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Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.3 2/4/1

Posted: Mon Apr 16, 2012 9:10 pm
by Storm
Just shoot the police ship, and it will no longer be unoccupied so won't bother scanning you... ;)

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.3 2/4/1

Posted: Tue Apr 17, 2012 4:11 am
by Capt. Murphy
Thanks Solonar - I hadn't considered delays for docking clearance (never had it activated). I'll reduce the overall scan frequency, and disable the timer when waiting for docking clearance for the next update.

Thinking about the balance issue - the chance of police detection even with the 'best' variant is supposed to make the player 'take care' when visiting high tech systems (e.g. avoid the space lane or inject past police ships) . Bearing in mind that the criminal record created by detection and a subsequent battle with the police can be cleared by using the drive (although WildeBlood's new OXP may change that!), I think it's OK that you'll 'often' be detected with the best variant. But I need to tweak to get 'often' at the right level. I may rework it entirely.....(cunning plan forming).

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.3 2/4/1

Posted: Tue Apr 17, 2012 4:51 am
by Solonar
I run the Anarchies OXP, which changes the criminal status decay. It slows down decay going from fugitive to offender and blocks it entirely for interstellar jumps.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.3 2/4/1

Posted: Tue Apr 17, 2012 4:57 am
by Capt. Murphy
Ahhh....OK thanks.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.3 2/4/1

Posted: Tue Apr 17, 2012 8:59 am
by Duggan
I ought to mention also that this device has a very high detection rate when approaching Naval SeCom Stations if using the Galactic Navy oxp. :)

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.3 2/4/1

Posted: Tue Apr 17, 2012 10:33 pm
by Solonar
I had no issues specifically with the Navy SecCom stations save for the times when I had an offender or fugitive tag. The police scan timer in the script works with ships that have the specific role of 'police'. The navy ships have their own unique roles.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Fri Apr 20, 2012 6:11 am
by Capt. Murphy
Hi,

0.9.4 is up with a totally revamped logic for detection of the drive by police/stations.

There is no longer an arbitary tech level limit, detection chance varies with the drive variant, tech level and government type of the system. The first drive variant has a very small chance of detection at any system increasing very quickly with tech level and government type, the 'best' variant a small chance only at higher tech/more lawful government types.

But there is only 1 random check against this chance on arrival in a system/launching. If false no timer is started and there are no further checks. If true, a police scanner timer on a 30 second interval, 30 second initial delay is started, and there is a standard 50% chance check every 30 seconds for idle police in the vicinity. The station check relies on the police having made a detection in that system.

Same download link as per first post.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Thu Jan 16, 2014 9:35 pm
by nobswolf
just tried it for the first time

it works up to the moment finally engaging the drive... nothing happens

fix available?

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Mon Feb 10, 2014 10:37 pm
by antidoto
Same issue exactly. Don't know if I'm using it wrong or what.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Tue Jul 15, 2014 12:46 am
by vsfc
Hi Commanders!

I was fortunate or unfortunate to scoop the Thargoid Witchspace Drive. Where in Galaxy 1 can I fit it? I am sick of police tagging me as offender and not be able to use it anyway. Or can I get it off my ship somehow? (no editing a save file… :wink: ) In my opinion there should be no affect on police scanning if equipment is not fully operational yet. May be it is a good idea to be able sell it for some good money as a rare equipment? I know it is sort of illegal equipment…. Just a though…

Thanks,
vsfc

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Tue Jul 15, 2014 12:50 am
by Cody
vsfc wrote:
Or can I get it off my ship somehow?
Have you tried removing the OXP? The author has not been around for a couple of years, btw.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Tue Jun 07, 2016 8:10 pm
by Rustem
Hi!

I attept use this drive in 1.82, i find it the interstellar space, but activated this drive, its not work:

Output log:

Code: Select all

13:56:41.073 [LogEvents]: Player gui screen changed from GUI_SCREEN_LONG_RANGE_CHART to GUI_SCREEN_MAIN
13:56:41.089 [LogEvents]: Player VIEW_FORWARD
13:56:44.666 [script.javaScript.exception.readOnly]: ***** JavaScript exception (murphy_jumper_eq.js 0.9.3): TypeError: timeAccelerationFactor is read-only
When Thargoid Witchspace Drive is tested in the development release 1.83, it is worked correctly. So TAF is off in 1.82.

The author has not been around, may be somebody answer - what is need edit in base script to possible use it in oolite 1.82?

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Tue Jun 07, 2016 8:21 pm
by Norby
Rustem wrote:
what is edit in base script to possible use it in oolite 1.82?
There are more solutions, one of them is enough:

1. Install developer release of 1.82. This way offer time acceleration.

2. Install [wiki]OXPConfig[/wiki] and flip the dynamicTAF setting of this OXP to false.

3. Do the same in the 26. line in murphy-thargoid-drive.js .

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/

Posted: Tue Jun 07, 2016 9:52 pm
by Rustem
Thanks, Norby!

Option 2 is worked in 1.82. More hyper-jamping, then develop version.

Re: [UPDATE RELEASE] - Thargoid Witchspace Drive 0.9.4 20/4/12

Posted: Sat Sep 24, 2016 6:09 pm
by Duggan
Can I get One of these that will work in the latest release please :)