Norby wrote:Very good idea and simplify the code since maxPitch is writable. Just must be all OXPs handled together which manipulate this data to avoid problems: [EliteWiki] Towbar and [EliteWiki] EscortDeck already slow it when the ship hold a big mass.
I'm glad you think so.
My first thought about simply implementing free injector speed, was to make the injectorBurnRate = 0 and make a timer that removes fuel 0.25 per second when speed is between maxSpeed and 7x maxSpeed
but I like your idea more. It is more holistic, and gives solution to the question why only burn fuel above maxSpeed.
It also makes :
- player burn fuel to accelerate from 0. otherwise it is very slow, which makes some compensation for the "free injector speed"
- possible to set speed to anything between 0 an 7x maxSpeed which is a nice feature now that I think of It.
- gives a penalty to the player for using up all fuel, with slow acceleration deceleration, but gives a way to still navigate. (No sliding to your doom helplessly when you run out of fuel like I was thinking in the beginning)
- gives the player a way to still escape mas block and survive attacks even without injectors, but with the penalty of slow/dangerous deceleration and almost no steering.
maybe my initial thought could be used for npcs though (if it is not stupid) because it would not change anything in their behaviour, so the AIs can remain intact.
maybe even the minimal pitch - very low thrust penalty could be implemented if they run out of fuel while above maxSpeed. but only once since the AI would not let them accelerate more than maxSpeed again (easier this way I think)
Now. About the Towbar and EscordDeck. Do they use maxPitch or FCB? I thought they were released before version 1.81!
Ignore this if it is nuisance, but if they are changing the maxPitch/maxYaw, then perhaps it can be stored in a variable, before alteration, and then manipulated like: maxPitch = (variable name) / 3. and then restored when needed. the problem is, what happens for example if the Towbar gets broken before the speed gets to manoeuvring? Will it restore the pitch/yaw to the Initial?
EDIT: oups! I just realised that you are the author of all of them soooo... yeah you know better
It would most certainly be incompatible with Q-charger though
EDIT2: (I just write them as they come in my mind.) the speed indicator in the HUD would probably need some adjustment for the 7x speed. and certainly some indication of the manoeuvring speed. very slow thrust would require some indication of the "set" speed and the actual speed so that adjusting speed would not become confusing.
now that I think of it I am concerned that there would be a lot of accuracy needed from the speed throttle and joysticks could be having trouble coping with it.
Norby wrote:The "flip back" is much more complicated as you see so better if handled as a separated project and discussed in the other topic
You are very right it should be a separate thing.
Maybe someday you can make an oxp bundle like pseudo-NewtonianBundle.oxp. With VariableMassBlock, TorusToSun, FarPlanets, SensibleFuelConsumptions, and InertiaSlide
If you like those names
(I just pulled them out of my guts
)