Page 2 of 2

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Sat Dec 15, 2012 8:18 am
by Shipbuilder
Any idea how big that is ?

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Sat Dec 15, 2012 8:25 am
by Rese249er
Wiki says about 750m long in game.

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Sat Dec 15, 2012 10:29 am
by Shipbuilder
Ok no problems - I'm out most of the day but can scale it up and let you have it tonight or tomorrow. Do you want everything i.e. Wings 3D file, dat file and the texture file etc ?

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Sat Dec 15, 2012 11:18 am
by Rese249er
Standard OXP files will do; I'm useless with Wings3d.

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Wed Dec 19, 2012 9:13 pm
by bungi
well, assuming this thread hasn't been totally hijacked :?
back to the topic.

Mamushi version 0.3 released with the wingman role added.

https://www.box.com/s/badod3xi1j5oh7iz88d6

and Osoroshii version 0.1, with basic models, behaviours, texture.

https://www.box.com/s/lv567jc9ktz10jfkkz88

Image
Image
Image
Image

The Osoroshii has 4 escorts normally, but has up to 16 defence ships. However at present I'm not sure how defence ships work as they don't seem to launch when the mother ship is attacked. I'll go digging.

There will also be a lighter Osoroshii carrier which only has space for 8 Mamushi, but can dock at a standard Coriolis station.

I'm also looking at a heavy weapons Mamushi Katusha, which carries up to 8 missiles. They will only appear when there are at least 7 other Mamushi, and there will be only 1 per unit. That gives a random factor that will allow Mamushi groups a bit more sting in the tail.

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Wed Dec 19, 2012 9:45 pm
by Thargoid
The command you want is launchDefenseShip in the carrier AI. Have a look in the trunk stationAI, rockHermitAI or route1PatrolAI for an idea on how/where to do it. Note that stations (I think including carriers) have alert levels, but normal NPC ships don't.

But there are AI states that get called when the ship is attacked (ATTACKED and ATTACKED_BY_CLOAKED for examples) which can be used as the base trigger for the launch.

Re: Mamushi Light Fighter and Osoroshii Carrier

Posted: Wed Dec 19, 2012 10:04 pm
by bungi
ah, that means getting to terms with AIs. I suspected as much.

Something to do when the other half is working over Christmas.

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 7:00 pm
by bungi
Osoroshii version 0.2 released at

https://www.box.com/s/6b1b6jc4bu2mwukjwrft

Now launches Mamushi at every verse end. I've limited the roles to Police/Interceptor, Hunter and Pirate so they work with the AIs provided, launching whenever it seems appropriate.

Reduced the occurence a bit, since they were all over the shop.

One oddity, couldn't see a hunter AI, so I massaged the pirate one replacing any kind of looting with lurking and making them look for only criminals. That means you can fly straight past the nose of a lurking hunter without upsetting them. Or not if you have legality issues.

AIs seem obvious, but there's a whole big API to play with in there, so I'm sure there's lots to find in there.

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 7:31 pm
by Shipbuilder
bungi - Apologies for the mini hijack

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 7:49 pm
by bungi
I'll let you off. Nice that people are reading this stuff.

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 8:11 pm
by Smivs
bungi wrote:
One oddity, couldn't see a hunter AI....
No, there isn't one as such. Hunters in-game (ie those spawned with the role 'hunter') use route1patrolAI.plist which is also the police AI.

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 8:28 pm
by Shipbuilder
bungi - I think that i have spotted a couple of errors in the shipdata.plist.

Where you have

Code: Select all

		<key>auto_ai</key>
		<false/>
You should have

Code: Select all

		<key>auto_ai</key>
		<string>no</string>
Also where you have

Code: Select all

		<key>has_ecm</key>
		<true/>
you should have

Code: Select all

		<key>has_ecm</key>
		<real>1.0</real>
A similar issue occurs here with the following code

Code: Select all

		<key>has_scoop</key>
		<true/>
		<key>is_carrier</key>
		<true/>
		<key>allows_auto_docking</key>
		<false/>
		<key>has_npc_traffic</key>
		<false/>
Hope that this helps :wink:

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 8:39 pm
by cim
Shipbuilder wrote:
bungi - I think that i have spotted a couple of errors in the shipdata.plist.
Those all look fine to me. Oolite is pretty flexible about what data types it accepts for Boolean values, and booleans are among them. No different to is_carrier = true; in ASCII plist format.

has_ECM and has_scoop are fuzzy booleans for which the values between 0.0 and 1.0 real have their own meaning, but the standard boolean values are absolutely fine for getting the endpoints.

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Thu Dec 20, 2012 8:44 pm
by Shipbuilder
That's good news (Something new I learnt today then) :D

Re: Mamushi Light Fighter and Osoroshii Carrier [RELEASE]

Posted: Sat Dec 29, 2012 10:17 pm
by bungi
Mamushi version 0.4. Adds Mamushi Katusha. By adding an extra frame to the top and bottom of the rear fuselage stalk, storage and a launching mechanism for up to 8 missiles has been added. These are the equivalent of a heavy weapons specialist in an infantry squad, and so you only get one added if there are 8 or more in the group. So far won't appear as defense ships, but that will be in 0.5 since I worked out how to do it whilst typing this... doh! Police won't get them at all. Which I think is only fair.

download at https://www.box.com/s/amy2tku99l27pb2fg9rr

Image
Image
Image
Image

Osoroshii version 0.3. Adds the light cruiser model which is essentially the same as the heavy version but with one carrier deck removed internally, and the engines remapped into the 2 side pods only. This means the speed and manouevrability are affected slightly, but the reduction in weight counteracts this. Only carries a maximum of 8 fighters normally, 6 in pirate role where 2 bays are stripped out for cargo storage. The upside of this being that the this version fits into a standard dock.

download at https://www.box.com/s/9ufjdbb29cxobbmav1c3

Image
Image
Image