Aquatics OXP

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

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Thargoid
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Aquatics OXP

Post by Thargoid »

Well I thought it might never actually happen, but it has so I'd like to introduce my very first OXP!

At the moment just a range of ships to add to the Ooniverse, but in the future I'm hoping to expand it up with a home system space shipyard and a mission or few.

With grateful thanks to Ahruman, LittleBear and Eric Walsh for their tips and assistance here in getting the coding right, and Lestradae for pricing guidance and test-piloting.

Lastly but not leastly, you can download the file from here.

Enjoy, and let me know what you think (and if there's any bugs)... :twisted:
Last edited by Thargoid on Thu Jul 21, 2011 7:51 pm, edited 6 times in total.
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Lestradae
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Post by Lestradae »

Well done, cool, distinct new ships, and: you`re welcome!

:D

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Post by Commander Mysenses »

Pics?
Stats?
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Post by Thargoid »

Commander Mysenses wrote:
Pics?
Stats?

Here we are...

Manta Ray :

Versions - Player, trader, police, military

Image
ImageImage

Stats:

Costs - 150,000 credits.
Tech level - 8.
Missiles - 4.
Gunports - 2 (Forward & aft only).
Cargo - 6 (expandable to 10).
Energy recharge - 4.
Thrust - 40 / Speed - 370.
Pitch - 1.4 / Roll - 2.4.
Energy - 256.


Shark:

Versions - Player, trader, escort

Image
ImageImage

Stats:

Costs - 110,000 credits.
Tech level - 6.
Missiles - 3.
Gunports - 2 (Forward & aft only).
Cargo - 5.
Energy recharge - 3.5.
Thrust - 40 / Speed - 370.
Pitch - 1.4 / Roll - 2.4.
Energy - 300.

Man O' War:

Role - Trader.

Image

Stats:

Missiles - 6.
Cargo - 10.
Energy recharge - 5.
Thrust - 20 / Speed - 250.
Pitch - 0.7 / Roll - 1.0.
Energy - 500.

Box:

Role - Escort.

Image

Stats:

Missiles - 4.
Cargo - 0.
Energy recharge - 3.5.
Thrust - 40 / Speed - 370.
Pitch - 1.4 / Roll - 2.4.
Energy - 300.

Conger:

Role - Trader (cargo hauler).

Image

Stats:

Missiles - 6.
Cargo - up to 45.
Energy recharge - 5.
Thrust - 20 / Speed - 200.
Pitch - 1.0 / Roll - 2.6.
Energy - 500.

Hawksbill:

Role - Trader (fuel tanker).

Image

Stats:

Missiles - 6.
Cargo - 0.
Energy recharge - 3.
Thrust - 20 / Speed - 200.
Pitch - 0.7 / Roll - 1.0.
Energy - 500.
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Post by Thargoid »

I also just noticed the version I uploaded last night had a minor error in it (the player Manta Ray energy recharge rate was set to 0.1). :oops:

Updated version now uploaded, in case anyone already grabbed the zip file, can you replace it with the new one?
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Post by DaddyHoggy »

@Thargoid - they're beautiful ships - fantastic - well done!

Is it for the Conger you've managed to get over the scripting of cargo issues? Or is that a WIP?
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Post by Thargoid »

DaddyHoggy wrote:
@Thargoid - they're beautiful ships - fantastic - well done!

Is it for the Conger you've managed to get over the scripting of cargo issues? Or is that a WIP?
It was for the Conger, and it's fully operational. Each of the Conger pod sub-ents now gives 1-10 cargo pods for the player to pick up if they want if they can shoot the pods first. Plus the main ship can also spawn a few too.

All the ships in this version are fully functional (the Hawksbill for example has a rather spectacular death scene when nuked, as it's full of fuel), the future base/missions extension will be for the next version release (no idea when that will be, as I've got some other oxp's on the go at the moment).
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Post by DaddyHoggy »

@Thargoid - excellent news - I may well look at the conger then and the Tescoo Hauler may yet make it out into the wild!

Well done for doing the hard work and putting everybody's suggestions together!

I love the texturing on the Manta.
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Post by Thargoid »

I can't claim credit for the script on the Conger, it's a modified version of Kaks' one from Kestrel & Falcon (with Eric W's help). But I think it does more or less what you wanted the Tescoo hauler to do (or would be simple to tweak to do so), so feel free to recycle it onward ;)
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Post by Captain Hesperus »

Just one question, if a number of Congers were to follow one another in a convoy, would it be the Ooniverse's longest Conger Line?

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Post by Thargoid »

I must admit the ship was originally called the Conga, until I checked the spelling ;) :lol:

Oh, and is there anyone out there who would be interested in playing with shaders on these ships? My kit can't support that, so I can't do it myself... :(
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Post by bob19 »

Tried downloading this but keep ending up with a damaged o byte archive. :oops: Cleaned out the internet cache but still no luck.
Any ideas
Thanks
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Post by Thargoid »

bob19 wrote:
Tried downloading this but keep ending up with a damaged o byte archive. :oops: Cleaned out the internet cache but still no luck.
Any ideas
Thanks
The file on the server seems to be damaged. I've upload a replacement copy, so it should work for you now (correct file size is 2.6M).

Sorry for that!
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Post by bob19 »

Thanks Thargoid
Downloading fine now.
:D
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Post by Gunney_Plym »

Firstly, some really great looking ships, nicely distinctive. However ...

Damn, looks like you've beaten me with an idea.

I haven't installed the OXP yet (looking at this at work) but it sounds very much like your Conger does very much like I want my Goliath Fleet Auxiliary to do when under attack. A cargo ship that carries externally mounted units. Each unit being a separate entity which when destroyed drop a collection of cargo pods.

Now for the cheeky bit :) ...

Can I nick your some of your scripting for my ship ?
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