Longest waiting queue for docking

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pagroove
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Longest waiting queue for docking

Post by pagroove »

Just had a battle against the Thargoids at Inori (G1- a tech 11 planet). Anyway much equipment was damaged including the docking computers. After taking in fuel at the con store (the new and excellent ones:)) I traveled to the main planet. I asked clearance and was 14 in queue :shock:

There where about 25+ ships waiting around the station. Now that's a hub world!

Now I appreciate the docking computer again ;)
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Screet
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Re: Longest waiting queue for docking

Post by Screet »

pagroove wrote:
I traveled to the main planet. I asked clearance and was 14 in queue :shock:

There where about 25+ ships waiting around the station. Now that's a hub world!
Looks like we need more stations around the planet or some freighter which docks and allows to buy fuel and trade at slightly worse prices ;)

Did you play with RS or OSE or did the original game add so many ships there? Usually, I only see such massive ship amounts when I'm running RS/OSE...

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Re: Longest waiting queue for docking

Post by Lestradae »

Screet wrote:
Did you play with RS or OSE or did the original game add so many ships there? Usually, I only see such massive ship amounts when I'm running RS/OSE...
Which actually throws up an interesting question I would like to know the answer to:

If the game can choose from more ship types, will it also add more ships, or add the same amount basically, just with more diversity?

Someone who knows please answer this!

If the game adds more ships because more are there, I would recommend for the core game to change that or at least give the amount of possible ships from the system populator some sort of cap, please.

:?:

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Re: Longest waiting queue for docking

Post by Screet »

Lestradae wrote:
If the game adds more ships because more are there, I would recommend for the core game to change that or at least give the amount of possible ships from the system populator some sort of cap, please.
...and I'd request that the cap would be higher than it's right now, because I do like it that RS/OSE somehow results in a more filled system (except that I dislike it if there's too many really big ones). In plain oolite, I have the impression that there are too many convoys and too few pirates to have enough fun ;)

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Re: Longest waiting queue for docking

Post by Lestradae »

Screet wrote:
...and I'd request that the cap would be higher than it's right now, because I do like it that RS/OSE somehow results in a more filled system (except that I dislike it if there's too many really big ones). In plain oolite, I have the impression that there are too many convoys and too few pirates to have enough fun ;)
Problem is that this massively raises the system resources being used up by the ships. And as OSE is going to have about thirty times as many ship types as RS has, without a cap this would become unplayable.

Something can be done about the pirates, though, if you feel bored already :twisted:
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Re: Longest waiting queue for docking

Post by Eric Walch »

Lestradae wrote:
If the game can choose from more ship types, will it also add more ships, or add the same amount basically, just with more diversity?
The number of ships Oolite will add was written to the log under 1.65. In current Oolite this is off by default. When you want those numbers, copy the logcontrol.plist from within Oolites config folder to a config folder in the AddOns folder.

Then search in this file for universe.populate and replace the "no" behind it with "yes". From now on the populator logs the number of ships it will add. This is independent of the number of installed oxps. However when you have a lot of escorted traders than the amount off ships might rise because escorts are not counted only the number of traders.

But besides the populator there are many oxp's that explicit add extra ships. e.g. transports.oxp adds a lot of escorted traders in some systems as addition on the populator. (Since version 1.49 this number of additions is reduced a bit, compared with the original version)
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Post by LittleBear »

I think Oolite adds a certain number of pirates, traders, police etc depending on the govenment and economy type. This (I think) is uneffected by OXPs unless you are added extra ships by script. So with OXPs in there are more 'cards in the deck' but the number of cards dealt out in each system is the same. However, escorts are not counted. IE a Python with two escorts counts as 1 ship, as does a Mamba even though 3 ships are actually added when the Python Card is dealt. If in OS you have given a lot of ships escorts then then number of ships in system with be increased. In the native game only a couple of ships have escorts, so OXPs that add 'Cards to the deck' with escorts attached to the 'Card' will beef up traffic a lot (trebeling at least). Bear in mind also that the escorts number in shipdata is not the number actually added. Oolite does some maths with it and adds or substracts from this number depending on the Govenment type. Eg A Python Trader with 2 escorts set in shipdata may appear with 4 escorts in an Anarchy. So bear in mind that if you have a lot of entries for pirates (say) with escorts added, Oolite might add 3 pirates in a group, but you could actually get 15 pirates in that group if all the Cards chosen by Oolite as pirates had 3 escorts set up in shipdata. Probabley should be careful not to give many ships with the role pirate trader or police escorts / wingmen, if you want to keep the number of ships in system round about the same as the native game. :wink:
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
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Re: Longest waiting queue for docking

Post by Micha »

Screet wrote:
In plain oolite, I have the impression that there are too many convoys and too few pirates to have enough fun ;)
Screet
That depends on the type of game you want to play. IMHO, if you want to play a space battle-game, then there's the Star Wars series and the Wing Commander franchise (ok, showing my age here - what's a modern equivalent?!) which are just that - combat.

I personally like the fact core Oolite is a bit of fighting but not massive amounts.

Can always add OXPs to populate systems with more pirates.. perhaps make a more player-centric OXP which adds several pirates near the player after X minutes / X kilometers, where X is smaller the more dangerous a system (based on govt & tech-level)
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Post by pagroove »

I have all flavor oxp's but no OSE active atm. However I like it that it's so busy. It gives the hubs a real busy feeling. However such worlds actually need bigger stations. A sort of space cities. Probably with multiple launch tubes.
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Re: Longest waiting queue for docking

Post by another_commander »

Micha wrote:
That depends on the type of game you want to play. IMHO, if you want to play a space battle-game, then there's the Star Wars series and the Wing Commander franchise (ok, showing my age here - what's a modern equivalent?!) which are just that - combat.

I personally like the fact core Oolite is a bit of fighting but not massive amounts.
Fully agree with Micha here. Oolite is not just about combat. It has peaceful moments and this is one of its Good Things, in my opinion. And, while we're at it, the best pure space combat sim at this moment has to be FreeSpace2 Source Code Project ( http://www.hard-light.net ).
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