(it's fun trying to line up to dock with BGS hyperspace effect on the go as-well )
Enjoy it as long as it's possible .-) The next version won't spawn the effect anymore before the jump as we have a new toy - VisualEffect! And as bonus it gets a new shader as well .-)
This sounds very cool.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
I was playing the game flying a Mining Trasporter and noticed that there is a HyperDrive being offered at the store. It does not work of course as the ship is not capable of hyperspace jumps. That equipment originates from Breakable Witch Drive oxp and should not be offered at all, if I'm flying a Transporter or any other non-hyperspace capable ship.
I took a look inside the oxp and updated the equipment.plist to use a condition_script that prevents the equipment being offered when the player flies a ship not capable of hyperspace.
Cpt. Murphy has not been around for a while and the oxp is properly licenced so there should be no problem in releasing an updated version. However, I'll post the update here first, in case someone wants to comment it or has something against it.
A note for users of Breakable Shield Generators v 1.2 :
The start/stop functionality of shield cycler will change in shield cycler 1.10 (soon to be released as oxp ) .
SC 1.10 is unlikely to be released as oxz, but SC 1.11.x will be.
(posted now to prevent me from forgetting to do it)
Question: Should Breakable HUD and IFF Scanner be incompatible with Ship Configuration, as are the others?
No, they're quite compatible. It's just that I borrowed a lot of functionality from the other breakable equipment OXP's when making Ship Config, so those ones are inherently incompatible (and have been flagged as such).
"Opening log for Oolite version 1.86 (x86-64) under Mac OS X Version 10.9.5 (Build 13F1911) at 2018-03-17 01:31:13 pm +0000.
Machine type: iMac14,1, 8192 MiB memory, 4 x x86 (Haswell) @ 2700 MHz.
Build options: OpenAL, new planets.
Note that the contents of the log file can be adjusted by editing logcontrol.plist.
[plist.parse.failed]: Failed to parse /Users/accountname/Library/Application Support/Oolite/Managed AddOns/oolite.oxp.CaptMurphy.BreakableTorusDrive.oxz/Config/shipdata.plist as a property list.
Unexpected character { at line 1
This is on the all-singing all-dancing Jobsian AppleMac!
I got utterly scragged by pirates in feudal Inzaquma (G2). 16 systems damaged including my Core Energy Unit and my Primary Shield Generator - Aft. The others included the EEU, the Shield Boosters and the Military Shield Enhancement.
My Repair bots, slowly, bit-by-bit, repaired everything except the Core Energy Unit and the Primary Shield Generator - Aft. (The Military Shield Enhancement took four goes!) According to my Vimana HUD they are still broken, but they are listed as working on the F5 Manifest screen and do not show up in any of the three Onatbezan shipyards as broken (TL14).
The wiki blurb says:
Breakable Shield Generators v1.2
Introduces two equipment items Primary Shield Generator - Fore and Primary Shield Generator - Aft.
If you have a working Military Shield Enhancement or Shield Boosters fitted then the Primary Shield Generators cannot be damaged. If either of the Primary Shield Generators are damaged the respective shield will remain at zero strength until the appropriate Primary Shield Generator is repaired. If you have CommonSenseOTB's Shield Equalizer & Capacitors OXP (version 1.3+ only) and Shield Equalizer installed or Lone_Wolf's Shield Cycler (version 0.30.1+ only) installed then this OXP will temporarily disable these equipment items if a Primary Shield Generator is damaged to avoid catastrophic shield/energy loss. Repair cost varies between 250 and 1000 Credits depending on the size of your ship (cargo capacity and max energy are used as a proxy for size).
Breakable Energy Unit v1.1
Introduces Equipment Item Core Energy Unit.
The ship's energy banks are powered by a Core Energy Unit. This is well-cushioned in the bowels of the ship and has a much lower chance of damage than other equipment items. It cannot be damaged whilst there is a working Naval Energy Unit or Extra Energy Unit installed. However, if damaged the player's energy banks will be stuck at the minimal level pending repair. Lasers are inoperable, and shields will not recharge. Emergency auxiliary systems retain power to the controls, ship's computer and drives (if working).
Repair cost varies between 375 Credits and 1500 Credits depending on the size of the ship's energy banks.
I presume that the reason is a combination of
1) the autobots randomly fixing the EEU & Shield Boosters first.
2) the oxps then deciding that the Core Energy Unit and the Primary Shield Generator - Aft must be fixed if the EEU/Shield Boosters are up and running. With resultant changes to the shipyard repair list and the F5 manifest screen. And when just these two were left, the repair bots turned themselves off.
3) the Vimana HUD's "ship module" having a different memory of what was broken and has yet to be fixed.
On saving and restarting, even the Vimana HUD showed nothing as broken.