If I remember well there is some discussion about revising bits of that script structure in the future, so it's a possibility but not something I'm going to rush into. But thanks for the idea anyway...

Moderators: winston, another_commander
If you want another idea (that I think kinda works with the handwavium logic involved) instead of putting a drain on the energy banks, maybe it very slowly drains witchfuel (very slowly) - but if you run out the bubble bursts, losing your cargo.Thargoid wrote:At the moment it would be tricky, as you can't script change equipment price (only read it). So to do that you'd have to have a lot of different and mutually incompatible equipment with availability keyed to the ships hold capacity.
If I remember well there is some discussion about revising bits of that script structure in the future, so it's a possibility but not something I'm going to rush into. But thanks for the idea anyway...
That would make it very difficult to negotiate some parts of the universe with your cargo intact... eg the only way you'd be able to traverse the Qucedi bottleneck would be to follow someone else going the same way each time you jump...mossfoot wrote:If you want another idea (that I think kinda works with the handwavium logic involved) instead of putting a drain on the energy banks, maybe it very slowly drains witchfuel (very slowly) - but if you run out the bubble bursts, losing your cargo.
Alt idea: it uses up .5 LY fuel to create and very slowly drains after that - that would limit its usefulness, making its effective range more like 6LY all told - and of course if you get into a fight it's suddenly something you are a lot more hesitant to use
That's kind of the idea - Hypercargo lets you carry so much more that it makes sense for it to have an in-game drawback. And the thing is, that drain should only happen if it's actually in-use (so if no hypercargo is stored, no drain and/or initial bubble cost). So you could still have it installed, but if you were going through the Qucedi bottleneck you wouldn't be able to have anything stored in HyperCargo.Neelix wrote:That would make it very difficult to negotiate some parts of the universe with your cargo intact... eg the only way you'd be able to traverse the Qucedi bottleneck would be to follow someone else going the same way each time you jump...mossfoot wrote:If you want another idea (that I think kinda works with the handwavium logic involved) instead of putting a drain on the energy banks, maybe it very slowly drains witchfuel (very slowly) - but if you run out the bubble bursts, losing your cargo.
Alt idea: it uses up .5 LY fuel to create and very slowly drains after that - that would limit its usefulness, making its effective range more like 6LY all told - and of course if you get into a fight it's suddenly something you are a lot more hesitant to use
- Neelix
True, I was just thinking of exchanging the one disadvantage for another. One is just a random chance all the time, a roll of the dice. The other is something that has a constant minor drawback (which becomes bad if you run out of fuel and lose your cargo) making you use the system more wisely and use injectors more cautiously in combat.Thargoid wrote:It already has a drawback - every time you witchspace jump with it running there's a small chance (or slightly larger chance if you've hacked it) that the bubble collapses and takes any cargo inside with it...
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this.cargoNameArray = ["food", "textiles", "radioactives", "slaves", "liquor/wines", "luxuries", "narcotics", "computers", "machinery", "alloys", "firearms", "furs", "minerals", "alien items"];
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this.cargoNameArray = ["food", "textiles", "radioactives", "slaves", "liquor_wines", "luxuries", "narcotics", "computers", "machinery", "alloys", "firearms", "furs", "minerals", "alien_items"];
Cookies in the jar - welcome aboard, Commander!Torell wrote:But I'm playing around with the OXPs and learning how it works. The time for my own OXPs wil come...
It is working at me, via F5F5F8 during flight. Maybe your equipment is damaged? There is a small chance at each hyperjump to the HyperCargo suffer damage (more if you bought a hack), in this case you can not activate it until repaired.Frunobulax wrote:The OXP page reads that it is possible to access the HyperCargo in flight. However, I can't do it (Oolite 1.82) - is this still possible?