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Re: Piloting the Interceptor

Posted: Wed May 16, 2012 10:10 pm
by Albee
CaptSolo wrote:
However, with these values you may see part of the forward hull and the forward gun. But transferring to reality, this is what the pilot of said ship would see.
I agree it's realistic, but I have to say I much prefer a clear HUD. For some reason, I find bits of fuselage etc. poking into the view inordinately distracting -- I'm constantly looking at them when I should be looking for hostiles. (No doubt I'd get used to it in time if I stuck with it).
Smivs wrote:
It's a fudge, Albee. A long time ago I made a single-ship OXP for all the non-buyable ships, and a save-file to go with it. So I'm using that.
Can you post your adapted shipdata.plist here so we can have a look...it might help.
Follows...

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>viper-interceptor-player</key>
	<dict>
		<key>energy_recharge_rate</key>
		<real>6</real>
		<key>exhaust</key>
		<array>
			<string>-32.0 0.0 -18.0 8.0 8.0 10.0</string>
			<string>32.0 0.0 -18.0 8.0 8.0 10.0</string>
			<string>0.0 0.0 -23.0 12.0 12.0 16.0</string>
		</array>
		<key>forward_weapon_type</key>
		<string>WEAPON_MILITARY_LASER</string>
		<key>laser_color</key>
		<string>magentaColor</string>

		<key>view_position_forward</key>
		<array>
			<string>0.0 3.0 28</string>
		</array>

		<key>hud</key>
		<string>hud.plist</string>
		<key>max_cargo</key>
		<integer>0</integer>
		<key>max_energy</key>
		<real>280</real>
		<key>max_flight_pitch</key>
		<real>2</real>
		<key>max_flight_roll</key>
		<real>4.2000000000000002</real>
		<key>max_flight_speed</key>
		<real>520</real>
		<key>max_missiles</key>
		<integer>3</integer>
		<key>missiles</key>
		<integer>3</integer>
		<key>model</key>
		<string>smivs'viperi.dat</string>
		<key>name</key>
		<string>GalCop Viper Interceptor</string>
		<key>roles</key>
		<string>player</string>
		<key>subentities</key>
		<array>
			<string>*FLASHER* -49 0 -9.5 260.0 2 0.5 8</string>
			<string>*FLASHER* -44 0 1.125 260.0 2 0.6 8</string>
			<string>*FLASHER* -40 0 11.25 260.0 2 0.7 8</string>
			<string>*FLASHER* -36 0 21.375 260.0 2 0.8 8</string>
			<string>*FLASHER* -32 0 31.5 260.0 2 0.9 8</string>
			<string>*FLASHER* 49 0 -9.5 310.0 2 0 8</string>
			<string>*FLASHER* 44 0 1.125 310.0 2 0.1 8</string>
			<string>*FLASHER* 40 0 11.25 310.0 2 0.2 8</string>
			<string>*FLASHER* 36 0 21.375 310.0 2 0.3 8</string>
			<string>*FLASHER* 32 0 31.5 310.0 2 0.4 8</string>
			<string>*FLASHER* -25 16 -24 260.0 2 0 8</string>
			<string>*FLASHER* 25 16 -24 310.0 2 0.25 8</string>
		</array>
		<key>thrust</key>
		<real>50</real>
	</dict>
</dict>
</plist>
And as a BOGOF (this week only), my modified shipyard.plist...

Code: Select all

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
	<key>viper-interceptor-player</key>
	<dict>
		<key>chance</key>
		<real>1.0</real>
		<key>optional_equipment</key>
		<array>
			<string>EQ_PASSENGER_BERTH</string>
			<string>EQ_ESCAPE_POD</string>
			<string>EQ_ENERGY_BOMB</string>
			<string>EQ_ENERGY_UNIT</string>
			<string>EQ_NAVAL_ENERGY_UNIT</string>
			<string>EQ_DOCK_COMP</string>
			<string>EQ_WEAPON_PULSE_LASER</string>
			<string>EQ_WEAPON_BEAM_LASER</string>
			<string>EQ_WEAPON_MILITARY_LASER</string>
			<string>EQ_SCANNER_SHOW_MISSILE_TARGET</string>
			<string>EQ_MULTI_TARGET</string>
			<string>EQ_GAL_DRIVE</string>
		</array>
		<key>price</key>
		<integer>100</integer>
		<key>standard_equipment</key>
		<dict>
			<key>extras</key>
			<array>
				<string>EQ_FUEL_SCOOPS</string>
				<string>EQ_ECM</string>
				<string>EQ_FUEL_INJECTION</string>
			</array>
			<key>forward_weapon_type</key>
			<string>EQ_WEAPON_MILITARY_LASER</string>
			<key>missiles</key>
			<integer>3</integer>
		</dict>
		<key>techlevel</key>
		<integer>1</integer>
		<key>weapon_facings</key>
		<integer>3</integer>
	</dict>
</dict>
</plist>
Does this win me the prize for 'Longest Post of the Week', do you think? :)

EDIT: Code made easier to read using 'Code display'

Re: Piloting the Interceptor

Posted: Wed May 16, 2012 10:16 pm
by Cody
Albee wrote:
Does this win me the prize for 'Longest Post of the Week', do you think?
Heh, no prizes here. A tip though: if you're posting a lump of code (ie a log or a plist), highlight only the code and click the 'Code' button, which is above the message pane. It makes any code easier to read (for some reason), and differentiates it from any message text.

Re: Piloting the Interceptor

Posted: Wed May 16, 2012 10:23 pm
by Smivs
There is no weapon position specified.
Try adding one.

Code: Select all

<key>weapon_position_forward</key>
 <array>
 <string>0.0 0.0 35</string>
 </array>

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 7:47 am
by Albee
El Viejo wrote:
A tip though: if you're posting a lump of code (ie a log or a plist), highlight only the code and click the 'Code' button, which is above the message pane. It makes any code easier to read (for some reason), and differentiates it from any message text.
Thanks, Ej Viejo -- will do.
Smivs wrote:
There is no weapon position specified.
Try adding one.

Code: Select all

<key>weapon_position_forward</key>
 <array>
 <string>0.0 0.0 35</string>
 </array>
Wow! I copy/paste the code and Oolite freezes at the Buy Ship stage: I select 'GalCop Viper Interceptor' in the [3][3] list and press Return... nothing.
Remove the 4 lines, I can buy & fly the ship (albeit with the view problem); put them back in again -- freeze.
I've repeated this several times just to be sure.

Logfile below :-

(By the way, thanks for sticking with me, guys. I'm astonished you put so much effort into helping me with this, especially as I'm just indulging a personal whim. For me it's a valuable learning exercise, but you can't be getting anything out of it).

Code: Select all

08:03:21.648 [log.header]: Opening log for Oolite version 1.76 (x86-64 test release) under Mac OS X Version 10.6.8 (Build 10K549) at 2012-05-17 08:03:21 +0100.
Machine type: MacBookPro7,1, 4096 MiB memory, 2 x x86 (Penryn) @ 2660 MHz.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, Debug plug-in support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

08:03:21.760 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
08:03:21.761 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    ~/Downloads/Oolite downloads/Oolite 1.76/Oolite.app/Contents/Resources
    ~/Library/Application Support/Oolite/AddOns
    ~/Library/Application Support/Oolite/AddOns/accessoriesV2.1.oxp
    ~/Library/Application Support/Oolite/AddOns/Cargo Shepherd 1.01.oxp
    ~/Library/Application Support/Oolite/AddOns/ClippersV1.2.oxp
    ~/Library/Application Support/Oolite/AddOns/Delightful-Docking.oxp
    ~/Library/Application Support/Oolite/AddOns/display_reputation.oxp
    ~/Library/Application Support/Oolite/AddOns/ExtraFuelTanksV1 .4.1.oxp
    ~/Library/Application Support/Oolite/AddOns/Fuel Tank v2.2.oxp
    ~/Library/Application Support/Oolite/AddOns/FuelCollectorV0.07.oxp
    ~/Library/Application Support/Oolite/AddOns/Galcop_trade_outpost.oxp
    ~/Library/Application Support/Oolite/AddOns/IronHide 2.00.oxp
    ~/Library/Application Support/Oolite/AddOns/NumericHUDv3.oxp
    ~/Library/Application Support/Oolite/AddOns/Scimitar.oxp
    ~/Library/Application Support/Oolite/AddOns/Smivs'Shipset-v4-HD-replace.oxp
    ~/Library/Application Support/Oolite/AddOns/Target Reticle 1.2.1.oxp
    ~/Library/Application Support/Oolite/AddOns/Viper_Interceptor.oxp
08:03:21.761 [rendering.opengl.version]: OpenGL renderer version: 2.1.0 ("2.1 NVIDIA-1.6.36"). Vendor: "NVIDIA Corporation". Renderer: "NVIDIA GeForce 320M OpenGL Engine".
08:03:21.761 [rendering.opengl.extensions]: OpenGL extensions (122):
GL_EXT_transform_feedback, GL_EXT_rescale_normal, GL_EXT_texture_compression_dxt1, GL_EXT_blend_func_separate, GL_EXT_framebuffer_sRGB, GL_ATI_texture_env_combine3, GL_EXT_geometry_shader4, GL_NV_texgen_reflection, GL_EXT_secondary_color, GL_EXT_shadow_funcs, GL_NV_blend_square, GL_ARB_texture_compression_rgtc, GL_EXT_stencil_wrap, GL_ARB_texture_env_crossbar, GL_EXT_framebuffer_blit, GL_EXT_bindable_uniform, GL_ATI_separate_stencil, GL_EXT_texture_rectangle, GL_APPLE_specular_vector, GL_EXT_packed_depth_stencil, GL_EXT_blend_color, GL_ARB_fragment_program_shadow, GL_EXT_texture_env_add, GL_ARB_imaging, GL_EXT_provoking_vertex, GL_EXT_texture_array, GL_ARB_texture_env_combine, GL_EXT_compiled_vertex_array, GL_ARB_point_sprite, GL_ARB_multisample, GL_EXT_framebuffer_object, GL_APPLE_pixel_buffer, GL_EXT_texture_lod_bias, GL_ARB_vertex_program, GL_EXT_bgra, GL_APPLE_fence, GL_APPLE_ycbcr_422, GL_EXT_vertex_array_bgra, GL_IBM_rasterpos_clip, GL_ARB_pixel_buffer_object, GL_SGIS_generate_mipmap, GL_NV_vertex_program2_option, GL_ARB_shader_texture_lod, GL_ARB_vertex_shader, GL_ARB_texture_rectangle, GL_ARB_texture_float, GL_ARB_texture_env_add, GL_APPLE_object_purgeable, GL_ARB_texture_env_dot3, GL_APPLE_rgb_422, GL_NV_depth_clamp, GL_APPLE_element_array, GL_ARB_texture_cube_map, GL_ARB_texture_mirrored_repeat, GL_ATI_texture_float, GL_ARB_window_pos, GL_NV_fragment_program2, GL_ARB_vertex_buffer_object, GL_APPLE_texture_range, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_compression, GL_APPLE_aux_depth_stencil, GL_EXT_blend_minmax, GL_ARB_texture_border_clamp, GL_EXT_draw_buffers2, GL_ARB_shading_language_100, GL_EXT_blend_subtract, GL_ARB_vertex_blend, GL_EXT_blend_equation_separate, GL_ARB_instanced_arrays, GL_EXT_packed_float, GL_NV_light_max_exponent, GL_EXT_abgr, GL_EXT_texture_filter_anisotropic, GL_ARB_transpose_matrix, GL_EXT_gpu_program_parameters, GL_APPLE_client_storage, GL_ARB_draw_buffers, GL_ARB_color_buffer_float, GL_ARB_texture_non_power_of_two, GL_ARB_multitexture, GL_EXT_gpu_shader4, GL_APPLE_flush_render, GL_NV_vertex_program3, GL_ARB_framebuffer_object, GL_APPLE_vertex_program_evaluators, GL_APPLE_transform_hint, GL_EXT_texture_compression_s3tc, GL_APPLE_flush_buffer_range, GL_EXT_texture_integer, GL_SGIS_texture_edge_clamp, GL_EXT_texture_mirror_clamp, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_texture_rg, GL_NV_fog_distance, GL_ARB_fragment_program, GL_ARB_shader_objects, GL_EXT_draw_range_elements, GL_APPLE_vertex_array_object, GL_ARB_depth_texture, GL_NV_fragment_program_option, GL_EXT_texture_sRGB, GL_ARB_half_float_vertex, GL_APPLE_vertex_array_range, GL_ARB_shadow, GL_EXT_multi_draw_arrays, GL_APPLE_packed_pixels, GL_ARB_half_float_pixel, GL_ARB_point_parameters, GL_EXT_clip_volume_hint, GL_EXT_depth_bounds_test, GL_SGIS_texture_lod, GL_EXT_fog_coord, GL_NV_multisample_filter_hint, GL_ATI_texture_mirror_once, GL_EXT_texture_shared_exponent, GL_APPLE_float_pixels, GL_EXT_framebuffer_multisample, GL_NV_point_sprite, GL_ARB_depth_buffer_float
08:03:21.768 [rendering.opengl.shader.support]: Shaders are supported.
08:03:21.774 [speech.synthesis]: Spoken messages are off.
08:03:21.828 [shipData.load.begin]: Loading ship data.
08:03:21.907 [plist.parse.failed]: Failed to parse /Users/Albee/Library/Application Support/Oolite/AddOns/ClippersV1.2.oxp/Config/equipment.plist as a property list.
Unexpected character ( at line 1
08:03:22.112 [script.load.world.listAll]: Loaded 13 world scripts:
    clipper_tanks_script.js 1.2
    display-reputation-contract 1.1
    display-reputation-passenger 1.1
    extra_tanks_script.js 1.4.1
    Fuel Collector 0.07
    IronHide Armour Script 2.00
    numerichudv3 3
    oolite-cloaking-device 1.76
    oolite-constrictor-hunt 1.76
    oolite-nova 1.76
    oolite-thargoid-plans 1.76
    oolite-trumbles 1.76
    reticle_target_sensitive 1.2.1
08:03:23.906 [loading.complete]: ========== Loading complete. ==========
08:03:27.880 [script.load.world.listAll]: Loaded 13 world scripts:
    clipper_tanks_script.js 1.2
    display-reputation-contract 1.1
    display-reputation-passenger 1.1
    extra_tanks_script.js 1.4.1
    Fuel Collector 0.07
    IronHide Armour Script 2.00
    numerichudv3 3
    oolite-cloaking-device 1.76
    oolite-constrictor-hunt 1.76
    oolite-nova 1.76
    oolite-thargoid-plans 1.76
    oolite-trumbles 1.76
    reticle_target_sensitive 1.2.1
08:03:27.917 [cheat.tentative]: POSSIBLE CHEAT DETECTED
08:03:30.709 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSInvalidArgumentException : -[NSCFArray length]: unrecognized selector sent to instance 0x11944dc20
08:03:31.892 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSInvalidArgumentException : -[NSCFArray length]: unrecognized selector sent to instance 0x11944dc20
08:03:31.908 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSInvalidArgumentException : -[NSCFArray length]: unrecognized selector sent to instance 0x11944dc20
08:03:31.924 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSInvalidArgumentException : -[NSCFArray length]: unrecognized selector sent to instance 0x11944dc20
08:03:31.939 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:31.955 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:31.972 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:31.988 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.005 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.021 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.038 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.055 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.071 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.088 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.105 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.122 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.138 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.155 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.172 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:32.188 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.293 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.310 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.327 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.343 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.360 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.377 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.393 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.410 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.426 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.443 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.460 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.477 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)
08:03:41.493 [exception]: ***** Exception in pollDockedControls [GUI keys]: NSRangeException : *** -[NSCFArray removeObjectAtIndex:]: index (1) beyond bounds (1)

Closing log at 2012-05-17 08:03:43 +0100.

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 8:12 am
by Smivs
Hi Albee,
OK, sorry, didn't mean to crash the game for you! :P
Firstly, those log errors...no idea what they mean but somebody will be along who does I expect.
This is proving much harder than it should do, but that's OK. I like a bit of diagnostics and sorting out - it keeps me on my toes!
Off to have a think now...back later :D

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 8:16 am
by cim
Smivs wrote:
Hi Albee,
OK, sorry, didn't mean to crash the game for you! :P
Firstly, those log errors...no idea what they mean but somebody will be along who does I expect.
This is proving much harder than it should do, but that's OK. I like a bit of diagnostics and sorting out - it keeps me on my toes!
Off to have a think now...back later :D
Looking at the error, it's probably because

Code: Select all

<key>weapon_position_forward</key>
 <array>
 <string>0.0 0.0 35</string>
 </array>
should be

Code: Select all

<key>weapon_position_forward</key>
 <string>0.0 0.0 35</string>

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 8:53 am
by Smivs
cim wrote:
Looking at the error, it's probably because

Code: Select all

<key>weapon_position_forward</key>
 <array>
 <string>0.0 0.0 35</string>
 </array>
should be

Code: Select all

<key>weapon_position_forward</key>
 <string>0.0 0.0 35</string>
Ah, you see that's why I don't normally do XML :lol:

Albee, Just for a bit of fun I've made a little OXP which will offer Interceptors for sale (500 000Cr - bargain price!) as player ships. It will only work with my shipset - I know you are using it and to be honest it was quickest and easiest to do it that way.
Anyone else fancy an Interceptor?
Download

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 9:45 am
by Albee
Smivs wrote:
Albee, Just for a bit of fun I've made a little OXP which will offer Interceptors for sale (500 000Cr - bargain price!) as player ships. It will only work with my shipset - I know you are using it and to be honest it was quickest and easiest to do it that way.
Anyone else fancy an Interceptor?
Download
Works brilliantly! Thanks a million, Smivs! :D

(Thanks 2 million, actually: that's how much I was intending to pay for my Interceptor. My scenario involved buying the fully refurbished prototype from Faulcon de Lacy for 1 million, plus 1 million "agent's fee" to their CEO. I thought GalCop wouldn't approve someone selling stock Interceptors on the open market, you see).

Now I need to look closely at your plists to see how you've managed it. :wink:


In the process of struggling with this, I've observed that the Scimitar shipdata.plist contains an entry :-

Code: Select all

scoop_position = "0.0 -4.0 22.0";
I've also seen on YouTube (can't remember which clip, unfortunately) someone cycling through his custom views, one of which was Scoop View. I might try setting this up with one of my test ships -- I just hate the sound of a metal fragment smashing against the windscreen. :roll:

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 10:11 am
by Smivs
Albee wrote:
Works brilliantly! Thanks a million, Smivs! :D

(Thanks 2 million, actually: that's how much I was intending to pay for my Interceptor. My scenario involved buying the fully refurbished prototype from Faulcon de Lacy for 1 million, plus 1 million "agent's fee" to their CEO. I thought GalCop wouldn't approve someone selling stock Interceptors on the open market, you see).
Excellent...glad you like it. You can always change the price in the shipyard.plist if you don't want such a bargain. :P

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 11:03 am
by Commander McLane
Albee wrote:
<key>view_position_forward</key>
<array>
<string>0.0 3.0 28</string>
</array>
Neither the view position nor the weapons position is an array. Given that the numbers in themselves are right (which I can't say) just drop the array:

Code: Select all

		<key>view_position_forward</key>
		<string>0.0 3.0 28</string>

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 11:32 am
by Albee
Smivs wrote:
Excellent...glad you like it. You can always change the price in the shipyard.plist if you don't want such a bargain. :P
I'll certainly do that if I decide my main commander will go down that route. At present, I'm undecided.

Ship choice is still a tricky one for me, as I'm tempted by so many of them. I flew Noomi (Boa Clipper) for 6 real-life days, contract hauling gold and platinum, getting 843 kills and earning 1,497 k Cr in the process. (I Save often and keep all my old Save files, so this data is easily accessible).

I decided then to concentrate on kills rather than cash, and traded Noomi for Bathsheba, a Scimitar. In the next 6 r/l days, I got 890 kills. Obviously, r/l days vary as regards hours played -- nevertheless, it's clear to me that a Boa Clipper can compete with the best of them.

I've now traded Bathsheba for Noomi II, so it's back to the old contract hauling game, carrying high-value, low-mass cargo to leave room in the hold for scooped goods and metals. Where the Viper Interceptor figures in my future plans (other than a handful of flights with Commander_Test, just for the fun of it) remains to be seen.

cim wrote:
Looking at the error, it's probably because

Code: Select all

<key>weapon_position_forward</key>
 <array>
 <string>0.0 0.0 35</string>
 </array>
should be

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<key>weapon_position_forward</key>
 <string>0.0 0.0 35</string>
Commander McLane wrote:
Neither the view position nor the weapons position is an array. Given that the numbers in themselves are right (which I can't say) just drop the array
Thanks, guys; I'll try this. Though Smivs' viper_interceptor.oxp has made my own feeble efforts largely redundant, it would be nice to actually get it working. :)

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 12:35 pm
by Albee
It works! :D

Just to summarise, I downloaded illicit_unlock_FIX1.56.oxp, opened up shipdata.plist, and added the lines...

Code: Select all

<key>weapon_position_forward</key>
<string>0.0 0.0 35</string>
<key>view_position_forward</key>
<string>0.0 3.0 28</string>
The front laser is now firing correctly from a point just below the 'windscreen'.

Once again, thanks to everybody who has helped with this. "One small step for Albee, absolutely bugger-all for mankind." (Not true, actually: we now have viper_interceptor.oxp, thanks to Smivs -- and who wouldn't want to fly this beauty? It's so damn fast!)

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 12:43 pm
by Smivs
I should point out that Viper_Interceptor OXP is not an official release. I just 'threw it together' (oh, how casual :P ) to get you going. It has had no serious testing, and of course only works with my shipset, so is not really for general consumption.
Having said that, I'll leave the download in place for a while at least, in case anybody wants it. If nothing else it might be useful as a template for another non-buyable ship (<cough> Constrictor, anyone?) if anyone wants to adapt it.

Re: Piloting the Interceptor

Posted: Thu May 17, 2012 1:04 pm
by Cody
Smivs wrote:
a template for another non-buyable ship (<cough> Constrictor, anyone?)
<coughs> I already have a nicely hacked Constrictor - it's a wild ride!

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 8:01 am
by Albee
Smivs wrote:
I should point out that Viper_Interceptor OXP is not an official release. I just 'threw it together' (oh, how casual :P ) to get you going. It has had no serious testing, and of course only works with my shipset, so is not really for general consumption.
Smivs, this isn't a problem for me as I've already decided not to fly the Interceptor 'professionally' (I find the lack of a cargo bay too limiting) but on the off-chance that you decide to do an official release, I thought I should point out that the energy level doesn't decay when the cloaking device is activated. The cloaking device itself seems to work fine.

If you thinks it's worthwhile, I'm happy to carry on testing. Otherwise it's back to my Boa Clipper.