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Posted: Sun Apr 16, 2006 6:52 pm
by Draconic74
ummm... no idea what that is. but all you have to do is change the fuel capacity on whatever ship you have to whatever you want it to be. for example, i changed it so my ship can jump up to 600LY. of course, there is no place to jump that far, so i havent refueled for around 50 jumps. along with that, you can change the speed of the ship, energy, missile capacity, recharge rate and a couple of other things.


forgot to add that this will be part of the code in the game, so you have to keep a backup. the place to change all this is shipdata.plist and is in the Recources folder when you right click on "Oolite" and then select "Show Package Contents". also, the code has to be opened with textedit (there may be something else u can open it with but im not sure). if anyone wants further info ill post it. in fact ill post a guide.

Posted: Sun Apr 16, 2006 7:16 pm
by Rxke
That won't be really neccesary, all that info is already up at the EliteWiki...

You can eq your ship w/ a gazillion missiles, w/ a super energylevel and rechargerate etc. etc. Making your ship indestructable in effect.

But in the end: what's the fun then, there's no risk anymore, so no adrenalin-kick when you engage others (shrugs)

Posted: Sun Apr 16, 2006 7:39 pm
by JensAyton
…however, increasing the ship’s fuel capacity will not let you jump further than 7 LY.

Posted: Sun Apr 16, 2006 11:20 pm
by Draconic74
actually thats not true. i can jump all over the galaxy at up to 600 LY. except that now im running out of fuel, so when i buy more, i think it will only be upped to 7 LYs, meaning ill have to hack my save file to bring it to the full capacity of 600. also, i havent been able to get more than 5 missiles, so im not sure if you can.

edit: oh, forgot to say. its not the fuel capacity only that is changed, but that and how far your ship can jump. ill show you by posting some pictures of the furthest jump i can manage.

Posted: Sun Apr 16, 2006 11:35 pm
by aegidian
He's right - but not for long. Bug fixed for v1.65 (r463). 7.0LY is a hard limit now.

Posted: Sun Apr 16, 2006 11:50 pm
by Draconic74
yeah, its true that you can make yourself invincible. but i just like to speed my ship up and increase everything for combat except for defence of the ship. also, even if i update Oolite, ill probably find the code to disable 7LY only jumps.


i think ill try to write some code to make 1 LY jumps with no fuel and in the touch of a button...

Posted: Mon Apr 17, 2006 12:11 am
by Cmdr Wyvern
I don't see why you'de need to hack up a 500LY fuel tank. A 7LY tank does me just fine.
The first thing I do when coming out of the wormhole is head for the sun to top off the tank. If I feel like smacking some pirates around after the tanks are topped off, I fly back to the witchspace beacon, then turn towards the planet. Even with heavy action in anarchy systems, I still have 5LY or better left in the tank when I dock. I learned how to be conservative with the afterburner.
So what's the point of hacking up extra fuel again?

Posted: Mon Apr 17, 2006 12:19 am
by Draconic74
well, partly out of annoiance that i cant get much fuel before being fried on the sun or that im too lazy to pay the cost. the other part is that i have LOTS of fun hacking and changing games. and if i can figure out how to program it, i thought of a cool idea to make regular missiles blow up like Q-mines if they are destroyed by ECM.

Posted: Mon Apr 17, 2006 1:04 am
by Cmdr Wyvern
Sun skimming isn't that hard.
Hyperdrive towards the sun till you get a masslock.
Then afterburn straight for the sun till the scoop turns on.
When the scoop starts sucking fuel, pull up, putting the sun below your screen.
Punch the burners: The scoop goes crazy and recharges the tank really fast.
When the tanks are full, turn directly away from the sun.
Watch the status light; when it turns green, hit the hyperdrive.
An advanced compass and a heat shield really helps. And a fuel scoop, duh. :) Plus some practice.

BTW, making missiles into Q-bombs when ECM'd isn't the brightest idea. Even ECM hardened missiles can be ECM'd sometimes.
Besides, there's a reason Q-bombs stay put, and have a timer fuse.

Posted: Mon Apr 17, 2006 5:24 am
by Draconic74
Cmdr Wyvern wrote:
BTW, making missiles into Q-bombs when ECM'd isn't the brightest idea. Even ECM hardened missiles can be ECM'd sometimes.
Besides, there's a reason Q-bombs stay put, and have a timer fuse.
well, i also thought that maybe the missiles would just Q-bomb on impact or when the target is lost. Yah, that would be a heck of a lot better. but that mentioned under suggestions so i wont continue.

Posted: Mon Apr 17, 2006 7:00 am
by Rxke
Draconic74 wrote:
the other part is that i have LOTS of fun hacking and changing games.
Then you came to the right place! Oolite is set up so that it is extremely simple to change a lot of stuff, only using a texteditor :D

Posted: Mon Apr 17, 2006 6:25 pm
by winston
Draconic74 wrote:
i thought of a cool idea to make regular missiles blow up like Q-mines if they are destroyed by ECM.
That's evil :-)

How about a 'booby trap mine' which does that?

Posted: Mon Apr 17, 2006 9:48 pm
by Draconic74
winston wrote:
Draconic74 wrote:
i thought of a cool idea to make regular missiles blow up like Q-mines if they are destroyed by ECM.
That's evil :-)

How about a 'booby trap mine' which does that?
instead of here, go to the "new missiles" post in suggestions. its a better place than in disscusions.

oh yeah, and the code is definently easy. i can recycle and add more easily than other games. in fact, im on the brink of being able to make the behemoth player usable. still gotta buy it though.

Posted: Tue Apr 18, 2006 9:33 am
by Murgh
Draconic74 wrote:
instead of here, go to the "new missiles" post in suggestions. its a better place than in disscusions.
feel any dubiety about telling a moderator what to do while still billed as "newest registered user"?

Posted: Tue Apr 18, 2006 10:25 am
by Lucidor
Why should he when he is right? :^)