VimanaHUD OXP

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Josef
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Re: VimanaHUD OXP

Post by Josef »

Hi Gnievmir,
I have some questions abou the Vimana Beam Laser
Damage/Heat-Factor
Damage/Second
Damage till overheat
Delay
Energy-use for 1 shot
Damage with one shot
Heat-producing with one shot
Josef
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Cholmondely
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Re: VimanaHUD OXP

Post by Cholmondely »

Josef wrote: Mon May 31, 2021 8:37 am
Hi Gnievmir,
I have some questions abou the Vimana Beam Laser
Damage/Heat-Factor
Damage/Second
Damage till overheat
Delay
Energy-use for 1 shot
Damage with one shot
Heat-producing with one shot
Josef, this is what the equipment.plist in the OXP says:

Code: Select all

        (
                8, 150000, "Vimana Beam",
                "EQ_WEAPON_VIMANA_BEAM",
                "Low temperature impulse laser with small energy usage. Range 25km. Alternative to Military Laser",
                {
                        available_to_all = yes;
                        available_to_NPCs = no;
                        weapon_info = {
                                range = 25000;
                                energy = 0.5;
                                damage = 15.0;
                                recharge_rate = 0.15;
                                shot_temperature = 3.0;
                                color = "blueColor";
                                is_mining_laser = 0;
                                threat_assessment = 0.5;
                        };
                }
        ),
I regret that Gnievmir has not visited for a long time, and that Dybal who took over maintaining his OXP left, and that I'm just a dumb pilot who does not know what the above means! The game code does not necessarily mean what I would presume it does, and often requires translation from psuedo-English into English!

But I do hope that the above helps!

Cholmondeley
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?
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Cholmondely
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Re: VimanaHUD OXP

Post by Cholmondely »

Josef wrote: Mon May 31, 2021 8:37 am
Brilliant photograph (cat with mouse)!! Very droll...
Last edited by Cholmondely on Thu Jul 15, 2021 7:59 am, edited 1 time in total.
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?
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Re: VimanaHUD OXP

Post by hiran »

Help needed!

After I was shown the beauty of the Vimana HUD I installed that OXP, even restarted Oolite just to find that my Cobra MK3 is still running on the 'usual' HUD.
Then I read about the Vimana Ship Overrides and installed that OXP as well, even restarted Oolite just to find that my Cobra MK3 is still running on the 'usual' HUD.

What may I be doing wrong?
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Re: VimanaHUD OXP

Post by Cholmondely »

hiran wrote: Wed Jul 14, 2021 9:31 pm
Help needed!

After I was shown the beauty of the Vimana HUD I installed that OXP, even restarted Oolite just to find that my Cobra MK3 is still running on the 'usual' HUD.
Then I read about the Vimana Ship Overrides and installed that OXP as well, even restarted Oolite just to find that my Cobra MK3 is still running on the 'usual' HUD.

What may I be doing wrong?
If you just have the vanilla HUD installed, then the first new HUD.oxp which you install overrides it. But the vanilla HUD only supports 2 MFDs. The one you showed me last night had 3, which implies it is not the Vanilla HUD. If you have more than the one HUD installed you need HUD Selector to choose between them.

Try adding HUD Selector from the Expansions Manager to your Cocktail of oxp's (the HUDs section of the OXZ list), and then you can use that while docked - or use it in flight once you have primed it - to select the desired version of the Vimana.
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?
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Re: VimanaHUD OXP

Post by hiran »

Cholmondely wrote: Wed Jul 14, 2021 9:43 pm
If you just have the vanilla HUD installed, then the first new HUD.oxp which you install overrides it. But the vanilla HUD only supports 2 MFDs. The one you showed me last night had 3, which implies it is not the Vanilla HUD. If you have more than the one HUD installed you need HUD Selector to choose between them.

Try adding HUD Selector from the Expansions Manager to your Cocktail of oxp's (the HUDs section of the OXZ list), and then you can use that while docked - or use it in flight once you have primed it - to select the desired version of the Vimana.
Indeed I had these OXPs installed:
* HUD Selector with large HUD
* MFD - Combat MFD
* Manifest MFD
* Navigation MFD

Just setting the HUD in the station was sufficient - and revealed I have not enough HUDs installed. :shock:
So I went for the full list mentioned here: http://wiki.alioth.net/index.php/HUDSelector#MFDs

The list on the expansion manager is sorted in categories (all HUDs in one place), then alphabetically. As the names of the OXPs were differently displayed I updated the wiki page accordingly.
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Re: VimanaHUD OXP

Post by Cholmondely »

I've edited the equipment.plist to make some of the items less easy to buy. I can't see the game sense in being able to buy Vimana Lasers at TL9 which are more powerful and lack the heat issues of the Military Lasers which need TL11. Ditto for the Target Module.

If you wish to use this, unzip your VimanaHUD.oxz, open up the folder, then open up the Config folder and replace the old equipment.plist with this one:

Changes: Target module now on sale from TL9, Vimana beam laser now on sale from TL12

Code: Select all

(
        (
            10, 25000, "Target Mod",
            "EQ_VIMANA_TARGET_MODULE",
            "Vimana HUD module displaying information about the current target",
            {
                available_to_all = yes;
                available_to_NPCs = no;
                available_to_player = yes;
                damage_probability = 0.25;
                installation_time = 3600;
                repair_time = 1200;
            }
        ),
        (
            5, 10000, "Travel Mod",
            "EQ_VIMANA_TRAVEL_MODULE",
            "Vimana HUD module displaying travel information and required fuel",
            {
                available_to_all = yes;
                available_to_NPCs = no;
                available_to_player = yes;
                damage_probability = 0.25;
                installation_time = 3600;
                repair_time = 1200;
            }
        ),
        (
            5, 15000, "Ship Mod",
            "EQ_VIMANA_SHIP_MODULE",
            "Vimana HUD module displaying ship status information",
            {
                available_to_all = yes;
                available_to_NPCs = no;
                available_to_player = yes;
                damage_probability = 0.25;
                installation_time = 3600;
                repair_time = 1200;
            }
        ),
        (
            13, 150000, "Vimana Beam",
            "EQ_WEAPON_VIMANA_BEAM",
            "Low temperature impulse laser with small energy usage. Range 25km. Alternative to Military Laser",
            {
                available_to_all = yes;
                available_to_NPCs = no;
                weapon_info = {
                            range = 25000;
                            energy = 0.5;
                            damage = 15.0;
                            recharge_rate = 0.15;
                            shot_temperature = 3.0;
                            color = "blueColor";
                            is_mining_laser = 0;
                            threat_assessment = 0.5;
                };
            }
        ),
        (
            6, 31000, "TFSys",
            "EQ_TARGET_FILTERING_SYSTEM",
            "Filtering system targets depending on the class. After selecting the class (hostile/outlaw, thargoids, police, neutral, cargo, asteroids) the next destination is selected by pressing the n key",
            {
                available_to_all = yes;
                available_to_player = yes;
                script = "TFS-equip.js";
            }
        ),
        (
            10, 420, "Sell TFSys",
            "EQ_TARGET_FILTERING_SYSTEM_REMOVAL",
            "Sell TFSys. You get a 90% refund.",
            {
                available_to_all = 1;
                requires_equipment = "EQ_TARGET_FILTERING_SYSTEM";
            }
        )
)
Then add the extension .oxp to the folder and place your tweaked .oxp in your AddOns folder. That way both you and the Expansions Manager know it's been modified - and it will appear red in the in-game expansions manager's list when you next check it.
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?
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