





Realistic Shipyards V3.02 has, after being online for two weeks, broken through the One Hundred Downloads barrier!


L
Moderators: winston, another_commander
Erm... a few of them was me trying to download its 85,6Mb on a weak Wifi...Lestradae wrote:Pimping myself!![]()
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Realistic Shipyards V3.02 has, after being online for two weeks, broken through the One Hundred Downloads barrier!![]()
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L
Lestradae wrote:Your ideas - by all means, let`s hear them!I haven't forgotten what it's like to have a paper ass, no injectors, standard shields, and only a pulse laser and conventional missiles, in a universe where Tigers and Wolves and Kestrels and Condors also prowl. I have some half-baked ideas about how to retain balance at such varied levels
My opinion is that: If any Jameson buys himself an Injector right after the Docking Comp (possible at Lave itself with RS 3.02 - buy a smaller ship + more equipment immediately and start out with a few thousand credits), and keeps using that scanner thingy and looking at the printed-out ships databank what is coming at him, and doesn`t travel to anarchies or feudal systems for the time being, keeping to corporate and democratic systems at the beginning, and RUNS if one of the big guys gets too interested ... then the universe where Tigers and Wolves and Kestrels and Condors also prowl is pretty survivable for the young Jameson.
Shit happens - but with RS 3.02, death can happen to the best of us ...
Perhaps (perhaps?!) I`m an old style gamer, but I don`t hold the sliding scales easy gaming approach in high regard ... in my version of the Ooniverse (visible in RS) there are dangerous places you don`t go to before you have become dangerous yourself. That way, low-tech anarchy actually means something.
That is just my opinion, my 0.2 Cr - anyone else is entiteled to theirs too, and I will always listen to new ideas ...
Have fun everyone with your respective versions![]()
L
I hope you succeded eventually!a few of them was me trying to download its 85,6Mb on a weak Wifi...
What part of it?Maybe you should edit this post to add to the wiki as a caveat
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
Yeah, it made a bigger difference than I thought ...The corrected roles made a huge difference! I had no idea how many law-abiding citizens there were in the ooniverse! Before, it seemed like half of the ships I saw were tagged Offender or Fugitive, but now they're relatively rare. And since the fix, I haven't once gotten in trouble for shooting a Bad Guy in front of the police. So thanks!
No, please post your list here! If you found anything I haven`t found yet, it`s very helpful to have it before the next release!Not all error messages have been removed, of course. The thing is just too big to catch them all in one round, given that not every ship is processed every time you run the game. I have a collection of some, but from what I've read here, you've already found and fixed most of them. I'll wait until your next release, then see if I can spot any more.
The only possible explanation for that is that there are two different versions of that ship which have the same in-game name, but are actually different (i.e. one has 0.35 LS top speed, the other 0.37 LS but both are named Cobra MkIII). Otherwise it would be a mystery. Do you recall which ship that was?know that some ships are represented multiple times, from different shipyard entries, but in at least one case, there was something like a 60,000Cr difference between two ships that were both "standard customer model". And that ship is only in RS, and only in there once.
The additional equipment is calculated by the core game into the price. The ship`s TL determines where a ship can be found, not its equipment. Which equipment is added is dtermined by the core game, RS can`t influence that a lot.Do the RS prices as they stand now include standard equipment in the cost? How about the tech level?
Well, i think such a ship should be available from TL 5 onwards, as the ship should determine the TL, not the equipment imo.By your price ranges, the ship would have been, I think, TL5, but injectors are TL10, so I listed it as TL10. Not entirely sure that's accurate, wanted to get your thoughts.
Probably yes, the core game does that, as mentioned above.got me wondering about whether it was factored into the price.
Cargo works price-wise as follows:Clear this up for me: You figure the cargo pricing factor based on the "extended" cargo capacity, of the base Cobra MkIII versus the ship being priced. That is, its base capacity plus the Large Cargo Bay enhancement if that's allowed. Then, in your document of ship data, you frequently list "No ECC" under "Possible Equipment". Does the inability to have a Large Cargo Bay count as "less equipment" in the overall pricing equation? That is, would that be a 90% instead of 100%, if a ship has "No ECC"? If so, haven't you already figured in the cargo capacity difference by using the "extended" capacity figure for the cargo pricing factor? Isn't that a bit of double-dipping? Also, I notice that there's now a shipdata entry that lets you specify how large a Large Cargo Bay is, different from the stock 15 tons. This area seems to need a bit of clarification, at least for me.
The SIRF Yards have a Tech Level that is three levels higher than the TL of the system surrounding it. If you look at the equipment dock you will see that. In systems of TL 13+ the TL of the SIRFYards stays at 15, but the equipment including the TL 15 equipment gets cheaper. Much cheaper. There`s your reasonSo far, I haven't found any real reason to dock at a SIRF, beyond the visual pleasure of it.
Well, most things rise as a curve:In the real world we live in, prices tend to go more on a logarithmic/geometric scale than the linear one you use ... Now, having said all that, I'm not entirely sure you/we want to get quite that realistic with the prices!
That would be very, very great, if that was possible, but I don`t know if it is and if, how-to. If someone ever scripted a gadget like that I`d immediately include it into future RS and be hugely thankful for getting spared lots of future work by hand ...Is it or is it not possible for an OXP to set the prices seen in a shipyard display, based on data of its own, and what it can get from the game engine? Because if it can, then I can easily envision an ECMAScript (JavaScript to some) proggie that implements the RS pricing model, and just calculates the prices on the fly. If this isn't possible, wonder how hard it would be to add?
Thanks, I`ll do just that. The next version will see a split of the pricing model (Realistic Shipyards V1.1) and the full, big, add-all ships version (Oolite Ships Extension V1.0). And the latter one will include many more ships generated by varying what`s already there a bit ...Just have to say, great work on RS, and keep it up.
That`s a very good idea. Cmdr Maegil I think said he might create RS versions "for Jamesons" and "for veterans". If he or someone else invests the work, I would appreciate that very much and, if wanted, even host it on my paid box account and add download links on the Realistic Shipyards page to the alternate variants.some ideas for the future, like an automated installer that lets you include or omit ships, either in groups ("Trek", "Star Wars", "Uber", "Starter", etc.) or individually
I get companycomprised of unpaid volunteers who do it for the love of the game
By all means, if it pleases you, do, and - see above!Hmm, maybe I am doing a spliff, as DaddyHoggy suggested elsewhere
It can be done with a custom shader. Other than that, no.Cmdr. Maegil wrote:Ahruman, has there been any advancement regarding the application of different decals on ships (the previous position being "only replacing the complete skin")?
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.