Silicone Sealant OXP

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

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Silicone Sealant OXP

Post by phkb »

I guess it might be possible to add a "Silicone sealant" equipment item that, when used, will stop the leak for a certain amount of time. Limited number of uses. But it will need conditions on it, to prevent it from being purchased before a certain mission is completed. Thoughts?
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Re: Hard Way

Post by Cholmondely »

phkb wrote: Wed Mar 26, 2025 9:26 am
I guess it might be possible to add a "Silicon sealant" equipment item that, when used, will stop the leak for a certain amount of time. Limited number of uses. But it will need conditions on it, to prevent it from being purchased before a certain mission is completed. Thoughts?
Sounds like a fix... but would I have time to put on a protective suit, open up the fuel tank, crawl inside, locate the leak and then clobber it with sealant in the 2 seconds before my Cobra explodes?

Playing the harder start (Start Options: no money, no fuel) in Hard Way, I never had enough time after launch to find asteroids to shoot for money before my Adder exploded due to lack of fuel/energy - never mind return to the station (but, really, I should not have been able to launch in the first place, I suppose!). But now that I know it is a matter of editing the Save File at start-up, I can just tweak that to add the fuel.
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: Hard Way

Post by phkb »

Cholmondely wrote: Wed Mar 26, 2025 9:44 am
Sounds like a fix... but would I have time to put on a protective suit, open up the fuel tank, crawl inside, locate the leak and then clobber it with sealant in the 2 seconds before my Cobra explodes?
Depends on how long it takes you to prime the equipment and activate it!

Getting a prototype working at the moment. Should have something to show shortly.
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Re: Hard Way

Post by phkb »

How long should the silicon last? Currently I'm doing a random number of seconds between 30 and 600 (10 minutes). Not sure if that's too long.
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Re: Hard Way

Post by Wildeblood »

phkb wrote: Wed Mar 26, 2025 9:26 am
I guess it might be possible to add a "Silicon sealant" equipment item that, when used, will stop the leak for a certain amount of time.
If my theory that quirium is in fact a hyper-dimensional element, which is dimensionally unstable in our spacetime, is correct, it would take a little more than silicon sealant nothing could stop a quirium de-containment event.
I seem to recall there is already an equipment item that involves rapid quirium de-containment.
"There are large, white swans, and there are small, black swans," he explained, "But there are no medium-sized swans, and there are no grey swans. The non-existence of grey swans mitigates against belief in Mr Darwin's theory."
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Re: Hard Way

Post by phkb »

Wildeblood wrote: Wed Mar 26, 2025 10:06 am
If my theory that quirium is in fact a hyper-dimensional element, which is dimensionally unstable in our spacetime, is correct, it would take a little more than silicon sealant nothing could stop a quirium de-containment event.
But silicone fixes everything! It's the handy-man's best secret weapon!
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Re: Hard Way

Post by phkb »

But I guess we could call it something else. I'll leave you to come up with a suitably appropriate tech-sounding name. Or I could just say that the material has been specially treated in order to (a) work in the vacuum of space, and (b) work as a plug for a quirium fuel leak.

And again, the plug is only temporary.
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Re: Hard Way

Post by phkb »

Not sure if I should limit the availability until after that certain mission. If you're running with Stranger's world, would that mission even be doable?

Edit: I'm going with the following:
If you have Hard Way installed, you should always be able to buy it.
If you don't, and you haven't finished the mission, you won't be able to buy it.

I think that gets around the problem (mostly).
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Re: Hard Way

Post by phkb »

Here you go: SiliconeSealant.oxz (v1.0)

I went with a timer of somewhere between 30 and 230 seconds. Each purchase gets you 5 applications, so that should provide enough total time to get to a station (but what do I know? I don't run with Hard Way).
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Re: Hard Way

Post by Cholmondely »

phkb wrote: Wed Mar 26, 2025 10:27 am
Here you go: SiliconeSealant.oxz (v1.0)

I went with a timer of somewhere between 30 and 230 seconds. Each purchase gets you 5 applications, so that should provide enough total time to get to a station (but what do I know? I don't run with Hard Way).
Got it, thanks!

Will report back once I find the Flying Dutchman and manage to hang around long enough to get cursed!
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: Hard Way

Post by Wildeblood »

phkb wrote: Wed Mar 26, 2025 10:27 am
Here you go: SiliconeSealant.oxz (v1.0)
Is there a typo (missing E) in the condition script, or is it really spelt like that?

if (!worldScripts.CollapsShields && missionVariables.nova != "NOVA_HERO") return false;
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Re: Hard Way

Post by Cholmondely »

CollapsShields:

Code: Select all

"use strict";
this.name				= "CollapsShields";
this.author				= "Stranger";
this.copyright			= "Creative Commons: attribution, non-commercial, sharealike with clauses - see readme.txt";
this.description		= "Script simulates collapsing shields and fuel consumption";
this.version			= "2.7";

this.startUp = function()
    {
    this.self = player.ship;
    }

this.shipWillLaunchFromStation = this.startFuelTimer = function()
	{
	this.$fuelFlag = 0;
    this.$fuelCounter = 0;
    this.$energyCounter = this.self.maxEnergy;
	if(this.$fuelWatchTimer)
		{ this.$fuelWatchTimer.start(); }
	else
		{ this.$fuelWatchTimer = new Timer(this, this.$checkFuel,0,1); }
	}

this.shipWillDockWithStation = this.shipDied = this.stopFuelTimer = function()
	{
	this.$fuelFlag = 0;
    this.$fuelCounter = 0;
    this.$energyCounter = this.self.maxEnergy;    
	if(this.$fuelWatchTimer && this.$fuelWatchTimer.isRunning) { this.$fuelWatchTimer.stop(); } 
	}
	
this.$checkFuel = function()
	{	

	if(this.self.speed > 0)       // basic fuel consumption
		{                           //  increment flag, looping between 0 and 60
		this.$fuelFlag += 1;
		this.$fuelFlag = this.$fuelFlag % 60;
        if (this.self.speed < 0.8 * this.self.maxSpeed)
            {
            this.$fuelCounter += 1;      // cruise mode
            }
        else
            {
            this.$fuelCounter += 2;      // high speed mode
            }
		}
        
	if(player.alertCondition != 1)
		{ 
		this.$fuelCounter += 1;      // additional fuel consumption in mass lock state
		}
        
	if(this.self.energy < this.self.maxEnergy)
		{ 
		this.$fuelCounter += this.self.energyRechargeRate;      // additional fuel consumption to recharge energy stock
		}        

	if(this.$fuelCounter >= 360)
		{ 
		this.self.fuel -= 0.1;    // fuel decrement
        this.$fuelCounter -= 360;    //reset fuel counter
		}

	if(this.self.fuel == 0.1)     // warning message - fuel low
		{
		player.consoleMessage("FUEL LOW!", 3);
		}

	if(this.self.fuel == 0)       // fuel empty - shields switch to auxiliary battery
		{
		this.self.aftShield = 0;
		this.self.forwardShield = 0;
		this.self.energy += this.self.aftShieldRechargeRate + this.self.forwardShieldRechargeRate - this.self.energyRechargeRate + 1;    // to compensate energy drain for shield recharging
        this.$energyCounter -= 0.1;  // auxiliary battery discharge rate
		if(this.self.energy > this.$energyCounter)
			{
			this.self.energy = this.$energyCounter;
			}
		if(this.self.energy <= 0)
            {
            this.self.explode();
            }
		}
	
	if(this.self.torusEngaged == true) // if the ship is under Torus drive
		{
		if(this.self.aftShield > 0.25 * this.self.maxAftShield)
            {
            this.self.aftShield = 0.25 * this.self.maxAftShield;         // Aft shield level decreased
            }
		if(this.self.forwardShield > 0.25 * this.self.maxForwardShield)
            {
            this.self.forwardShield = 0.25 * this.self.maxForwardShield;     // Forward shield level decreased
            }
		this.self.energy += this.self.aftShieldRechargeRate + this.self.forwardShieldRechargeRate - this.self.energyRechargeRate + 1;    // to compensate energy drain for shield recharging
        this.$fuelCounter += 4;      // additional fuel consumption in Torus drive mode
        if(this.self.fuel == 0)
            {
            this.self.energy -= 10;
            }
		if(this.self.energy <= 0)
            {
            this.self.explode();
            }
        }
	else
		{ return; }                 // if not under Torus drive, exit function
		
	}
________________________________________________________________________________________________________________________________

New Issue!

The Primeable Equipment MFD no longer completes its long list. I tried several times, and it conqueued out in the middle each time. Removing the sealant oxp stopped the problem.

Latest Log:

Code: Select all

14:41:19.562 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TECH_REF_LIB_BASE
14:41:19.755 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SCANNER_TARGET_SELECTOR
14:41:19.935 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SILICONE_SEALANT
14:41:20.069 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR_MODECHANGER
14:41:20.255 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed 
14:41:20.406 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR
14:41:20.572 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BARREL_ROLL
14:41:20.721 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BROADCASTCOMMSMFD
14:41:20.864 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_COMMSLOGMFD
14:41:21.011 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_HUDSELECTOR
14:41:21.177 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TELESCOPE
14:41:21.327 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SHIPS_LIBRARY
14:41:21.491 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TECH_REF_LIB_BASE
14:41:21.633 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SCANNER_TARGET_SELECTOR
14:41:21.786 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SILICONE_SEALANT
14:41:21.931 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR_MODECHANGER
14:41:22.106 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed 
14:41:22.204 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR
14:41:22.380 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BARREL_ROLL
14:41:22.561 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BROADCASTCOMMSMFD
14:41:25.349 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_COMMSLOGMFD
14:41:25.617 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_HUDSELECTOR
14:41:25.919 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TELESCOPE
14:41:26.096 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SHIPS_LIBRARY
14:41:26.204 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TECH_REF_LIB_BASE
14:41:26.459 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SCANNER_TARGET_SELECTOR
14:41:26.739 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SILICONE_SEALANT
14:41:26.994 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR_MODECHANGER
14:41:27.276 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed 
14:41:27.490 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR
14:41:27.708 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BARREL_ROLL
14:41:27.995 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BROADCASTCOMMSMFD
14:41:28.176 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_COMMSLOGMFD
14:41:28.346 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_HUDSELECTOR
14:41:28.516 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TELESCOPE
14:41:28.666 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SHIPS_LIBRARY
14:41:28.842 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TECH_REF_LIB_BASE
14:41:29.012 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SCANNER_TARGET_SELECTOR
14:41:29.161 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SILICONE_SEALANT
14:41:29.316 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR_MODECHANGER
14:41:29.461 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed 
14:41:29.650 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR
14:41:33.491 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BARREL_ROLL
14:41:33.721 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BROADCASTCOMMSMFD
14:41:33.941 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_COMMSLOGMFD
14:41:34.084 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_HUDSELECTOR
14:41:34.248 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TELESCOPE
14:41:34.464 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SHIPS_LIBRARY
14:41:34.675 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TECH_REF_LIB_BASE
14:41:34.951 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SCANNER_TARGET_SELECTOR
14:41:35.175 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SILICONE_SEALANT
14:41:35.411 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR_MODECHANGER
14:41:35.638 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed 
14:41:35.862 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR
14:41:36.250 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BARREL_ROLL
14:41:36.587 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_BROADCASTCOMMSMFD
14:41:36.924 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_COMMSLOGMFD
14:41:37.170 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_HUDSELECTOR
14:41:37.466 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TELESCOPE
14:41:37.786 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SHIPS_LIBRARY
14:41:38.084 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TECH_REF_LIB_BASE
14:41:38.416 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SCANNER_TARGET_SELECTOR
14:41:38.805 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_SILICONE_SEALANT
14:41:39.205 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed EQ_TARGETSELECTOR_MODECHANGER
14:41:39.565 [LogEvents] GlobalLog (OOJSGlobal.m:266): primed 
14:42:47.613 [autopause] GlobalLog (OOJSGlobal.m:266): condition change triggered. newCondition is 1 and primed eq is 
There seem to be no silicone-related errors in the log.
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: Hard Way

Post by phkb »

There is a kind of bug in Primeable Equipment MFD. Basically, it wasn't designed to handle equipment items that you can have multiple of, but also have a script file attached.

Anyway, here's the fix: Primeable-Equipment-MFD_1.1.oxz

Give that a test and I'll push it to the manager this weekend.

I've got an update to the Silicone Sealant as well. Now, when it fails, there is a good chance the leak will become slightly worse.
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Re: Hard Way

Post by Cholmondely »

phkb wrote: Wed Mar 26, 2025 10:38 pm
There is a kind of bug in Primeable Equipment MFD. Basically, it wasn't designed to handle equipment items that you can have multiple of, but also have a script file attached.

Anyway, here's the fix: Primeable-Equipment-MFD_1.1.oxz

Give that a test and I'll push it to the manager this weekend.

I've got an update to the Silicone Sealant as well. Now, when it fails, there is a good chance the leak will become slightly worse.
Thanks for this.

But with Hard Way the leak is lethal - "slightly worse" is irrelevant (unless it means that I end up in the 38th circle of Lobstoid Hell rather than the 37th!
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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phkb
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Re: Hard Way

Post by phkb »

Cholmondely wrote: Wed Mar 26, 2025 10:45 pm
But with Hard Way the leak is lethal - "slightly worse" is irrelevant (unless it means that I end up in the 38th circle of Lobstoid Hell rather than the 37th!
True, but you can also buy 1000 Silicone Sealants, and without this downside it would make a leak trivial.
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