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Re: Piloting the Interceptor

Posted: Fri May 18, 2012 8:18 am
by cim
Albee wrote:
Smivs, this isn't a problem for me as I've already decided not to fly the Interceptor 'professionally' (I find the lack of a cargo bay too limiting) but on the off-chance that you decide to do an official release, I thought I should point out that the energy level doesn't decay when the cloaking device is activated. The cloaking device itself seems to work fine.
That's because the Interceptor (I assume you had a Naval Energy Unit fitted too?) has a ridiculously high energy recharge rate, so the energy is restored as fast as it gets lost.

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 8:32 am
by Eric Walch
cim wrote:
Albee wrote:
That's because the Interceptor (I assume you had a Naval Energy Unit fitted too?) has a ridiculously high energy recharge rate, so the energy is restored as fast as it gets lost.
Same is true for the superCobra. That is why I think that ship is also a cheat: once cloaked, you can keep killing everyone without any repercussion.

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 10:27 am
by Albee
cim wrote:
That's because the Interceptor (I assume you had a Naval Energy Unit fitted too?) has a ridiculously high energy recharge rate, so the energy is restored as fast as it gets lost.
Eric Walch wrote:
Same is true for the superCobra. That is why I think that ship is also a cheat: once cloaked, you can keep killing everyone without any repercussion.
I see. I do have the Naval Energy Unit fitted, in fact.

Does anyone know why it was implemented this way? Is it a carry-over from Elite? The wiki page on the Interceptor has "Energy recharge rate: unknown", I notice.

Makes it a bad idea to take on GalCop, I would think.

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 10:55 am
by cim
Albee wrote:
Makes it a bad idea to take on GalCop, I would think.
Well, GalCop-spec Viper Interceptors don't tend to have either Naval Energy Units or Cloaking Devices, so they're not so tough. Since the player isn't "supposed" to be able to fly the ship, it doesn't come up.

NPC ship energy and equipment works slightly differently to player ship energy (since they don't have shields) - view the police-spec Viper Interceptor as really having a base rate of 4 (same as the player's Cobra III) but an Extra Energy Unit as standard equipment.

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 4:44 pm
by Eric Walch
cim wrote:
Well, GalCop-spec Viper Interceptors don't tend to have either Naval Energy Units or Cloaking Devices, so they're not so tough. Since the player isn't "supposed" to be able to fly the ship, it doesn't come up.
If you like an equal fight, you can always target the viper and type into the console:

Code: Select all

PS.target.awardEquipment("EQ_SHIELD_BOOSTER")
PS.target.awardEquipment("EQ_SHIELD_ENHANCER")
:lol:
And for a real challenge:

Code: Select all

PS.target.awardEquipment("EQ_CLOAKING_DEVICE")
Press space commander...

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 9:35 pm
by Albee
cim wrote:
Well, GalCop-spec Viper Interceptors don't tend to have either Naval Energy Units or Cloaking Devices, so they're not so tough. Since the player isn't "supposed" to be able to fly the ship, it doesn't come up.
If I was planning to fly the Interceptor 'seriously', I think I would tinker with it to make it more like its 'peers' -- the Scimitar, perhaps -- in terms of energy.
Eric Walch wrote:
If you like an equal fight, you can always target the viper and type into the console...
Sorry, Eric, I don't understand. What's the console?

Re: Piloting the Interceptor

Posted: Fri May 18, 2012 11:00 pm
by Svengali
Albee wrote:
Eric Walch wrote:
If you like an equal fight, you can always target the viper and type into the console...
Sorry, Eric, I don't understand. What's the console?
See [wiki]Debug_OXP[/wiki].

Re: Piloting the Interceptor

Posted: Sun Mar 01, 2020 8:30 pm
by Commander unknown
Griff wrote: Wed May 16, 2012 2:48 pm
I recommend ditching the Griff_illicit_unlock.oxp and getting the griff_shipset_player_flyable_NPC_ships_v1.03.oxp from my box.net site, it's got all the view positions and things sorted and the hyperdrive disabled for the ships that shouldn't have one.
SUPER NOOB I read your posts and i have one question. I can't seem to download your modifications from the website. help please?

Re: Piloting the Interceptor

Posted: Sun Mar 01, 2020 8:38 pm
by Commander unknown
SUPER NOOB
I have no idea how to do this, ... can someone make an op ship using the viper interseptor by allowing it to have lots of cargo space, allow it to get all equipment, be super fast and have a strong hull with an even more powerful laser and make a mod to join the police force? (And teach me how, i'm a SUPER BAD NOOB) thanks! (It would be super cool!)

Re: Piloting the Interceptor

Posted: Sun Mar 01, 2020 9:56 pm
by Cody
Commander unknown wrote: Sun Mar 01, 2020 8:30 pm
I can't seem to download your modifications from the website. help please?
Go here, hit the Download button (top right), unzip (Extract) the downloaded package, and drop the .oxp into your Oolite AddOns folder.

Re: Piloting the Interceptor

Posted: Mon Mar 02, 2020 8:37 pm
by Norby
My guess is this file. After unzip you can edit the shipdata.plist which is a text file.
Below the "griff_normalmapped_viper-interceptor-player" label set max_cargo, max_flight_speed as you wish.
All entries are described here.

Note this is not working alone, you must install "Griff's Normalmapped Ships" in the expansion manager.

Alternatively just install the "Illicit Unlock" package in the manager and you will be able to buy a stock Viper Interceptor.

Re: Piloting the Interceptor

Posted: Tue Mar 03, 2020 4:41 am
by Commander unknown
Cody wrote: Sun Mar 01, 2020 9:56 pm
Commander unknown wrote: Sun Mar 01, 2020 8:30 pm
I can't seem to download your modifications from the website. help please?
Go here, hit the Download button (top right), unzip (Extract) the downloaded package, and drop the .oxp into your Oolite AddOns folder.
Thanks!

Re: Piloting the Interceptor

Posted: Tue Mar 03, 2020 5:11 am
by Commander unknown
:?: Do you guys know how to change some default ship's things it has like cargo space? :o

Re: Piloting the Interceptor

Posted: Tue Mar 03, 2020 5:25 am
by phkb
This wiki doc, [EliteWiki] Shipdata.plist is where all the settings for a ship can be found and tweaked. You want to find the ship key of the specific ship you was to tweak, and then edit details as required.

Each OXP that adds ships will have a shipdata.plist file included, so that's where you'd need to look.

Re: Piloting the Interceptor

Posted: Tue Mar 03, 2020 6:35 am
by Commander unknown
phkb wrote: Tue Mar 03, 2020 5:25 am
This wiki doc, [EliteWiki] Shipdata.plist is where all the settings for a ship can be found and tweaked. You want to find the ship key of the specific ship you was to tweak, and then edit details as required.

Each OXP that adds ships will have a shipdata.plist file included, so that's where you'd need to look.
Thanks where can I find the one for the viper interseptor? Can't find