The only Kobayashi Maru for that being the Purple Haze, when it decides to give you an E-bomb as a parting gift...JohnnyBoy wrote:Not if you're in a SuperCobra with a Naval Energy Unit, Military Shield Enhancement and an ice-cold Mil laser....

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The only Kobayashi Maru for that being the Purple Haze, when it decides to give you an E-bomb as a parting gift...JohnnyBoy wrote:Not if you're in a SuperCobra with a Naval Energy Unit, Military Shield Enhancement and an ice-cold Mil laser....
Or there 2 of them. Oh look at the pretty lights! Hang on where's my ship gone?Thargoid wrote:The only Kobayashi Maru for that being the Purple Haze, when it decides to give you an E-bomb as a parting gift...JohnnyBoy wrote:Not if you're in a SuperCobra with a Naval Energy Unit, Military Shield Enhancement and an ice-cold Mil laser....![]()
And alternatively you can kill them from quit close. They are only deadly at intermediately distance. Stay close and start by destroying some of his laser guns. When you now loose close distance he has less fire power to shoot at you. One of those beast is never a problem, only with two, you can't stay close to both.LittleBear wrote:So if you come to a dead stop and keep your distance you can vapouries a rattle before it can even come in range with its own guns.
You have time to practise until 1.72 gets released. LB found a major problem in the oxp. Until now we only developed the oxp with use of custom created derelicts. Now we discovered that for, in-fight created, derelicts the maximum speed is redefined at zero. This is hardcoded, no bypassing possible.Jar wrote:Spent two days and failed to cause even one forced eject! This is not easy. Many ships just explode; a mil laser is not easy to regulate.
yeah i 2nd that with my own derelict code whereby i just switch its AI to route1traderAI instead of the old AI whereby it just tumbled... with dumbAI.plist.. the code takes care of its detruction (if boobytrapped), and the spawn of the virtual damage device whereby the player gets hurt...Eric Walch wrote:You have time to practise until 1.72 gets released. LB found a major problem in the oxp. Until now we only developed the oxp with use of custom created derelicts. Now we discovered that for, in-fight created, derelicts the maximum speed is redefined at zero. This is hardcoded, no bypassing possible.Jar wrote:Spent two days and failed to cause even one forced eject! This is not easy. Many ships just explode; a mil laser is not easy to regulate.
This means we now will create a test release were derelicts are randomly script added. It will be a playable version but we need changes in Oolite itself to let the player created fly to the dredger. It won't be before 1.72
To the derelict creation itself. I think sparks are started when the energy drops below 25% and pilots decides to eject when energy drops below 10%. So you must be at the lower end of the sparking. I tried it yesterday with 3 anacondas. From 2 I got a derelict, the 3th just exploded.
If taken intact, they can be sold as Alien Items.hircus wrote:One ship type that strikes me as being very useful to salvage is the thargoid robot figher. It's totally controlled by the mother ship, which means that at the end of a space battle you will see a lot of abandoned fighters in mint condition.
The bounty for destroying them starts from 50 and goes up (I've seen a max of 114 so far). Surely they will be worth more if captured intact?