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Re: Cargo expansion unlock?

Posted: Wed Jul 16, 2014 4:47 pm
by Diziet Sma
mossfoot wrote:
I note the Krait isn't on there. Maybe also enough for a passenger berth like a Gecko?
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)

Re: Cargo expansion unlock?

Posted: Wed Jul 16, 2014 4:58 pm
by Venator Dha
Neither does a Mamba :wink:

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. :lol:

Re: Cargo expansion unlock?

Posted: Wed Jul 16, 2014 5:06 pm
by Diziet Sma
Venator Dha wrote:
Neither does a Mamba :wink:
Damn.. I must be getting old or something.. :roll:

Thanks.. and good points.. ok.. will re-work the list tomorrow.. ('tis 3am here)

Re: Cargo expansion unlock?

Posted: Wed Jul 16, 2014 5:36 pm
by mossfoot
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)

Re: Cargo expansion unlock?

Posted: Wed Jul 16, 2014 8:02 pm
by Cmdr Wyvern
Diziet Sma wrote:
Fer-de-Lance -extra 5TC
I gave mine a 10tc expansion.
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.

Re: Cargo expansion unlock?

Posted: Wed Jul 16, 2014 8:17 pm
by Redspear
Diziet Sma wrote:
mossfoot wrote:
I note the Krait isn't on there. Maybe also enough for a passenger berth like a Gecko?
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:
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)
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.
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).
Zireael wrote:
It 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
I've made such an OXP some time ago: https://bb.oolite.space/viewtopic.ph ... +Equipment
And it's easily adjustable too! I like :D

Re: Cargo expansion unlock?

Posted: Thu Jul 17, 2014 9:46 pm
by mossfoot
Looking forward to Diziet Sma's next stab (and a way to implement it) ;)

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 9:13 am
by Diziet Sma
mossfoot wrote:
Looking forward to Diziet Sma's next stab (and a way to implement it) ;)
And here we go...

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.

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 3:52 pm
by mossfoot
Diziet Sma wrote:
mossfoot wrote:
Looking forward to Diziet Sma's next stab (and a way to implement it) ;)
And here we go...

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)
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.

(Only downside is that it can't do something for other ships outside the core (ie Neolite's non-core add-ons). ;) )

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 4:00 pm
by Diziet Sma
mossfoot wrote:
This falls into the "why the heck isn't this in the core game?" category of OXP.
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:
I'll be adding it in ASAP, though it'll probably be ages before I can buy a ship to take advantage of it.
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:
(Only downside is that it can't do something for other ships outside the core (ie Neolite's non-core add-ons). ;) )
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.

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 4:04 pm
by Zireael
This falls into the "why the heck isn't this in the core game?" category of OXP.
This category is getting pretty big - Custom Shields and Random Ship Names being the most obvious examples.

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 4:15 pm
by mossfoot
Diziet 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.
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 do :)
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.
Yeah, I meant the additional ships... part of me was hoping to eventually get a Cobra MKII ;)

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 4:26 pm
by Diziet Sma
So which Neolite pack is it in? I'll put a patch together for it, if you want.

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 5:03 pm
by Smivs
Zireael wrote:
This falls into the "why the heck isn't this in the core game?" category of OXP.
This category is getting pretty big - Custom Shields and Random Ship Names being the most obvious examples.
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.
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.

Re: Cargo expansion unlock?

Posted: Fri Jul 18, 2014 6:10 pm
by mossfoot
Diziet Sma wrote:
So which Neolite pack is it in? I'll put a patch together for it, if you want.
It's part of the Neolite Companions http://wiki.alioth.net/index.php/Neolit ... _Companion

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.