Re: Military Fuel Injectors OXP
Posted: Mon Jul 02, 2012 7:13 pm
Why do you think I wrote retro rockets?
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Just for the record, Albee, the numeric readout of speed is taken from your ships listing of current speed, not velocity, which is a different thing. Oxp's like Military Fuel Injectors and Q-Charger add velocity to your ship and won't be read by looking at your ship's current speed. The numeric huds have a cheat built into them that infer the set speed of the Q-Charger so that you can see what your speed is supposed to be, and even most of the time when you are turning as well this works because of the way the velocity is added in this oxp. There is no cheat built into them to show the speed when the military fuel injectors give a velocity boost.Albee wrote:I'm using NumericHUDv3, which, as you know, quotes speed explicitly. The actual speed displayed is 2534 with civilian injectors, and exactly the same after fitting the military version. Possessing no coding skills, I haven't a clue where the HUD gets its information from, however (in a programming sense).Thargoid wrote:[...]As for speed - you should see an increase whilst you are using them (ie whilst you are under injectors)[...]
Smivs wrote:Maybe it's a thoughtful feature added by the NumericHUD people to help you avoid speeding tickets
CommonSenseOTB wrote:If there was a simple way to take the ship's velocity and directly translate it into the actual forward speed I would be interested to know about that.
ship.velocity.magnitude()
will give you the total speed (which will be equal to ship.speed
under normal operation, of course)ship.velocity.dot(ship.vectorForward)
will do it. Under Newtonian velocity, and zero thrust, this value will vary from +velocity.magnitude()
to -velocity.magnitude()
depending on which way the ship is facing.I had a sneaking suspicion it might be something to do with the way NumericHUDv3 derives its value of speed (which I don't view as a problem, by the way). It's good to know my military fuel injectors are working correctly.CommonSenseOTB wrote:Just for the record, Albee, the numeric readout of speed is taken from your ships listing of current speed, not velocity, which is a different thing. Oxp's like Military Fuel Injectors and Q-Charger add velocity to your ship and won't be read by looking at your ship's current speed. The numeric huds have a cheat built into them that infer the set speed of the Q-Charger so that you can see what your speed is supposed to be, and even most of the time when you are turning as well this works because of the way the velocity is added in this oxp. There is no cheat built into them to show the speed when the military fuel injectors give a velocity boost.
I was vaguely aware that there was 'drift', but hadn't appreciated just how long it could persist. (I've been doing some mining/ore processing in my Boa Clipper of late, and now I understand why the asteroids I approach at injector speed go screaming past when I reduce speed to zero).Thargoid wrote:[...] A simple way to test if they are working is to go to max speed under injectors for a period and then come to a full-stop. If the injectors are working then your ship should actually continue to drift forward for a short while until the extra velocity boost drains off.
Ahh, just the thing. Will make a note for numeric huds to update this in the next release. Thanks cim!cim wrote:CommonSenseOTB wrote:If there was a simple way to take the ship's velocity and directly translate it into the actual forward speed I would be interested to know about that.ship.velocity.magnitude()
will give you the total speed (which will be equal toship.speed
under normal operation, of course)
If you want the component of that speed which is in the current direction of flight, then
ship.velocity.dot(ship.vectorForward)
will do it. Under Newtonian velocity, and zero thrust, this value will vary from+velocity.magnitude()
to-velocity.magnitude()
depending on which way the ship is facing.
Can you please explain briefly what this will mean to me, as a pilot? Specifically, what will be the reported value of speed when I boost-up with the mil injectors, kill my speed, then turn the vessel so that I'm 'gliding' backwards?CommonSenseOTB wrote:Ahh, just the thing. Will make a note for numeric huds to update this in the next release. Thanks cim!