Re: Military Fuel Injectors OXP
Posted: Sun Nov 18, 2012 10:13 pm
Thanks very much Thargoid. Much appreciated.
Eagle
Eagle
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in Config/script.js , line 43OXP Standards 1.82 wrote:Injectors and torus
Injector and torus speeds are no longer a fixed multiple of normal flight speed. player.ship.injectorsEngaged and player.ship.torusEngaged are recommended to detect enabling of these flight modes.
Code: Select all
if(player.ship.speed == 7 * player.ship.maxSpeed) // if the ship is under fuel injection (FI is speed x 7, torus is speed x 32)
Our current version seems to be an OXZ'ed v.1.03 (November 2012).cim wrote: ↑Thu Sep 24, 2015 3:29 pmNow thatDiziet Sma wrote:That's the only way it could simulate being slightly more fuel-efficient than regular injectors.. the handwavium is that unburnt fuel gets recovered and returned to the tanks.Anonymissimus wrote:You can see the fuel bar go up a little at times, watching carefully. (Of course you don't gain any fuel still.)ship.injectorBurnRate
andship.injectorSpeedFactor
are available it might be worth rewriting it. This OXP was one of the ones I had in mind when making various ship properties writable for 1.82
This might also have implications for the Vortex OXP (original source of these military fuel injectors).Thargoid wrote: ↑Mon Jul 02, 2012 5:12 pmIt does two things
1) When you are under injectors (ie at 7x your normal max speed) you get 0.1ly of fuel back every 8s. Basically that means that you do still consume fuel, but overall at a slower rate than normal (it's the best that can be done to emulate a lower consumption injector, or in this case a fuel reclaim system).
2) When you get the refuel, your velocity is also increased by x1.2 . This will slowly decay over time, hence the dependence on the ship you're flying (or at least on its stats).
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