Re: Oolite 2.0 or II
Posted: Tue Dec 27, 2016 7:15 pm
Yes, definitely.Disembodied wrote:...should the torus be disabled during red alerts?
For information and discussion about Oolite.
https://bb.oolite.space/
Yes, definitely.Disembodied wrote:...should the torus be disabled during red alerts?
Yes, i think that would make it easier to script these kind of things.another_commander wrote:Would it be useful maybe if we had a JS read/write property like player.ship.massLockable (accompanied by its sister shipdata.plist property mass_lockable, valid only for player ships) that just hands masslock control over fully to scripts?
I've set up something very experimental based on the earlier description of the "massLockable" property and it seems to work, although of course more testing is needed. I understand that this is where the scalpel goes deep (a bit too deep maybe). I can make it so that mass lock is forced when in red alert, but I am thinking that if we were to hand over control to scripting for this, might as well do it fully and let scripts handle however they wish the red alert case.Smivs wrote:Yes, definitely.Disembodied wrote:...should the torus be disabled during red alerts?
Yup, that too. Just did it for kicks.Cody wrote:And within the aegis? Docking on torus is fun!
You need the Trunk-version ( v1.85 ):LSD 425 wrote:The solution is simple. Add a key press time accelerator. A core feature that accelerates game engine time while pushing a single key. The major benefits of which follow:
1. Speeds you through uneventful mass locks
2. Speeds you through docking delays
3. Benefits all players since you do not need an OXP or equipment to use it.
4. Doesn't affect any core mechanics or NPC interactions. The game is basically the same except you can speed up the boring parts.
5. Should be easy to implement. I noticed a time control OXP that requires developer version, so I assume mechanics are currently available in developer version.
6. Would make the game way more FUN.
Instructions for a dumb pilot, por favor? Something to do withanother_commander wrote:I will commit the experiment in a while and hopefully it should be in tomorrow's nightly for (a lot of) testing.
mass_lockable = no;
is it?Yes indeed...Stormrider wrote:I think the greatest thing about Oolite is that each individual can create and play the game any way they choose rather than playing a game someone else chooses for them.
Again, I agree. Norby's variable masslock and my aforementioned tweak include this feature (in case anyone was unaware...)Smivs wrote:The thing is, Masslock makes sense. Mostly to avoid collisions. So there is a case to say everything should Masslock you. But yes it can get tedious, so why not just be able to re-engage torus Drive if you want to once you've been Masslocked. Have it as an automatic safety system that can be manually cancelled after activation.
Thanks!another_commander wrote:I've set up something very experimental based on the earlier description of the "massLockable" property and it seems to work, although of course more testing is needed. I understand that this is where the scalpel goes deep (a bit too deep maybe). I can make it so that mass lock is forced when in red alert, but I am thinking that if we were to hand over control to scripting for this, might as well do it fully and let scripts handle however they wish the red alert case.
I will commit the experiment in a while and hopefully it should be in tomorrow's nightly for (a lot of) testing.
Thanks A_C, I would like to see mass lock fully controllable even under red alert this would allow authors to experiment with other methods of handling mass lock with disruptors and whatnot.another_commander wrote:I've set up something very experimental based on the earlier description of the "massLockable" property and it seems to work, although of course more testing is needed. I understand that this is where the scalpel goes deep (a bit too deep maybe). I can make it so that mass lock is forced when in red alert, but I am thinking that if we were to hand over control to scripting for this, might as well do it fully and let scripts handle however they wish the red alert case.
I believe Ken recommended 500.Cody wrote:425 µg?
Yes, that is correct. You want to have this line somewhere in your player ship's shipdata entry, although I believe it is much more efficient to test with the debug console andCody wrote:Instructions for a dumb pilot, por favor? Something to do withmass_lockable = no;
is it?
player.ship.massLockable = true/false;
so that you can change masslockable status on the fly. In the absense of console, the above line will be fine but to change the property you will need to exit the game, edit the line and restart it.Theoretically, you should now be able to create any preferred mass lock model from within Javascript.Redspear wrote:Personally, I think combining ship role with target heading as discriminating factors could create a mass-lock model with a flavour very much like the original elite and yet without sacrificing any of oolite's non-player centric elements.
As per above, this is indeed the case. Mass lock (and responsibility of its use) is completely under script control, if so desired. There are no core restrictions whenever a script proceeds to cancel masslocking. And, of course, if no scripts touch the mass lock model as set up by default, there should be no changes to the current gameplay at all.Stormrider wrote:I would like to see mass lock fully controllable even under red alert this would allow authors to experiment with other methods of handling mass lock with disruptors and whatnot.
Havinganother_commander wrote:You want to have this line somewhere in your player ship's shipdata entry...
mass_lockable = no;
in my player-ship's shipdata.plist
doesn't seem to work (nightly 98f6ceb).shipdata.plist
too (with a virgin Jameson) - no joy. Is it me again?I'm not having any luck with it either. same nightly.Cody wrote:Tried it in the core shipdata.plist too (with a virgin Jameson) - no joy. Is it me again?
Nope, it was me. But hopefully now fixed for the next nightly.Stormrider wrote:I'm not having any luck with it either. same nightly.Cody wrote:Tried it in the core shipdata.plist too (with a virgin Jameson) - no joy. Is it me again?