Excellent work till now, big improvements over the original. These models should definitely replace all originals in future. Good to know the conversions to wings I did last week on the remaining models are used now. In the past I converted only the stations and the Worker's Commuter to edit the model a bit. The 'Sunray' is used, but it is a ship that is only added in interstellar space. In normal space you never will see it.Amaranth wrote:As far as I can tell, the Sunray is not actualy used in the oxp, but it may be possible to rectify this, and I think the untextured sturgeon is a missile.
Feel free to use my Oolite creations
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- Eric Walch
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Re: Feel free to use my Oolite creations
UPS-Courier & DeepSpacePirates & others at the box and some older versions
Re: Feel free to use my Oolite creations
That raises 2 things IMHO:Switeck wrote:The Worker's Commuter should also get an overhaul on how much cargo it can carry.
Like 3000 TC instead of 300 TC.
It is HUGE even compared to an Anaconda!
1. The Anaconda should finally get fixed. It's widely discussed that the 750TC capacity was a typo and that it should have been 150TC.
2. The workers commuter is a bit -too- big, basically just an extrusion of the docking slot.
The revamp is looking most excellent though!
The glass is twice as big as it needs to be.
Re: Feel free to use my Oolite creations
Ha. That's a brilliant description.Micha wrote:2. The workers commuter is a bit -too- big, basically just an extrusion of the docking slot.
But I think you're right, I see too many of them trying to dock and ending up as a scorch mark on the station wall.
Re: Feel free to use my Oolite creations
I tweaked my test game and tried to fly this. It does not even appear to have a sufficient roll rate to actually dock!!
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- JazHaz
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Re: Feel free to use my Oolite creations
It might be worth fixing this by increasing their roll rate?Amaranth wrote:I tweaked my test game and tried to fly this. It does not even appear to have a sufficient roll rate to actually dock!!
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Eric Walch
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Re: Feel free to use my Oolite creations
Might help at first sight, because it is now set at 0.4 per second and also the default rotation speed of stations is 0.4 per second. That is the same, so it looks if the ship can never correct by turning faster and must wait half a rotation when falling to far behind. But, when giving the ships a maximum rotation of 0.3, one would expect they can't dock. However, they still match the rotation correctly.JazHaz wrote:It might be worth fixing this by increasing their roll rate?Amaranth wrote:I tweaked my test game and tried to fly this. It does not even appear to have a sufficient roll rate to actually dock!!
Looking in the code, it seems Oolite is cheating here. The ships max_rotation during the final docking is not absolute, but calculated relative to the station roll. So they can always match rotation. For the player ship, that is manually docking, the rotation will obey the defined max rotation, but I want to bet that using the docking computer will work.
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- CommonSenseOTB
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Re: Feel free to use my Oolite creations
Cheating has such a negative connotation. I prefer to think of it as creative game management.Eric Walch wrote:Looking in the code, it seems Oolite is cheating here. The ships max_rotation during the final docking is not absolute, but calculated relative to the station roll. So they can always match rotation. For the player ship, that is manually docking, the rotation will obey the defined max rotation, but I want to bet that using the docking computer will work.
Take an idea from one person and twist or modify it in a different way as a return suggestion so another person can see a part of it that can apply to the oxp they are working on.
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- DaddyHoggy
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Re: Feel free to use my Oolite creations
The docking computer clearly also manages the power flux of the ship - thus it can temporarily overload the power conduits to the vectoring displacement field - thus the ship can be forced to exceed its nominal roll vector when under the control of the very specialist Docking Computer (when you think how expensive the DC is compared to 1TC of "Computers"...)
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
- Cmdr. Maegil
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Re: Feel free to use my Oolite creations
In my experience, anything labelled as "marine", "boat", and the such will cost in average five times the price of a similar item without these words...DaddyHoggy wrote:(when you think how expensive the DC is compared to 1TC of "Computers"...)
You know those who, having been mugged and stabbed, fired, dog run over, house burned down, wife eloped with best friend, daughters becoming prostitutes and their countries invaded - still say that "all is well"?
I'm obviously not one of them.
I'm obviously not one of them.
- Eric Walch
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Re: Feel free to use my Oolite creations
Add "medical' to that list. (Or releasing a white version of equipment)Cmdr. Maegil wrote:In my experience, anything labelled as "marine", "boat", and the such will cost in average five times the price of a similar item without these words...
I like the explanation of the station being able to give ships an extra roll if needed. I also think that the station should relay energy to the ships energy banks on docking. One way to do that is by adding:
Code: Select all
this.shipCollided = function (whom)
{
if (whom && whom.isStation && whom == this.ship.target)
{
// cheating code to help ships dock with less damage.
if (this.ship.energy < this.ship.maxEnergy * 0.9)
{
this.ship.energy += this.ship.maxEnergy * 0.1;
}
}
}
About the cargo quantities: This is pure a theoretical number when it is not used by the player. NPC ships will never release more than 15 canisters, no matter how big the cargo hold is defined. Only when it would have scoops and a script that would allow to scoop, the number becomes relevant. But even then, it would take for ever to even scoop up the current cargo size.
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- JazHaz
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Re: Feel free to use my Oolite creations
I know this is slightly off topic, but is it possible to make an OXP to improve the performance of the docking computer? I don't mean the vectoring etc, but is it possible to change the docking_AI to increase the speed? Ships on docking computer don't use much more than quarter speed, could that be increased to half speed or even full speed?Eric Walch wrote:Might help at first sight, because it is now set at 0.4 per second and also the default rotation speed of stations is 0.4 per second. That is the same, so it looks if the ship can never correct by turning faster and must wait half a rotation when falling to far behind. But, when giving the ships a maximum rotation of 0.3, one would expect they can't dock. However, they still match the rotation correctly.JazHaz wrote:It might be worth fixing this by increasing their roll rate?Amaranth wrote:I tweaked my test game and tried to fly this. It does not even appear to have a sufficient roll rate to actually dock!!
Looking in the code, it seems Oolite is cheating here. The ships max_rotation during the final docking is not absolute, but calculated relative to the station roll. So they can always match rotation. For the player ship, that is manually docking, the rotation will obey the defined max rotation, but I want to bet that using the docking computer will work.
Another thought, could an OXP be made to make docking even harder, perhaps by increasing station roll rates?
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Mauiby de Fug
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Re: Feel free to use my Oolite creations
Using negative values can be somewhat confusing! I did that once with a test station, and it's surprising how much of my docking is muscle memory! So rotating the station in the opposite direction threw me somewhat...JazHaz wrote:Another thought, could an OXP be made to make docking even harder, perhaps by increasing station roll rates?
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Re: Feel free to use my Oolite creations
Would docking computers cope with negative roll?Mauiby de Fug wrote:Using negative values can be somewhat confusing! I did that once with a test station, and it's surprising how much of my docking is muscle memory! So rotating the station in the opposite direction threw me somewhat...JazHaz wrote:Another thought, could an OXP be made to make docking even harder, perhaps by increasing station roll rates?
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.
- Mauiby de Fug
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Re: Feel free to use my Oolite creations
No idea! Try it and see! I only used it with a test rock-hermit like station, so couldn't try using docking computers with it.
- DaddyHoggy
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Re: Feel free to use my Oolite creations
And everybody else wants slower roll rates because it increases the majesty and sense of scale of the stations...JazHaz wrote:Another thought, could an OXP be made to make docking even harder, perhaps by increasing station roll rates?
Can't please everybody even some of the time!
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.