Page 2 of 3

Posted: Sun May 30, 2010 11:41 pm
by Cody
Ahruman wrote:
There are always new things to discover as long as you’re not very observant. :-p
It’s amazing what you can miss… I only noticed last night that I seem to lose a tenth of a light’s worth of quirium fuel every time I make a jump; i.e. with a full tank, I make a jump of 2.8 lights, and have only 4.1 lights worth of fuel left. What’s the ‘handwavium’ explanation for that?

Posted: Sun May 30, 2010 11:48 pm
by JensAyton
Rounding error.

Posted: Mon May 31, 2010 5:28 am
by Lestradae
El Viejo wrote:
… I only noticed last night that I seem to lose a tenth of a light’s worth of quirium fuel every time I make a jump; i.e. with a full tank, I make a jump of 2.8 lights, and have only 4.1 lights worth of fuel left. What’s the ‘handwavium’ explanation for that?
[handwavium]

Simple, Blimovitch space-time breakdown effect.

When a ship falls back into normal space from witchspace, it will have used up the quirium fuel for moving through the witchspace continuum, but the re-alignment with Minkowski space needs a careful multidimensional breaking so as not to overshoot. So a comparatively small additional amount of quirium fuel is used by the ships system to stabilise you at re-rentry, you don't normally notice this because the ship's computers do this automatically.

This is also the reason why no fully automated flight computers exist. The workload any processor has to do when calculating to balance out the Blimovitch space-time breakdown effect means that there is simply no capacity left for such shenanigans.

If that balancing out does not occur, btw, you overshoot and instead of re-entry into Minkowski space you exit in an alternate space, usually a form of interstellar witch space with the visible constellations all wrong. I'm sure you will have heard of such incidents.

[/handwavium]

Posted: Mon May 31, 2010 5:32 am
by Killer Wolf
thanks for the comments everyone :-)

i've just reuploaded the OXP, taking out my test script that spawns some wolfies when you launch, and amending the Chance variable in the shipyard. Smivs, i think this is what was causing the issue about the energy units, as i had a whole list of available upgrades, and the "Chance" set to "1", which makes the ship always availabe (for testing) but also (oddly, i feel) determines what equipment is fitted. i'm usig trunk which i thought that other thread meant having both units should not be possible?

re flickery stuff : i've noticed a couple time that when i'm bopping around the station to pick fights etc for cool screenshots, the aegis "S" has been flickering ~ this was before i actually shot someone and became an undesireable.

Posted: Mon May 31, 2010 6:44 am
by ADCK
El Viejo wrote:
It’s amazing what you can miss… I only noticed last night that I seem to lose a tenth of a light’s worth of quirium fuel every time I make a jump; i.e. with a full tank, I make a jump of 2.8 lights, and have only 4.1 lights worth of fuel left. What’s the ‘handwavium’ explanation for that?
Fuel Leak, even the best of cars leak fuel after a while, so why not space ships. :P

Posted: Mon May 31, 2010 7:00 am
by BlackKnight
Ahruman wrote:
There are always new things to discover as long as you’re not very observant. :-p
R-i-i-i-g-h-t, so it's not as me missus keeps telling me (that I'm as blind as a bat), it's more a case of "I'm always on the lookout for new experiences".

Gonna have to remember that one... thanks!

Posted: Mon May 31, 2010 10:49 am
by Kaks
About Extra Energy Unit + Naval Energy Unit on the same ship, it was fixed, but maybe it either got un-fixed a couple of months later, or it never properly removed the EEU from the description to begin with (which I seem to remember it did)...

Will have a look at that part of the code asap!

Posted: Mon May 31, 2010 12:31 pm
by Kaks
Hmm, it seems that I missed out one possibility way back then...
Fixed in rev 3444!

Posted: Mon May 31, 2010 1:12 pm
by JensAyton
BlackKnight wrote:
R-i-i-i-g-h-t, so it's not as me missus keeps telling me (that I'm as blind as a bat), it's more a case of "I'm always on the lookout for new experiences".
Exactly. It’s a blessing in very heavy disguise.

Posted: Mon May 31, 2010 5:04 pm
by Corny
Just read that - wow! The IsisHUD was already pretty cool, but this one is just gorgeous! Not only the looks, but the context sensitivity... I didn't even know that was possible! Thanks a lot!
Of course I'll also install the Werewolf, but I guess it will be the same like it's with the Venom - it's always installed, but I never buy it in my main save... :lol:

Posted: Mon May 31, 2010 5:47 pm
by Killer Wolf
Cheers Corny :-)

even if you don't buy one they add a little eye candy.

if you want some great fun, see if you can find a Dominatrix or a Diamondback, and then open fire on her ;-)

Posted: Tue Jun 01, 2010 5:40 pm
by Corny
Yeah, that's exactly the reason why I add them. Apart from them, I usually only use the core ships because Griff's OXP covers them...
Now that you mention it, were are those two ships included? I can't find them on the wiki.

Posted: Tue Jun 01, 2010 5:56 pm
by Killer Wolf
haven't worked out how to do the wiki thing yet, my ships can be found at :-
http://www.purgatori.net/dominatrix.htm
http://www.purgatori.net/diamondback.htm

Posted: Wed Jun 02, 2010 4:08 am
by ADCK
Killer Wolf wrote:
haven't worked out how to do the wiki thing yet, my ships can be found at :-
http://www.purgatori.net/dominatrix.htm
http://www.purgatori.net/diamondback.htm
I;ve been meaning to add them and the nuit station to the wiki, havnt gotten around to it yet.

Posted: Wed Jun 02, 2010 5:26 am
by Corny
Thanks! Downloaded and installed.