(Release) Ship Configuration

Discussion and information relevant to creating special missions, new ships, skins etc.

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phkb
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Re: (BETA) Ship Configuration

Post by phkb »

Thanks for that!. I missed the "Laser Cannons" OXP. Version 0.0.5 now includes them, and better handling of future unknown weapons.
Download in the first post.
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Amah
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Re: (BETA) Ship Configuration

Post by Amah »

Thanks, the disabled overheating engine code fixed my problem with engines and injectors blewing up, now.
Btw. flying an Ophidian, default setup. The only oxp that might screw things up could be torus to sun.

Amah

ps. @devious Seems my efforts to make the Lira a mere civillian vessel were in vain :D
Pps. buying equipment on an overload ship, always wants to remove another equipment. There's no way to cancel
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Re: (BETA) Ship Configuration

Post by phkb »

Amah wrote:
Pps. buying equipment on an overload ship, always wants to remove another equipment. There's no way to cancel
That's right -- you're overloaded and something has to be removed. If you want to purchase a piece of kit you need to make room for it first.

I might work on this a bit more, though, and perhaps allow the player to do some other configuration change to make room.
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Re: (BETA) Ship Configuration

Post by Amah »

Thanks for clearing up. Btw. I like the concept of this oxp, because it adds a welcome RPGish factor to outfitting the ship...

And even my unchanged Ophidian now feels even more like the sluggish trader it is, outrunning on injectors is harder it seems,
but I seem to have some chance to withstand longer against a pack of pirates. (those thugs still aim like snipers)
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Re: (BETA) Ship Configuration

Post by Venator Dha »

Now that I've had a chance to do some flying (not seen any energy bank drainage with the latest update) the thing that is affecting me most is the speed and manoeuvring ability of the standard equipped ships. Small ships like the Adder & CobraI seen to be disproportionally affected over large ships like a Python. Now I'm assuming this is down to the mass of all the equipment, e.g. a Class2 Engine is 2TC irrespective if the ship is an Adder or a Python, so the % of the total mass is much larger in an Adder. I feel all this cripples these small ships too much. I think the mass of components should show some connection to the overall mass of a ship.

I really think that there's great potential here :) but I foresee a lot of balancing being required.
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Re: (BETA) Ship Configuration

Post by phkb »

There is a power-to-weight ratio setting that should make an adder perform differently to a python. The value might need to be higher though - I'll play around with some variations and see how it feels.

You're right, though. Balancing this is going to be a long process of tweaking.
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Re: (BETA) Ship Configuration

Post by Devium »

Bought an Orbital Shuttle to play with but couldn't get Ship Configuration to run.

14:55:43.246 [ShipConfiguration_Core]: Pre settings for ship [PlayerShip "Orbital Shuttle" position: (-58984.3, 8144.6, 353973) scanClass: CLASS_PLAYER status: STATUS_DOCKED]:
14:55:43.246 [ShipConfiguration_Core]: Max Thrust: 16
14:55:43.246 [ShipConfiguration_Core]: Max Speed: 80
14:55:43.246 [ShipConfiguration_Core]: Hyperspace Spin Time: -1
14:55:43.246 [ShipConfiguration_Core]: Pitch: 0.8999999761581421
14:55:43.246 [ShipConfiguration_Core]: Roll: 2
14:55:43.246 [ShipConfiguration_Core]: Yaw: 0.8999999761581421
14:55:43.246 [ShipConfiguration_Core]: Max Energy: 120
14:55:43.246 [ShipConfiguration_Core]: Front Shield: 128
14:55:43.246 [ShipConfiguration_Core]: Aft Shield: 128
14:55:43.246 [ShipConfiguration_Core]: Heat Shield: 1
14:55:43.246 [ShipConfiguration_Core]: Injector Burn Rate: 0.25
14:55:43.246 [ShipConfiguration_Core]: Injector Speed Factor:7
14:55:43.246 [ShipConfiguration_Core]: Post settings:
14:55:43.246 [ShipConfiguration_Core]: Max Thrust: 16
14:55:43.246 [ShipConfiguration_Core]: Max Speed: 80
14:55:43.246 [ShipConfiguration_Core]: Hyperspace Spin Time: -1
14:55:43.246 [ShipConfiguration_Core]: Pitch: 0.8999999761581421
14:55:43.246 [ShipConfiguration_Core]: Roll: 2
14:55:43.246 [ShipConfiguration_Core]: Yaw: 0.8999999761581421
14:55:43.246 [ShipConfiguration_Core]: Max Energy: 120
14:55:43.246 [ShipConfiguration_Core]: Front Shield: 128
14:55:43.246 [ShipConfiguration_Core]: Aft Shield: 128
14:55:43.246 [ShipConfiguration_Core]: Heat Shield: 1
14:55:43.246 [ShipConfiguration_Core]: Injector Burn Rate: 0.25
14:55:43.246 [ShipConfiguration_Core]: Injector Speed Factor:7
14:55:43.250 [script.javaScript.timeLimit]: ***** ERROR: Script "ShipConfiguration_Core" ran for 1.42463 seconds and has been terminated.
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Re: (BETA) Ship Configuration

Post by phkb »

I've just uploaded a new version, 0.0.6, which I think will fix that issue. It also fixes the issue where settings were not being applied to NPC's correctly.
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Re: (BETA) Ship Configuration

Post by phkb »

New version, 0.0.7, just uploaded. In this version:
  • In an "overloaded" state, you can now switch between selling equipment and changing configuration in order to free up space.
  • Fixed issue with the installed equipment list, where player ships with no missiles defined was causing an error.
  • Fixed issue where you could install a much lower power coupling regardless of the equipment attached to it.
  • Adjusted layout of interface screen.
  • Adjusted position of "Ship Configuration" item on F3 screen so that fuel will come before it.
  • Adjusted the thruster percentages to give them more range.
Download link in the first post.
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Re: (BETA) Ship Configuration

Post by phkb »

New version 0.0.8 now available via link in first post. In this version:
  • Fixed bug in $addEquipmentDataFromScriptInfo routine that was applying equipment weight value from script_info to equipment space and overwriting whatever had been entered for space.
  • Fixed issue where some Cobra Mark III models have a different mass.
  • Fixed issue with Ship Respray, where cargo space was disappearing when a respray was purchased.
  • Added current class levels to main menu items to make current installed items more visible.
I also think that this is now stable enough for the download manager, although it would obviously need clear indication of it's beta status. But I'd like to know what other people think. It is too experimental maybe?
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Re: (BETA) Ship Configuration

Post by Devium »

I've been playing with it quite a bit and on a cobra mark III it's been pretty fun. However anything smaller really sucks. A light escort is going to be slow, And there is no disadvantage to equiping everything on an Anaconda besides some equipment space but 15 nrg bars, class 5 shields, a little better top end speed, naval energy unit, military shields, better maneuvering, etc. I could lose half the cargo space in that and not care. lol But small ships start slower at default equip and even going up to a class 3 engine in a sidewinder, ferdie, cobra mark I... your slowing down due to engine mass instead of going faster even taking my maneuvering thrusters and hyperdrive down to class 1 to bring down some weight and space so I end up with a slow, less maneuverable, light fighter with nothing extra!

Perhaps there could be different sets of engines based on mass? I mean a 10 ton engine would do well on a Cobra Mark III but probably wouldn't do much at all to push an Anaconda, whereas a sidewinder shouldn't even have the ability to equip an engine that big but have access to a small powerful set of engines... Large bulk haulers should have a massive engines just to move the mass of the ship + cargo...

Idk just my thoughts. Been having some fun with a Cobra Mark III though. I would maybe suggest putting a not recommended for new players warning till beta status is over.
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Re: (BETA) Ship Configuration

Post by phkb »

Thanks Devium, that's great feedback and just what I needed. I'll have another look at all the calculations and see if I can make life easier for smaller ships, and harder for larger ones.

<picks up wrench and crawls under chassis>
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Re: (BETA) Ship Configuration

Post by Devium »

Just loaded a previous test char and got this error -
01:08:13.322 [script.javaScript.exception.ooliteDefined]: ***** JavaScript exception (ShipConfiguration_Core 0.0.8): Error: Ship.awardEquipment: Invalid arguments ("EQ_ENGINE_COUPLING_TYPE8") -- expected equipment type.
01:08:13.322 [script.javaScript.exception.ooliteDefined]: ../AddOns/ShipConfiguration.oxp/Scripts/shipconfig_core.js, line 3249.
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Re: (BETA) Ship Configuration

Post by phkb »

Thanks Devium. Might have to wait til tomorrow tho - can't keep eyes open... Systems failing... Must get sleep... :)
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Re: (BETA) Ship Configuration

Post by phkb »

OK, version 0.0.9 is now available which should correct that error. This version also attempts to rectify the issue of smaller ships being penalised more than larger ships.
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