I see the pylons as being involved with the outside of the ship.Redspear wrote: ↑Mon Aug 11, 2025 10:02 amAfter reading the above, that comes across
No worries, I appreciate your effort re my evidently clumsy explanation.
Crudely, yes.
Pylons for equipment including (but not limited to) missiles and mines.
I think the name 'pylon' might be causing confusion here.
Rather than imagining an empty launch tube when a missile isn't installed (as the core code appears to), imagine instead an empty space, ready to be connected to whatever equipment item was installed.
I'll spell it out as best as I can...
Imagine I was Giles, designing oolite from the beginning, then perhaps pause with a shudder and thank your lucky stars that I wasn't.
Suppose I got to working on the shipdata and thought, 'Hmm, rather than a missile slot being for missiles & mines only, I could also use them for other pieces of equipment. It might be a bit unfamiliar/radical for some and so I could just incorporate it as an oxp option (by making requires_empty_pylon work the same for any equipment item) and oxp tinkerers could then add more of these 'pylons' via shipdata as they saw fit, rather than my needing to add extra pylons to the core data for this purpose'.
What I then wouldn't do is restrict pylon use to anything labelled missile or mine and then further insist that they behave as such because, of course, that would be contrary to the above wish. If I couldn't change that then I'd likely grant missile capacity a read/write property.
The utility of that second option is that if I can't smoothly assign an ECM (for example) to a pylon (without all the undesirable elements mentioned upthread) then I can instead remove a pylon once an ECM is installed and restore it if it is removed. Cosmetically it works, functionaly it works, wilth no odd quirks like it being launchable or crowding my missile selection with non weapons, just a simple check to see if a pylon were free prior to installing.
If I code that without being able to alter missile capacity via script then I'd need to deny missile and mine purchase once pylon 'capacity' was reached (on account of installed item I'm imaginging to occupy pylons - small problem) but the player HUD would still display empty pylons (bigger problem) and there are more likely to be other conflicts because of the fudgery that was taking place.
If it still doesn't make sense then please consider making missile capacity read/write and then I'll write the oxp to show you![]()
Might it not be better to introduce a new category of interior spaces which equipment could slot into? And then for example have the Expanded Cargo Hold impact on the space available? But then don't we get that facility with
![[EliteWiki]](/images/elitewikismall.png)
I'm unaware of any OXP which specifically piggybacks on Ship Configuration's mechanic (but do they need to?).