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Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 7:14 am
by Diziet Sma
Ok.. now I'm bummed.. the turrets on my Falcon seem to trying to fire through the hull.. not hitting a thing.


Image


Any turret-meisters know what might be going on?

Edit: Hmm.. I liked Wirenut's idea of starting a fresh Jameson with a Falcon-S, 100 Cr and 2 passenger-berths, so I set one up. The turrets work perfectly on it.. go figure.. :roll:

Something weird going on, but I'm not gonna bother figuring it out.

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 9:34 am
by Wirenut
In my experiance thus far the turrets fire on your radar locked target or any ship that hits you. I have also learned with aft view (#2) and some fancy flying you can radar lock a missile and the turrets will take it out.

Definatly recommend the tough guys OXP also.

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 3:18 pm
by Diziet Sma
Wirenut.. if, like me, you're rapidly getting sick of bits of hardware being shot off of your Falcon (turrets, comms-dish, etc) and having to fork out big piles of cash on repairs (30,000-50,000 every time you get in a big fight is a bit steep :shock: ), there is a fix. Properly speaking, from what some quick research indicates, frangible sub-entities (shoot-off-able bits) aren't supposed to be on the player versions. Unfortunately, a few OXP writers didn't get the memo. :(

If you want to disable this on your own Falcon, here's what to do. Open up the shipdata.plist, and find the following section:

Code: Select all

	<key>Falcon-S-player</key>
	<dict>
		<key>aft_eject_position</key>
		<string>0.0 0.0 -5.0</string>
		<key>aft_weapon_type</key>
		<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
		<key>cargo_type</key>
		<string>CARGO_NOT_CARGO</string>
		<key>custom_views</key>
Insert the following code just after the <dict>
<key>frangible</key>
<false/>


so that you have:

Code: Select all

	<key>Falcon-S-player</key>
	<dict>
		<key>frangible</key>
		<false/> 
		<key>aft_eject_position</key>
		<string>0.0 0.0 -5.0</string>
		<key>aft_weapon_type</key>
		<string>EQ_WEAPON_TWIN_PLASMA_CANNON</string>
		<key>cargo_type</key>
		<string>CARGO_NOT_CARGO</string>
		<key>custom_views</key>
Now save the file and shift-start Oolite, and you're good to go! (If you're missing bits when you do this, you may have to pay for repairs one time, but after that your repair bills will become a lot more reasonable. 8)

(If you want to restore the sub-entities but don't want the repair bill, look in your gamesave for the following line:

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    <key>subentities_status</key>
    <string>10000001</string>
(you may have ones and zeros in different locations than this)

And change it to all ones - 8 of them.

Code: Select all

    <key>subentities_status</key>
    <string>11111111</string>
That should restore everything to normal.

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 4:12 pm
by Commander McLane
Diziet Sma wrote:
Wirenut.. if, like me, you're rapidly getting sick of bits of hardware being shot off of your Falcon (turrets, comms-dish, etc) and having to fork out big piles of cash on repairs (30,000-50,000 every time you get in a big fight is a bit steep :shock: ), there is a fix. Properly speaking, from what some quick research indicates, frangible sub-entities (shoot-off-able bits) aren't supposed to be on the player versions. Unfortunately, a few OXP writers didn't get the memo. :(
Or it could be deliberate. You never know …

On the other hand, I would always argue that some OXP writers never got the memo that plasma turrets weren't supposed to be on player ships either … :wink:

So you could call it "balance". On the one hand it gets very easy for you to win any battle, on the other hand it may get expensive. 8)

By the way, another method of reducing your repair bill could be to increase the energy and/or recharge rate of your subentities, making it less likely for them to be destroyed.

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 4:18 pm
by Wirenut
Indeed thanks for the tip, i have already seen the first 30,000cr repair bill, so i may look into this.

Cmdr McLane is right the turrets do make vanilla game easy sauce, toughguysOXP leveled the playing field back out tho.

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 4:32 pm
by Cody
Wirenut wrote:
Cmdr McLane is right the turrets do make vanilla game easy sauce, toughguysOXP leveled the playing field back out tho.
Try adding [wiki]NPC-shields_OXP[/wiki] too - that evens things up even more!

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 7:59 pm
by Cody
Wirenut wrote:
<griff needs more bandwidth, i wanna try that proto boa>
Wirenut - Griff's proto boa can be downloaded here (temporarily).

Re: Millenium Bug? Star wars ships..

Posted: Tue Nov 13, 2012 9:00 pm
by Wirenut
Thanks for the DL for the Proto Boa, and thanks for the NPC shields. :) makes even the NPC furballs off in the distance a hell of a lot cooler to fly past.

I have decided to leave the price extreame, it's the cost of running a big fancy falcon, besides im making bank in the anarchy systems running narcos, i can afford it :evil:

Re: Millenium Bug? Star wars ships..

Posted: Thu Nov 15, 2012 11:03 pm
by Knotty
If it helps
before starting on my own, I played around with the shipdata of the falcon to try and set the weapon positions to match the turret positions, and the left right views to match trying to look out of the physical cockpit
I also added a couple of lights at the end of the mandibles to match the location of the "headlights" in TESB

<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<array>
<string>bweed-falcon-airlock-l 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-airlock-r 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-gun 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-dish 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-vents 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-scoop 0.0 0.0 0.0 1 0 0 0 </string>
<string>bweed-falcon-player_turret 0.0 6.5 -9.5 0.25 0.75 0.0 0</string>
<string>bweed-falcon-player_turret 0.0 -6 -9.5 0.25 -0.75 0.0 0</string>
<string>*FLASHER* -25 0.0 -6.5 0 1 0.0 2</string>
<string>*FLASHER* 25 0.0 -6.5 0 1 0.0 2</string>
<string>*FLASHER* 5 0.0 40 57 0 0.0 2</string>
<string>*FLASHER* -5 0.0 40 57 0 0.0 2</string>
</array>
</plist>

<key>view_position_aft</key>
<string>0.0 -3.6 -30</string>
<key>view_position_forward</key>
<string>24 4.5 16</string>
<key>view_position_port</key>
<string>22 5.2 16</string>
<key>view_position_starboard</key>
<string>26 4.5 16</string>
<key>weapon_position_aft</key>
<string>0.0 -6 -0.5</string>
<key>weapon_position_forward</key>
<string>0.0 6.0 0.5</string>
<key>weapon_position_port</key>
<string>-0.5 6.0 0.0</string>
<key>weapon_position_starboard</key>
<string>0.5 6.0 0.0</string>

Re: Millenium Bug? Star wars ships..

Posted: Fri Nov 16, 2012 4:06 am
by Diziet Sma
:?:
So far as I could tell, the left/right (and forward) views already matched the cockpit position..

Re: Millenium Bug? Star wars ships..

Posted: Fri Nov 16, 2012 10:26 am
by Knotty
Ah, guess I broke it then... :oops:

Re: Millenium Bug? Star wars ships..

Posted: Fri Nov 16, 2012 3:34 pm
by Diziet Sma
<chuckles> maybe not.. would have to try it to know..

Re: Millenium Bug? Star wars ships..

Posted: Mon Jan 14, 2013 8:58 am
by Diziet Sma
The results of a little recent playing around:

To begin with, I was considering moving the default aft-view, but discovered it's very close to the default aft-weapon position, which makes accurate shooting easier, so I decided to leave it as-is.

I made Knotty's "headlights" a little brighter, by changing the hue to 60.

Code: Select all

<string>*FLASHER* 5 0.0 40 60 0 0.0 2</string>
<string>*FLASHER* -5 0.0 40 60 0 0.0 2</string>
I've positioned a green flasher in the mouth of the fuel scoop.

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<string>*FLASHER* 0.0 -3.5 21.0 120 2 0.0 3</string>
But the most useful addition was a Scoop-Cam external view. The pilot's position is so far offset to the right of centre that scooping can be a bit hit-or-miss. I got rather tired of accidentally destroying capsules and containers. Now, with the Scoop-Cam, I just get it dead-centre in the view and nail it every time. :D

Code: Select all

<key>custom_views</key>
<array>
 <dict>
   <key>view_description</key>
   <string>Scoop-Cam</string>
   <key>view_orientation</key>
   <string>1.0 0.0 0.0 0.0</string>
   <key>view_position</key>
   <string>0.0 -3.5 20.0</string>
   <key>weapon_facing</key>
   <string>FORWARD</string>
 </dict>

Re: Millenium Bug? Star wars ships..

Posted: Sun Jan 20, 2013 7:24 am
by ozhank
I was flying a vortex and it was becoming a bit easy, so have started over and recently purchased a Falcon-S. I upgraded to 1.77 and was getting hammered every time by pirates - slow fingers. Now with turrets active and a scoop camera, I have made the levels back to about even I think.

Thank you everyone for showing how to add code for turrets and the scoop camera.

Re: Millenium Bug? Star wars ships..

Posted: Sun Jan 20, 2013 10:58 am
by Diziet Sma
My pleasure.. 8) she's a fun ship to fly, eh?