Carriers OXP v0.9

Discussion and information relevant to creating special missions, new ships, skins etc.

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Norby
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Carriers with turrets

Post by Norby »

zdoofop wrote:
can you make an op one with ball turrets
Yes, I uploaded as a separated OXZ. Install Carriers with turrets v1.0 within the expansion pack manager if you want turrets on Carriers, including NPC Carriers.

There is no space for turrets on the top due to the various escort ships can cover the whole Carrier. You can check the lookout in 3D using the [wiki]Gallery[/wiki] interface within the game, here is the player ship from below:

Image
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cbr
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Re: Carriers OXP v0.9

Post by cbr »

Do npc carriers launch their fighters? :?

Is it possible to lock certain 'positions' so when launching the locked ships stay on the carrier,
ergo the pythons stay and the fighters 'go'
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Cmdr Memelord
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Re: Carriers OXP v0.9

Post by Cmdr Memelord »

This really is one of my most favorite add-ons out there. The feeling of swooping over a carrier with the ships all around firing lasers and plasma orbs shooting past me is amazing. Oh yeah, I'm a bit of a pirate.
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Norby
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Re: Carriers OXP v0.9

Post by Norby »

cbr wrote:
Do npc carriers launch their fighters?
Can't yet. It need serious extension of Escort Deck, which is a player only feature at the moment. Need to implement the deck for all NPCs first before adjust the script of carriers to use it. Unfortunately nowadays I have time for little projects only and this is definitely a larger one.
cbr wrote:
Is it possible to lock certain 'positions' so when launching the locked ships stay on the carrier
This is another deck feature which easy to implement. There are some others also in my todo, but can be in the next update in the deck's topic.
Cmdr Memelord wrote:
The feeling of swooping over a carrier with the ships all around firing lasers
A nice side effect of the current NPC carriers that the locked escorts are firing in sync with the main ship, like equipped with many forward lasers. :)
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cbr
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Re: Carriers OXP v0.9

Post by cbr »

Hi,

To encourage carrier usage perhaps one could introduce carrier missions/contracts.

As a commander you accept the contract
Your ship goes into storage
You fly the carrier to itś destination within time limit --> credits and/or penalties

scenario: viper carrier
The contract is to fly the viper carrier from a high TL to a lower TL supplying the main station.
(obvious it would be nice to have the vipers operational)

scenario: anaconda carrier
The contract is to fly the anaconda carrier with 1500T supplies to itś destination
(carrier escorts can be flown by player)

Not owning but still flying the carriers.

P.S.
Docking the carrier and selling everything --> big big contract-debt
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Re: Carriers OXP v0.9

Post by RusJameson »

sorry for potentially dumb question, but where can i get/buy a Carrier? i just can't find any of them for sale in main/alternative stations.. Carrier OXP is installed of course. I can see a lot of Carriers in the sky, but don't know how to obtain it myself :)
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Re: Carriers OXP v0.9

Post by Norby »

The odds are set to 0.3 (30%) in techlevel 5 and above systems, so there are a few out there surely. Just if you have many ship OXPs installed then the odds could be very low. A trick is if you uninstall all of them except this one until you find one.

Odds? Never tell me the odds! ;)
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Re: Carriers OXP v0.9

Post by hiran »

Could someone take a look at this OXP? There is something wrong in the shipdata.plist.
I keep getting errors like
line 517:58 [@2263,22974:22975='.0',<14>,517:58] extraneous input '.0' expecting {')', ','} at http://wiki.alioth.net/img_auth.php/5/5 ... data.plist

(see also http://wiki.alioth.net/index.php/Index_ ... s#Carriers )
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Re: Carriers OXP v0.9

Post by cag »

This has been around for ages, a typo. Lines 517-519

Code: Select all

orientation = ( 1.0, 0.0, 0.0, 0.0); position = ( -67.5.0, 19.0, -97 );},
{ subentity_key = "adder-player"; type = "standard";
orientation = ( 1.0, 0.0, 0.0, 0.0); position = ( 67.5.0, 19.0, -97 );},
should be

Code: Select all

orientation = ( 1.0, 0.0, 0.0, 0.0); position = ( -67.5, 19.0, -97 );},
{ subentity_key = "adder-player"; type = "standard";
orientation = ( 1.0, 0.0, 0.0, 0.0); position = ( 67.5, 19.0, -97 );},
Not sure of the consequences of an error in the subentity_key: is the subentity positioned incorectly or ignored.
The license is "CC BY-NC-SA 4.0" so I guess anyone with access could fix it.
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Re: Carriers OXP v0.9

Post by phkb »

Carriers 0.10 has been released with the bug fix.
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Re: Carriers OXP v0.9

Post by hiran »

phkb wrote: Sat Aug 28, 2021 7:59 am
Carriers 0.10 has been released with the bug fix.
Well done! That warning is gone, and all of a sudden the Carrier OXP has 23 ships. :-)
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Re: [WIP] Carriers OXP v0.1

Post by NChw »

Norby wrote: Sun Jun 15, 2014 8:58 am

The total cargo capacity is 100t with 5 Cobra Mark I on board, but you will not see this in one piece. You will be able to switch between your ships when you are in a dock but you will see one cargo bay at a time. If your goal is a really big trader ship then gather enough money to buy two Anacondas into your carrier. ;)
mossfoot wrote:
I love it, but how is it meant to be used by players? Are there squadmate/wingman commands I'm not aware of? Is this a 1.8 thing?
You bought all ships so should follow your commands. For example you can choose your ship before combat and others will serve you as escorts, including the Carrier. Many commands like "attack my target" are implementable in scripts so I think this will be well playable in Oolite 1.77 also.
I have been trying out the Carriers (with turrets) and find it excellent, but I have a few questions:

1. I know that this was an old comment, but the first quoted part is still in http://wiki.alioth.net/index.php/Carriers, with a warning that some parts of the description may not have been implemented.
I do not know how if the ability to switch between your ships when you are in a dock... exists. Is there a key mapping that I missed for this?

2. If the switching between ships is not implemented, is there still a way to trade using the cargo space of the big ships docked on the carrier?

3.Also, I do not know how to buy ships like Anacondas to serve on board, so far I have only been offered escort fighters. Is this just because of the large number of oxp ships that I have running? i.e. have I reduced the odds of an Anaconda being offered? I happily found a usable derelict Boa Class Cruiser :P so I have that to play with...

4. I bought an escort fighter that quickly became 'weak' in its first combat.
The readme of the oxp warns not to try to station dock in a flyable escort... is this still the case, or is it possible to land an escort ship in a station to upgrade it/repair it and then go out to rejoin the carrier?
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