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Re: Oolite fight club
Posted: Sun Jul 17, 2011 1:18 pm
by DaddyHoggy
Switeck wrote:While ships cannot be scripted when/how to fire their laser(s), they can be scripted to fire missiles on demand...and what exact kind of missiles. This includes firing while charging at you head-on using injectors. Ever get hit by a missile head-on? How about one that was injected to higher speeds? The player's ship may have 1200 base max energy, naval energy unit, shield booster, military shields, IronHide, Naval Grid, and ShieldEqualizer+Capacitors...but if the ECM doesn't manage to destroy the missile with an ECM or a missile-disrupting OXP doesn't divert it away, it can still cause a "press space commander" moment.
Captain Hespersus famously did this to a pirate ship once by dropping a cargo pod while on injectors - it hit the incoming pirate head-on...
Pirate probably only had time to think: "Ha-Ha... Oh-oh..."
Re: Oolite fight club
Posted: Sun Jul 17, 2011 1:28 pm
by JensAyton
Switeck wrote:Ever get hit by a missile head-on? How about one that was injected to higher speeds?
Without testing, I’d expect missiles fired on injectors to very quickly slow to cruising speed using their high thrust (unlike a barrel, which zero thrust, or an escape capsule, which has very low thrust). This may seem a silly thing for a missile to do, but they use standard guidance computers for economic reasons, and besides, they’d have trouble navigating to a target at extreme speeds. For this type of thing you’d really want an unguided rocket, but these seem hard to come by – possibly something to do with Galcop regulations?
Hint: you could implement such a rocket by adding vectorForward
* delta
* a constant factor to velocity
in a frame callback for a fixed period of time. The rocket would have to have zero thrust. Normal engine effects wouldn’t work well, so I’d suggest using fixed flashers and turning them off when the burn ends.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 1:33 pm
by Thargoid
Or possibly because you haven't installed railgun OXP?
Re: Oolite fight club
Posted: Sun Jul 17, 2011 1:48 pm
by RyanHoots
Thargoid wrote:Or possibly because you haven't installed railgun OXP?
You are the master of OXP weapons. How many do you have in your arsenal?
Re: Oolite fight club
Posted: Sun Jul 17, 2011 1:50 pm
by Thargoid
Believe me, you really don't want to know
Especially as I also have a couple of WIP OXPs from Okti, who is also a master of these things.
But as noted elsewhere, my current test pylon mounts include void bombs (mini black holes), kicker missiles, a stun missile rack and some cutpurse missiles which make trader ships drop their cargoes...
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:05 pm
by Switeck
Ahruman wrote:Switeck wrote:Ever get hit by a missile head-on? How about one that was injected to higher speeds?
Without testing, I’d expect missiles fired on injectors to very quickly slow to cruising speed using their high thrust (unlike a barrel, which zero thrust, or an escape capsule, which has very low thrust). This may seem a silly thing for a missile to do, but they use standard guidance computers for economic reasons, and besides, they’d have trouble navigating to a target at extreme speeds.
Yes indeed they slow down quickly from ludicrous speed, because of this line in their GLOBAL section:
ENTER = ("pauseAI: 0.5", "setSpeedFactorTo: 1.0");
Setting speed to 100% really is hitting the brakes hard.
But in my experience with the Cobra 3 and Boa 2 on the firing side, I can usually pitch a missile at injector-boosted speeds out at least to 15 km. Quite a fastball pitch.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:16 pm
by JensAyton
Switeck wrote:Yes indeed they slow down quickly from ludicrous speed, because of this line in their GLOBAL section:
ENTER = ("pauseAI: 0.5", "setSpeedFactorTo: 1.0");
Setting speed to 100% really is hitting the brakes hard.
Well, no. Since missiles don’t have injectors, their speed factor will be clamped to 1 in
-applyThrust:
anyway.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:30 pm
by Eric Walch
Ahruman wrote:Well, no. Since missiles don’t have injectors, their speed factor will be clamped to 1 in -applyThrust:
anyway.
And even when you give then injectors - like in missile & bombs - the injectors will be fully ignored. Ships on "BEHAVIOUR_INTERCEPT_TARGET" never try to fly harder than max speed.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 2:56 pm
by Okti
Thargoid wrote:
Especially as I also have a couple of WIP OXPs from Okti, who is also a master of these things.
Thanks Thargoid, for the time being my "Uber equipment division" suspended its operations and completed a mission OXP which is on testing stage, and a joint WIP anounced by Smivs.
But you never know when it will return to operation again.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 4:20 pm
by m4r35n357
Bugbear wrote:So how about we take the player out of it and just let the computer decide. Kind of like Oolite Thunderdome (anyone remember Mad Max III ?)
Apologies for the shameless plug, but I've done just this by adapting my Factions OXP. You can use any installed ship, and have two or more "teams" of size 1 to N. I would like to nominate the (twin laser) Feudal Zerstorer as the manliest ship I've found so far, but I haven't done an exhaustive study. Oh, nearly forgot, Santas are harder than Star Jellies.
If you are interested & can't work out what you actually need to do, let me know here or on the Factions OXP thread and I'll try to explain how it's done.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 7:15 pm
by Smivs
m4r35n357 wrote:Oh, nearly forgot, Santas are harder than Star Jellies.
That is something I'd like to have seen.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 7:35 pm
by RyanHoots
A little something...
I know the courier is damaged, but there's not much I can do when taking screenshots of the models.
Re: Oolite fight club
Posted: Sun Jul 17, 2011 7:58 pm
by m4r35n357
Smivs wrote:m4r35n357 wrote:Oh, nearly forgot, Santas are harder than Star Jellies.
That is something I'd like to have seen.
Indeed, it was a joy to behold - you don't want to mess with Santa I can tell you
Re: Oolite fight club
Posted: Mon Jul 18, 2011 9:52 am
by Zireael
m4r35n357 wrote:Bugbear wrote:So how about we take the player out of it and just let the computer decide. Kind of like Oolite Thunderdome (anyone remember Mad Max III ?)
Apologies for the shameless plug, but I've done just this by adapting my Factions OXP. You can use any installed ship, and have two or more "teams" of size 1 to N. I would like to nominate the (twin laser) Feudal Zerstorer as the manliest ship I've found so far, but I haven't done an exhaustive study. Oh, nearly forgot, Santas are harder than Star Jellies.
If you are interested & can't work out what you actually need to do, let me know here or on the Factions OXP thread and I'll try to explain how it's done.
Go post this adaptation somewhere, please...? I'd love to try it...
Re: Oolite fight club
Posted: Mon Jul 18, 2011 11:31 am
by m4r35n357
Zireael wrote:
Go post this adaptation somewhere, please...? I'd love to try it...
See here:
https://bb.oolite.space/viewtopic.php?f=4&t=10455