Fix: Dragon 1.72.2

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

Moderators: another_commander, winston

User avatar
Cmdr Wyvern
---- E L I T E ----
---- E L I T E ----
Posts: 1649
Joined: Tue Apr 11, 2006 1:47 am
Location: Somewhere in the great starry void

Post by Cmdr Wyvern »

ClymAngus wrote:
Ooo do you mind if I eyeball your code? I might slap one of those fine new items on my Caducious.
Examine away, but you won't find any special scripting; the engine that makes the turrets work is built natively into Oolite itself.
Player ship turrets are the same as NPC turrets, they just follow the player's lead.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
BTBC
Above Average
Above Average
Posts: 21
Joined: Sun Apr 01, 2007 10:10 pm

Post by BTBC »

I love the way something like a sidewinder flies past you never to be seen again :)
User avatar
Lone_Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 782
Joined: Wed Aug 08, 2007 10:59 pm
Location: Netherlands

Re: Fix: Dragon 1.72.2

Post by Lone_Wolf »

As you may be aware I like the dragon M a lot.

Unfortunately when facing gang bosses from random hits, FDL 3G+9t) , ships from aquatics and similar in large groups the dragon M is outmatched.

I've been thinking a stronger version would be a good idea.
A suitable name might be Dragon X - the Primus Pilus (the most senior centurion in the roman legions)

How about the following changes :
speed from .38 to .44
max energy from 256 to 384 (6 banks)
thrust from 28 to 32
Turrets now have energy 20 , range 6000 and rate 0.5 .
How about energy 15 and rate 0.25 ?

Other values will stay the same.
OS : Arch Linux 64-bit - rolling release

From: The Netherlands, Europe

OXPs : My user page (needs updating)

Retired, occasionally active
User avatar
Lone_Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 782
Joined: Wed Aug 08, 2007 10:59 pm
Location: Netherlands

Re: Fix: Dragon 1.72.2

Post by Lone_Wolf »

After experimenting a bit I found no need to increase the firepower/rate of the turrets.

Changes :
energy 384, speed 450, large cargo bay allowed, thrust 32
missiles lowered to 6
price increased to 800k and TL to 10

NOTE : no npc version of the dragon X atm.
Add the below snippets to the existing shipdata.plist & shipyard.plist in the Config folder of the oxp .

EDIT : without explicitly setting max_cargo ship to 15 Dragon X got 25 TC instead of the intended 15
I guess max_cargo isn't inherited with like_ship ?

shipdata.plist

Code: Select all

  <key>dragon-x-player</key>
  <dict>
   <key>like_ship</key>
   <string>dragon-m-player</string>
   <key>max_cargo</key>
   <integer>15</integer>
   <key>max_energy</key>
   <real>384</real>
   <key>max_flight_speed</key>
   <real>450</real>
   <key>max_missiles</key>
   <integer>6</integer>
   <key>name</key>
   <string>Dragon X</string>
   <key>thrust</key>
   <real>32</real>
  </dict>
  
shipyard.plist

Code: Select all

	<key>dragon-x-player</key>
	<dict>
		<key>chance</key>
		<real>0.4</real>
		<key>optional_equipment</key>
		<array>
			<string>EQ_CARGO_BAY</string>
			<string>EQ_ECM</string>
			<string>EQ_ESCAPE_POD</string>
			<string>EQ_FUEL_INJECTION</string>
			<string>EQ_ENERGY_BOMB</string>
			<string>EQ_ENERGY_UNIT</string>
			<string>EQ_NAVAL_ENERGY_UNIT</string>
			<string>EQ_DOCK_COMP</string>
			<string>EQ_WEAPON_BEAM_LASER</string>
			<string>EQ_WEAPON_MILITARY_LASER</string>
			<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
			<string>EQ_MULTI_TARGET</string>
			<string>EQ_GAL_DRIVE</string>
			<string>EQ_ADVANCED_COMPASS</string>
			<string>EQ_SHIELD_BOOSTER</string>
			<string>EQ_NAVAL_SHIELD_BOOSTER</string>
			<string>EQ_HEAT_SHIELD</string>
		</array>
		<key>price</key>
		<integer>800000</integer>
		<key>standard_equipment</key>
		<dict>
			<key>extras</key>
			<array>
			<string>EQ_FUEL_SCOOPS</string>
			</array>
			<key>forward_weapon_type</key>
			<string>EQ_WEAPON_MILITARY_LASER</string>
			<key>missiles</key>
			<integer>4</integer>
		</dict>
		<key>techlevel</key>
		<integer>10</integer>
		<key>weapon_facings</key>
		<integer>1</integer>
	</dict>
OS : Arch Linux 64-bit - rolling release

From: The Netherlands, Europe

OXPs : My user page (needs updating)

Retired, occasionally active
User avatar
phkb
Impressively Grand Sub-Admiral
Impressively Grand Sub-Admiral
Posts: 5603
Joined: Tue Jan 21, 2014 10:37 pm
Location: Writing more OXPs, because the world needs more OXPs.

Re: Fix: Dragon 1.72.2

Post by phkb »

Lone_Wolf wrote: Wed Dec 10, 2025 9:41 pm
EDIT : without explicitly setting max_cargo ship to 15 Dragon X got 25 TC instead of the intended 15
I guess max_cargo isn't inherited with like_ship ?
It should be. Is the Large Cargo Bay installed on your Dragon X? That might have a bearing.
User avatar
Lone_Wolf
---- E L I T E ----
---- E L I T E ----
Posts: 782
Joined: Wed Aug 08, 2007 10:59 pm
Location: Netherlands

Re: Fix: Dragon 1.72.2

Post by Lone_Wolf »

phkb wrote: Fri Dec 12, 2025 11:05 am
It should be. Is the Large Cargo Bay installed on your Dragon X? That might have a bearing.
Without max_cargo= Dragon X gets 25 TC cargo space. Adding LCB increase it to 40 .
With max_cargo=15 the numbers are 15 TC and 30 TC.

oops, forgot that I had max_cargo=25 for dragon M in a shipdata-override.plist in another oxp .

So inheriting max_cargo does work as intended.
OS : Arch Linux 64-bit - rolling release

From: The Netherlands, Europe

OXPs : My user page (needs updating)

Retired, occasionally active
Post Reply