The ship will run out of fuel since i believe its hardcoded that a ship can only have 7.0 ly of fuel onboard(im pretty sure i recall something will break if you give it more).
Not at all. It’s just impossible to jump further than 7 ly in one go. (Also, you can use a JavaScript timer to top up the fuel tanks continuously.) However I’m not aware of a way to force the AI to travel on afterburners.
Well i discovered while you can shipdata.plist the fuel to be higher than 7
BUT you can´t add more fuel than 7 ly, even if its tank falls below 7 ly, it will be capped at 7, seems there is a special check somewhere when fuel is added in the code.
Which was a pain,since that was requirement of something i´m writing..
but found a way to work around it...
BUT you can´t add more fuel than 7 ly, even if its tank falls below 7 ly, it will be capped at 7, seems there is a special check somewhere when fuel is added in the code.
awardFuel: <amount>
// The amount can be positive or negative, expressed in LY of range
// the fuel level is adjusted to a maximum of 7.0LY and minimum of 0.0.
BUT you can´t add more fuel than 7 ly, even if its tank falls below 7 ly, it will be capped at 7, seems there is a special check somewhere when fuel is added in the code.
awardFuel: <amount>
// The amount can be positive or negative, expressed in LY of range
// the fuel level is adjusted to a maximum of 7.0LY and minimum of 0.0.
I was just about to come on and see if anyone had done a tanker oxp, because I wanted that to be my first working oxp.
Oh well. Back to the Drawing board.
I wonder if this noted oxp has what I was going to ask about, namely a 'You crazy fool, what are you doing message?", a large number of escorts and the chance that blowing one up creates an E/Q Bomb sized explosion?