[RELEASE] : Reduxed Vampires
Moderators: winston, another_commander
- Killer Wolf
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Thanks for all the comments
cheers for the wiki links too. so what IS the damage dealt? i know the missile's damamge is dependant on blast distance, are the lasers' damage fixed, damage hulls more that shields, or what?
seeing that heat increment value leads me to think there's a very simple way to spoof a laser cooling system!
cheers for the wiki links too. so what IS the damage dealt? i know the missile's damamge is dependant on blast distance, are the lasers' damage fixed, damage hulls more that shields, or what?
seeing that heat increment value leads me to think there's a very simple way to spoof a laser cooling system!
- Arexack_Heretic
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Firing rate is much higher as lasers get better, thus energy usage per [time_increment] continuous firing is already higher, even if not per shot.another_commander wrote:My question here would be how come all lasers consume exactly the same energy. Surely a military laser would consume more juice than a puny pulse one? However, I believe that before attempting to fiddle with any of this, extesnive testing should be made to see what the effects on gameplay are.Commander McLane wrote:Just makes me wonder why the twin plasma cannon consumes hugely more energy than all the lasers.
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- Commander McLane
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It's the value of weapon_energy. Which is 15 for the pulse and beam laser, 23 for the military laser, and 50 for the mining laser.Killer Wolf wrote:Thanks for all the comments
cheers for the wiki links too. so what IS the damage dealt?
For each hit this number is subtracted from the target's energy. Which means that it takes three hits with a pulse or beam laser to kill a target with energy 45, but only two hits from a military laser, and only one from a mining laser, provided that the target has no energy_recharge_rate (which objects without an energy source shouldn't have, and subentities usually also don't have, because it makes shooting them off harder and lessens the fun).
- Killer Wolf
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They get assigned the default subent energy value. I'm a bit rushed at the moment, so no time to check, but I seem to remember they're assigned 50 energy as default... it should all be on the wiki, though...
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- Eric Walch
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No idea if its in the wiki, but the more reliable source writes:Kaks wrote:They get assigned the default subent energy value. I'm a bit rushed at the moment, so no time to check, but I seem to remember they're assigned 50 energy as default... it should all be on the wiki, though...
Code: Select all
maxEnergy = [shipDict oo_floatForKey:@"max_energy" defaultValue:200.0f];
energy_recharge_rate = [shipDict oo_floatForKey:@"energy_recharge_rate" defaultValue:1.0f];
I just checked. It was not in the wiki, but it is now.
EDIT: And I just made a discovery. With the mac-console you can even set up an inspector for a subentity by targeting the ship and typing:
Code: Select all
PS.target.subEntities[1].inspect()
UPS-Courier & DeepSpacePirates & others at the box and some older versions
It doesn't, it just re-orients the direction in which the player ship is facing (and maybe spins them around a bit in the process).
The maneuverability and handling of the ship are otherwise not affected.
The maneuverability and handling of the ship are otherwise not affected.
My OXPs via Boxspace or from my Wiki pages .
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- maik
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That by its own would already be an interesting side effect of having a (larger) frangible part blown off.Thargoid wrote:It doesn't, it just re-orients the direction in which the player ship is facing (and maybe spins them around a bit in the process).
The maneuverability and handling of the ship are otherwise not affected.
- maik
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Re: [RELEASE] : Reduxed Vampires
Added the Reduxed Vampires to the [wiki]OXP List[/wiki].
- Cmdr Wyvern
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Re: [RELEASE] : Reduxed Vampires
A per this screenshot, I did some tweaking of the Vamp's engine jets.
http://www.box.net/shared/tq99q89a40l648zt6hof
And here's a release with the new engine flames. Absolutely nothing else has been changed; it's more an eyecandy tweak than anything functional.
http://www.box.net/shared/ydsxyj959x1pgxozdcij
http://www.box.net/shared/tq99q89a40l648zt6hof
And here's a release with the new engine flames. Absolutely nothing else has been changed; it's more an eyecandy tweak than anything functional.
http://www.box.net/shared/ydsxyj959x1pgxozdcij
Running Oolite buttery smooth & rock stable w/ tons of eyecandy oxps on:
ASUS Prime X370-A
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EVGA GTX-1070 SC
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ASUS Prime X370-A
Ryzen 5 1500X
16GB DDR4 3200MHZ
128GB NVMe M.2 SSD (Boot drive)
1TB Hybrid HDD (For software and games)
EVGA GTX-1070 SC
1080P Samsung large screen monitor
- DaddyHoggy
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Re: [RELEASE] : Reduxed Vampires
Pretty engine - I like a lot...
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Cholmondely
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Re: [RELEASE] : Reduxed Vampires
Wiki page now up: Reduxed Vampires
I hope that this now means that each of KW's OXP's has its own wiki page. This is not true of all the HUDs (ie those which are part of another oxp).
Killer Wolf & Isis Interstellar give a way in to the entire collection, as does the Isis Interstellar category
I hope that this now means that each of KW's OXP's has its own wiki page. This is not true of all the HUDs (ie those which are part of another oxp).
Killer Wolf & Isis Interstellar give a way in to the entire collection, as does the Isis Interstellar category
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?