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Re: Vortex OXP (plus the Maelstrom)

Posted: Sun Sep 18, 2011 10:03 pm
by Ironfist
That looks like you are not running the latest version. Flying a vortex myself but it is version 1.20. Might be worth checking the version number and updating if needed - not sure if that will solve the error or not.

Hope this helps
Ironfist

Re: Vortex OXP (plus the Maelstrom)

Posted: Mon Sep 19, 2011 3:47 pm
by Thargoid
Indeed I thought I'd squashed that bug (the same one is posted a few messages above the latest report). Can you update to the current version of the OXP and let me know if it recurs. If so it should be quite a simple fix to make I think, as I can guess what's happening.

Re: Vortex OXP (plus the Maelstrom)

Posted: Tue Sep 20, 2011 6:37 pm
by Thargoid
Just to be 100% sure, I've uploaded v1.21 with a final fix for this bug, plus a few other enhancements (the ship now has mil fuel injectors as standard and fully self-repairs so should not need maintenance overhauls).

Same download URL as the original, via the wiki or direct to box.net (links below).

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat Oct 01, 2011 7:09 am
by GalTourist
The Vortex is my preferred ship because it is agile, and the plasma turrets fire fore and aft - easy to use. The Caduceus Omega has greater firepower with its plasma turrets, but repeatedly turning the ship broadside against enemies can be tiresome. The dragon is similar only with 1 turret. I like the brute power of the Kirin's fore and aft plasma turrets (x4), but the ship lacks speed and agility for engaging smaller craft.
If I may be greedy, I would love to see a Vortex Mk II or III that had an extra 1 or 2 turrets (x4) front and back (like the Kirin) and some greater speed like a Morrigan or Falcon. (.5ls or more). Such a ship would take the concept of "Uber" to the next level, but it sure would be beast! What do you think Thargoid? (and many thanks for the current version of the Vortex and Maelstrom).

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat Oct 01, 2011 7:23 am
by Thargoid
I'm not sure you'd be able to control it so well at that speed. Plus actually fitting the turrets onto the model itself could be a squeeze ;)

That said I could make you a quick shipdata-override.plist file making those changes if you want, although the turrets might look odd on the model itself. Would be somewhat overuber though, as you say.

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat Oct 01, 2011 7:21 pm
by Fatleaf
I launched today and had a vortex in front of me as (a system vessel I found out). But for some reason I could not target it and it did not appear on my scanner. It was not cloaked and when I fired upon it my shots hit as normal but when it fired a missile at me when I had my sights on it it was identified as an Unknown Vessel briefly. It was being treated like a cloaked ship even though it was not cloaked on the screen. There was no error reported in the log.

Hope it helps.

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat Oct 01, 2011 8:12 pm
by Thargoid
That particular one was still in active service with the military, and so had a few tricks up its sleeves that are removed before the ships are sent to civilian service.

5% of NPC Vortices will have a military jammer. You just saw one of them ;)

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat Oct 01, 2011 8:25 pm
by Fatleaf
Thargoid wrote:
That particular one was still in active service with the military, and so had a few tricks up its sleeves that are removed before the ships are sent to civilian service.

5% of NPC Vortices will have a military jammer. You just saw one of them ;)
Brilliant, never seen that before. Thanks. :D

Re: Vortex OXP (plus the Maelstrom)

Posted: Sun Oct 02, 2011 1:29 am
by GalTourist
That would be wonderful. I would be grateful of any time you invest into a new .plst for me.

I am curious. Is there a limit as to the number of plasma canons that can be placed on a ship? For instance, is it possible to create a ship as fast as a Swift (.74 LS) with 12+ turrets and a 100 ton cargo capacity? Of course that is not in the spirit of the game, but I wonder why no one has attempted to create such a monstrosity.

Re: Vortex OXP (plus the Maelstrom)

Posted: Sun Oct 02, 2011 2:30 am
by Cmdr Wyvern
@ GalTourist,

FYI, the Dragon comes in three models: The AN (Dragon Civ MK1) has no turrets, fore and aft lasers, and a nice secondary loadout /w 20tc cargo space. The SE (Dragon Civ MK2) has aft turret, fore laser, nice missile loadout, and 20tc. The M (Dragon Military) has aft, top, and bottom turrets, fore laser, larger missile loadout, and 15tc.
The Dragon's design purpose for the GalCop Navy is as a torpedo boat, light bomber, or heavy escort. In civilian hands it's a popular escort craft, blockade buster, or in pirate or mercenary hands, heavy gunship. The Dragon can deliver a fierce wallop to anything unlucky enough to land in the pilot's sights, but it lacks the turning circle of nippier craft, hence the turret defenses on it's blind sides. It's not meant for duck n' weave, close range maneuvers.

The Kirin too isn't meant for a turning dogfight, but woe be to any light craft falling into range of it's flak batteries!

In either ship, turrets are there simply to make up for lack of maneuverability, and to make them light fighter nippy would make them stupidly uber.


Now as for uber with turrets - I know there's a hardcoded limit of 16 missiles to a player ship. For turrets, I really don't know. In theory you can place as many turrets as there was room on the model, but yes, that would be stupidly uber.

Re: Vortex OXP (plus the Maelstrom)

Posted: Sun Oct 02, 2011 6:15 am
by GalTourist
Hello Wyvern. I have flown the Dragon M and really the HUD (like the Kirin), as well as many of the features you mentioned
(didn't mean to put down the Dragon at all). I noticed that a player can purchase a Condor (LS 5.2) at an astronomical price. It as 1500t of cargo capacity, but makes the Kirin look as agile as a moth by comparison. I don't think there would be any harm in giving the Kirin a little more speed. I tried to install the Kirin Sport, but it is not compatible with 1.75.3
Too bad, looks like a nice ride and a good balance of features.

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat Dec 17, 2011 10:09 pm
by Thargoid
Just taken this OXP up to v1.22. It's more or less an optional one though as it is for compatibility with the newer 11.11 AMD/ATI graphics drivers (the shader issue).

That said they've just updated the driver to 11.12, but the update is in place anyway to make things work for everyone (hopefully).

Download via the wiki or box.com from the links below or the first post in the thread.

Editted to add - 11.12 also seems to have the shader issue...

Re: Vortex OXP (plus the Maelstrom)

Posted: Thu Apr 12, 2012 9:14 pm
by Thargoid
OK I just updated the OXP to version 1.23.

Two main changes:

  • Both ships are now fully compatible with cim's New Cargoes OXP - each bay holds its own distinct specialist cargoes.
  • The textures for the Maelstrom are shrunk down to 512x512 (they were 2048x2048 and didn't need to be) - hence the OXP is now <1MB in size.
If you are using New Cargoes and flying either a Vortex or a Maelstrom, please update your installation to v1.23 via the links below.[/color]

Re: Vortex OXP (plus the Maelstrom)

Posted: Wed May 09, 2012 8:28 pm
by Thargoid
And now v1.24 is up, with the following changes:

  • Both ships will now disallow usage of equipment which requires cargo space (as from Oolite v1.77 it will actually take up cargo space, which will screw up the virtual bay system).
  • Updated the other incompatible equipment.
Download from the links below as normal.[/color]

Re: Vortex OXP (plus the Maelstrom)

Posted: Sat May 12, 2012 11:42 am
by Diziet Sma
Hmmm.. looks like I may finally have found a ship which tempts me away from my CobbyIII..