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
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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
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Re: (Release) Ship Configuration
Good catch! I'll add it to the bug-fix list.
- phkb
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Re: (Release) Ship Configuration
Version 1.4.1 has been released which fixes the heat sink issue.
Re: (Release) Ship Configuration
These OXPs are still listed in the manifest. Didn't Stranger make the necessary changes to his "Hard Way" OXP? viewtopic.php?p=272884#p272884phkb wrote: ↑Wed Aug 07, 2019 10:08 pmVersion 1.3.5 has just been released. In this version:When I get some time I'll have a look at how I can make SC compatible with those OXP's.
- Tweaks to the control of the F3 HUD for simpler integration with Xenon HUD (and any other HUD that might want to integrate with Ship Config).
- Identified "Masslock Compensators", "Power to Engines" and "Hard Way" OXP's as conflicting, and marked them in the manifest.
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Re: (Release) Ship Configuration
Welcome back!
One presumes that this might be due to the existence of SW Equipment (part of “Stranger’s Set” in the original Roolite suite of Stranger’s OXPs). SW Equipment is a simplified version of Ship Config and the original Roolite Hard Way may have been tailored to it.
Phkb has been under the weather recently and matters may not improve. If you find that they work together, why not ask Hiran or Timer to tweak Hard Way’s manifest .plist?
One presumes that this might be due to the existence of SW Equipment (part of “Stranger’s Set” in the original Roolite suite of Stranger’s OXPs). SW Equipment is a simplified version of Ship Config and the original Roolite Hard Way may have been tailored to it.
Phkb has been under the weather recently and matters may not improve. If you find that they work together, why not ask Hiran or Timer to tweak Hard Way’s manifest .plist?
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?
•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?