Full Stop Key
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- Greyman
- Dangerous
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Full Stop Key
Good evening everyone,
I do have a small suggestion which might be a good addition to the game. I propose adding a key binding to bring the ship to a quick stop. This might come in handy in some dog fight situations and even during docking sequence if another ship suddenly crosses your flight path.
As I'm not familiar with scripting Oolite I really don't know if this might be added through a OXP (maybe something like a retro thruster) or if it has to be put into the main code. Also I couldn't find a thread wih a similar suggestion so far.
Any opinions on this topic?
Greyman
I do have a small suggestion which might be a good addition to the game. I propose adding a key binding to bring the ship to a quick stop. This might come in handy in some dog fight situations and even during docking sequence if another ship suddenly crosses your flight path.
As I'm not familiar with scripting Oolite I really don't know if this might be added through a OXP (maybe something like a retro thruster) or if it has to be put into the main code. Also I couldn't find a thread wih a similar suggestion so far.
Any opinions on this topic?
Greyman
OXPs can't define new keys. But other than that it's simple (player.ship.speed = 0).
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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didThargoid wrote:OXPs can't define new keys. But other than that it's simple (player.ship.speed = 0).
Code: Select all
player.ship.speed
Edit: answer no
Code: Select all
> player.ship.speed = 0
Warning (strict mode): player.ship.speed is read-only
Active script: "oolite-debug-console" 1.72
oolite-debug-console.js, line 218:
if (result === null) result = "null";
Bounty Scanner
Number 935
Number 935
Hmm, I thought I'd used it and it worked. Perhaps I'm mixing it up with something else.
Ah well, the log file has the final say I guess
Ah well, the log file has the final say I guess
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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- Eric Walch
- Slightly Grand Rear Admiral
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You probably used: desiredSpeed. This is the speed the ship aims at and it will accelerate/decellerate to this speed according to the thrust settings and some other settings that might overrule this. It works never immediately but just like the AI command setSpeedTo:Thargoid wrote:Hmm, I thought I'd used it and it worked. Perhaps I'm mixing it up with something else.
And when set higher that maxSpeed it will use fuelInjection to achieve this speed (If fuel and the injectors are present).
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Commander McLane
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Apart from the problems in scripting it, I have to say that I don't agree with the suggestion in the first place. Why should the player get a quick stop option for his ship, and NPCs shouldn't?
And generally I think it makes sense that it takes some time to accelerate a ship, and some time to decelerate it. And by the way, how fast a ship accelerates and decelerates is defined by the thrust-key in shipdata. Ship designers are free to use this to create a ship that accelerates from naught to sixty in less than a second! And deceletation would be equally quick.
An alternative way of bringing your ship's speed to naught in an instant would be hitting the Coriolis of your choice (works like a concrete wall for your car) .
And generally I think it makes sense that it takes some time to accelerate a ship, and some time to decelerate it. And by the way, how fast a ship accelerates and decelerates is defined by the thrust-key in shipdata. Ship designers are free to use this to create a ship that accelerates from naught to sixty in less than a second! And deceletation would be equally quick.
An alternative way of bringing your ship's speed to naught in an instant would be hitting the Coriolis of your choice (works like a concrete wall for your car) .
You can already do naught to sixty in under a second if you've got the fuel injectors fitted. Just jab "I" for a half-second.
For me it wouldn't be so game-unbalancing I think. Or alternatively the fuel injectors should be changed to only become available when you're already running at max normal speed perhaps?
For me it wouldn't be so game-unbalancing I think. Or alternatively the fuel injectors should be changed to only become available when you're already running at max normal speed perhaps?
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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- Commander McLane
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I know. You mentioned acceleration though
My OXPs via Boxspace or from my Wiki pages .
Thargoid TV
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- Commander McLane
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