Well, I dropped it from consideration as it has no hyperspace capabilities.. however, double-checking, nor does the Gecko.. (dunno how I missed that! slaps self upside the head)mossfoot wrote:I note the Krait isn't on there. Maybe also enough for a passenger berth like a Gecko?
Cargo expansion unlock?
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- Diziet Sma
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Re: Cargo expansion unlock?
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Cargo expansion unlock?
Neither does a Mamba
However just because you could fit a passenger cabin don't mean you must
And anyway it would be a challenge to do passenger runs without it. Sitting and waiting for a ship going the right way.
However just because you could fit a passenger cabin don't mean you must
And anyway it would be a challenge to do passenger runs without it. Sitting and waiting for a ship going the right way.
Taurus Driving through the galaxy since... .
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Re: Cargo expansion unlock?
Damn.. I must be getting old or something..Venator Dha wrote:Neither does a Mamba
Thanks.. and good points.. ok.. will re-work the list tomorrow.. ('tis 3am here)
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Cargo expansion unlock?
Well, you could picture Kraits and Geckos being used as combat capable in-system taxis in dangerous areas. But for consistency if an Adder can get the upgrade, might as well make it possible for the Gecko and Krait, even if it's not something you'd have a lot of use for it (pirates would in part for scooping up cargo)
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Re: Cargo expansion unlock?
I gave mine a 10tc expansion.Diziet Sma wrote:Fer-de-Lance -extra 5TC
Stock, a Ferdy comes with 12tc, with 5 eaten by a passenger cabin = 7tc at purchase. Sell the cabin, install the expansion, install an APRIL, both upgrades which eat 10tc.
12 + 10 = 22 - 10 = 12
12tc for scooping loose cargo & escape pods, or some light trading. APRIL allows carrying 6 hardhead missiles. I don't mount side lasers; the Ferdy's roll rate makes aiming side lasers close to impossible. It does better with just front/rear guns.
Even after those mods the ship maintains it's premise: The executive Learjet of the spacelanes, able to hold it's own in a furball.
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
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Re: Cargo expansion unlock?
Diziet Sma wrote:Well, I dropped it from consideration as it has no hyperspace capabilities.. however, double-checking, nor does the Gecko.. (dunno how I missed that! slaps self upside the head)mossfoot wrote:I note the Krait isn't on there. Maybe also enough for a passenger berth like a Gecko?
Interestingly (to me at least), the original Elite manual lists Kraits and Mambas as having 10TC capacity cargo bays and the Gecko only 3. None of them were hyperspace capable.mossfoot wrote:Well, you could picture Kraits and Geckos being used as combat capable in-system taxis in dangerous areas. But for consistency if an Adder can get the upgrade, might as well make it possible for the Gecko and Krait, even if it's not something you'd have a lot of use for it (pirates would in part for scooping up cargo)
The Krait and the Mamba got a bad deal in that regard when they made it over into Oolite, but it wasn't too noticeable as they weren't playable ships (before illicit unlock and the like).
And it's easily adjustable too! I likeZireael wrote:I've made such an OXP some time ago: https://bb.oolite.space/viewtopic.ph ... +EquipmentIt is just an in-game wangle, of course, and it might make more sense if - as in Frontier - certain types of equipment took up cargo space
Re: Cargo expansion unlock?
Looking forward to Diziet Sma's next stab (and a way to implement it)
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Re: Cargo expansion unlock?
And here we go...mossfoot wrote:Looking forward to Diziet Sma's next stab (and a way to implement it)
Having taken all suggestions on board, this is the new proposal:
Adder - extra 3TC (allows a passenger berth to be fitted)
CobraMk1 - extra 5TC
Fer-de-Lance - extra 10TC (as requested)
Gecko - extra 2TC (allows a passenger berth to be fitted)
Krait - extra 3TC (allows a passenger berth to be fitted)
Mamba - extra 3TC (allows a passenger berth to be fitted + 2TC cargo)
Moray - extra 10TC (as suggested, also for medical version as well)
I've also thrown together a test-oxz which (providing I haven't done anything dumb), should achieve all of the above. I've ironed out all the obvious bugs, so it at least loads without Oolite complaining about errors.. I'd like to second Neelix's testimonial about cim's build scripts. The scripts make trouble-shooting and testing a breeze.
You can download the CargoExpansionRevamp v0.1 here.. all you need to do is drop the OXZ into your AddOns folder.
Basically, it now adds expansion bay capable, player versions of the Gecko, Krait and Mamba, adds the ability to fit cargo expansions to Adders, Cobra Mk1s, Fer-de-Lances and Morays, and reduces the size of the player Moray Medical cargo expansion to 10TC as well. Since they're player versions, I also added the ability to fit heat shields (and in some cases, certain other equipment that made sense) to those that didn't have the capability before.
Note that this works fully independently of Start Choices, and does not add any new starting choices to the game. If you want a Gecko, Krait or Mamba, (or an Adder if you don't have Start Choices installed) you'll have to buy it yourselves.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Cargo expansion unlock?
That all looks very reasonable and fair to me. This falls into the "why the heck isn't this in the core game?" category of OXP. I'll be adding it in ASAP, though it'll probably be ages before I can buy a ship to take advantage of it.Diziet Sma wrote:And here we go...mossfoot wrote:Looking forward to Diziet Sma's next stab (and a way to implement it)
Having taken all suggestions on board, this is the new proposal:
Adder - extra 3TC (allows a passenger berth to be fitted)
CobraMk1 - extra 5TC
Fer-de-Lance - extra 10TC (as requested)
Gecko - extra 2TC (allows a passenger berth to be fitted)
Krait - extra 3TC (allows a passenger berth to be fitted)
Mamba - extra 3TC (allows a passenger berth to be fitted + 2TC cargo)
Moray - extra 10TC (as suggested, also for medical version as well)
(Only downside is that it can't do something for other ships outside the core (ie Neolite's non-core add-ons). )
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Re: Cargo expansion unlock?
Because it's so easy to OXP, basically.. that way, people who are happy with the status quo don't have to install it.mossfoot wrote:This falls into the "why the heck isn't this in the core game?" category of OXP.
Feel free to create a testing game-save, cheat up some money, and playtest a little.. I'd like to know if it all works properly, and so far, you're one of only two people who've downloaded it.mossfoot wrote:I'll be adding it in ASAP, though it'll probably be ages before I can buy a ship to take advantage of it.
If the Neolite's are added as a replacement set, it should work fine with them.. so far as Neolite as an addition set, that's up to the makers of the Neolite OXPs.mossfoot wrote:(Only downside is that it can't do something for other ships outside the core (ie Neolite's non-core add-ons). )
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
Re: Cargo expansion unlock?
This category is getting pretty big - Custom Shields and Random Ship Names being the most obvious examples.This falls into the "why the heck isn't this in the core game?" category of OXP.
Re: Cargo expansion unlock?
I can probably do that just by having an advanced start and trading down from a kitted out CobraIII. I'll see what I can doDiziet Sma wrote:Feel free to create a testing game-save, cheat up some money, and playtest a little.. I'd like to know if it all works properly, and so far, you're one of only two people who've downloaded it.
Yeah, I meant the additional ships... part of me was hoping to eventually get a Cobra MKIIIf the Neolite's are added as a replacement set, it should work fine with them.. so far as Neolite as an addition set, that's up to the makers of the Neolite OXPs.
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Re: Cargo expansion unlock?
So which Neolite pack is it in? I'll put a patch together for it, if you want.
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: Cargo expansion unlock?
And it will keep growing until people realise that something has to be seriously good, universally welcome and has no (effective) affect on gameplay before such a move would even be considered.Zireael wrote:This category is getting pretty big - Custom Shields and Random Ship Names being the most obvious examples.This falls into the "why the heck isn't this in the core game?" category of OXP.
To give you an idea, Random Ship Names comes very, very close and could perhaps be considered in some future. Your other example (Custom Shields) almost certainly wouldn't in its current form due to the extra alloys it generates and the 'fuel cheat' part. Good OXP but not 'core' material.
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Re: Cargo expansion unlock?
It's part of the Neolite Companions http://wiki.alioth.net/index.php/Neolit ... _CompanionDiziet Sma wrote:So which Neolite pack is it in? I'll put a patch together for it, if you want.
It would be nice for the future since it seems the set (and Neolite Wolfies) are still popular enough, but no longer really being developed as far as I know.
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