is 1.6ly - where the ranges are only 1.4ly!


Unintended Consequences:
There would also be consequences for GalCop's already failing control of piracy with only fully-equipped viper pursuits being able to go where they wanted without hitching a lift.
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?
User avatar
Redspear
---- E L I T E ----
---- E L I T E ----
Posts: 2687
Joined: Thu Jun 20, 2013 10:22 pm
Location: On the moon Thought, orbiting the planet Ignorance.

Re: Hyperdrives OXZ

Post by Redspear »

Cholmondely wrote: Fri Dec 23, 2022 10:58 am
I don't see it explicitly mentioned anywhere, and I don't understand the coding... but does each of the 4 pieces of equipment (EEU, ANA, WHScanner & GalDrive) now grant the same cumulative 0.4ly addition to the base level range? (Unlike older versions where the bonus differed between 0.5ly - 1.0ly for different equipment pieces).
Same bonus for each one IIRC but they max out at 7LY.

Cholmondely wrote: Fri Dec 23, 2022 10:58 am
Also, this does not jibe with the ranges given at the top of this page - 4 x 0.4ly is 1.6ly - where the ranges are only 1.4ly!
Essentialy true but then it doesn't need to.

I think the issue was that the highest possible upgrade (all bonuses) will jump the cobra pilot from a range of 6.4 (prior to final upgrade) to 7.0 rather than 6.8 (even though the practical range equals the latter).

So mk 3 progression would be 5.6 (base) to 6.0... to 6.4.. to 7.0.

I'd have to check the code again to be sure (it's been a veritable 12 updates of Christmas from me lately) but I think that 1.4 was the minimum base value that would be sufficiently upgradeable in order to achieve something or other...

Cholmondely wrote: Fri Dec 23, 2022 10:58 am
Unintended Consequences:
There would also be consequences for GalCop's already failing control of piracy with only fully-equipped viper pursuits being able to go where they wanted without hitching a lift.
I've discussed this elsewhere but for me part of the reason for different systems having different safety levels and governments is that they have seperate police forces. Maybe GalCop does run all of them but then if you start expanding the range of the vipers from your safe system then you also start compromising your defences and maybe youre not a safe system anymore... Besides which, vipers dont have (or in the case of interceptors don't use) hyperdrives anyway.
Post Reply