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Re: (BETA) Ship Configuration
Posted: Fri Nov 13, 2015 7:59 pm
by Amah
oh damn, there goes my chance to survive a battle
Seriously, thanks for your efforts. I'm currently tinkering my current ship.
The only problem I had so far was a constant energy low red alert with one e-banl left, which I couldn't get rid off. I'm not sure anymore how I fixed it, I think I sold the equipment, set back all couplings and setups and tuned again.
Re: (BETA) Ship Configuration
Posted: Fri Nov 13, 2015 9:33 pm
by Devium
Looks like this on first load after update.
I've noticed it add the class 2 injectors before when loading a game where I have higher class injectors installed I just forgot about it as it let me sell them off and didn't mess up anything (and I can be so very scatterbrained
) This time I was at max capacity so it overloaded me. The cargo space allocation showed correctly after selling equipment.
Re: (BETA) Ship Configuration
Posted: Fri Nov 13, 2015 9:48 pm
by phkb
Wait, what!
Aw, dang.
<pulls on overalls and crawls under chassis again>
Re: (BETA) Ship Configuration
Posted: Fri Nov 13, 2015 10:17 pm
by Amah
I can confirm. Have a std injector and a class3 in my current ship. Removing the std disables injectors altogether. Other than that, it seems equipping the ship now mostly seems to eat up cargo space but speed, roll and thrust is just under specs and hardly recognizable. (Current ship Yasen-N. I'll check my old Ophidian as well, tomorrow)
Re: (BETA) Ship Configuration
Posted: Fri Nov 13, 2015 10:59 pm
by phkb
OK, version 0.0.10 should fix the issues noted above. No other changes.
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 12:39 am
by Devium
found this in my log after taking a sidewinder out and seeing how long I would last against Galcop....
18:18:11.154 [script.javaScript.exception.undeclaredVar]: ***** JavaScript exception (ShipConfiguration_Core 0.0.10): ReferenceError: assignment to undeclared variable succes
18:18:11.154 [script.javaScript.exception.undeclaredVar]: C:\Oolite-Trunk/oolite.app/GNUstep/Library/ApplicationSupport/Oolite/ManagedAddOns/oolite.oxp.Lone_Wolf.ShieldCyclerNext.oxz/Scripts/ShieldCycler.js, line 316.
much better speed and handling it seemed tho a Kirin XM joined the fun and ended me quickly
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 12:53 am
by phkb
Yeah, that one's not mine! That's the I posted about
here, although in hindsight I probably should've wrapped my call to SC in a try/catch block. I'll put that in the next version.
Devium wrote:much better speed and handling it seemed
That's good to know! Progress!
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 8:03 am
by Amah
hmmh, I still have the two injectors installed. Do I have to remove them and buy new a one?
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 8:18 am
by phkb
Try selling both then buy one back.
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 8:49 am
by Amah
ok, will do. (/e: worked, thanks:-)
Some wild thoughts... equipment that adds to the vanilla ship's mass should have noticable effects on flight performance, even on lighter ships.
Maybe not so much on topspeed but on thrust/accelleration/breaking, roll and pitch and thus penalizing ironassing (exp?) a ship with anything else what the
shipyard offers.
Thinking about RPGS here, If my character runs around in a platemail, iron boots, a twohander, gauntlets, bracers for arms and legs, helmet, cloak, and a spare shield in the bag I don't expect him/her to have lightning quick reflexes or run around like an elf in light armour and a small bow.
Atm, I have the akward feeling my ship performs far too good (compared to previous versions) for all the stuff it has equiped... As I said it's only wild thoughts, forget what i said, when it's BS. Love your oxp already
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 9:52 am
by phkb
It could be that the weight calculations need a bit of a tweak. If you want to make a global adjustment, if you open the "shipconfig_core.js" file, and on line 26 find this entry:
If you change it to this:
See how that flies. Play around with the number to see what impact it has, and let me know what you find. Good luck!
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 10:16 am
by Devium
Well the Yasen is a bit over cargo-capacitied (<-- probably a word) compared to the Cobra Mark III
Yasen - 59m x 22m x 98m - radius 51m - mass 65.33T - cargo 60/70T
Cobra - 130mx35m x 81m- radius 73m - mass 214.738- cargo 20/35T
My Cobbie is fast with the top of the line engine but I had to downgrade some items, keep much of it standard, and not fully ironass it. Basic Ironhide - 5 Ebanks - standard shields - EEU - Shield Boosters - Shield Equalizer - Pitch 0.81/Roll 1.66 <--- need to lose something to upgrade the maneuvering, vipers were doing circles easily around me dogfighting though the civvie kraits seemed sluggish. Haven't seen a krait or similar since last update or 2 though guess I should go hunting.
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 10:56 am
by Devium
Hmm I think I see what Amah is saying. I have been test fighting mainly Galcop in Aegis who seem unphased by this oxp compared to light civvie fighters who are pretty sluggish. I was just wiping out small trader groups with a beam laser fairly easily, some couldn't even keep up with maneuvers and I was just ramming through them even though I had slowed to 200 - 290 most of the time to not overtake the one in my sights. Are Thargoids affected by this OXP? I just tried but it was a massacre due to the sheer amount I ran into.
*edit* Callin it a night for now. Probably will give it a few days of playing doing courier runs and see how I fare against assassins, pirate groups, random thargoid encounters, etc before I form anymore opinions lol I have been kinda spasmodic testing different builds/ships so far.
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 11:43 am
by Amah
But you are right about the Yasen. I currently left the stats and size like Mimoriarty intended them, but I am open to suggestions.
Code: Select all
Cobra 130m x 35m x 81m 20t
Yasen 59m x 22m x 98m 60t
Yasen 1.25 bigger 74m x 28m x 122m 60t
Yasen 1.5 bigger 89m x 33m x 147m 60t
Yasen 1.75 bigger 104m x 45m x 172m 60t
Yasen 2x bigger 118m x 44m x 245m 60t
Python 73m x 40m x 142m 100t
Boa 62m x 62m x 112m 125t
Boa Mk2 67m x 59m x 113m 175t
I do think it's a bit too small in general for it's capacity and I could/would/should apply a rescale factor to the model. I'd be happy to have suggestions, double the size? a bit Less?
1.75seems quite good, radius 90 and mass around 348t (comparing them to a bigger Trader like a Python or Boa2)
phkb, i toyed around a bit with different ships and the weight parameter. 1.5 or lower cripples the huge ships too much for me. (tho it was quite cool with weight==1 to take out a crawling anaconda and later a Lira with a cobby3. Gave a feeling of engaging a stardestroyer with an x-wing. Only the tie-fighter... er... escort sidewinders were bothering. *g*
Btw.is it possible to add "Lira":[0.0825], to your this._shipPowerToWeight array. This would fix the problem of losing her top speed, being a fast huge bird, with the roll and pitch of a freighttrain.
Weight==2 seems much more reasonable so far, but I'm still unsure of the effect on top speed.
Re: (BETA) Ship Configuration
Posted: Sat Nov 14, 2015 3:16 pm
by Redspear
Hi phkb,
I had a very quick look at this and must say it's an impressive piece of work.
A couple of suggestions for you:
Is it possible to make the new items only visible on the confiuration screen and not on the F5 screen? That place can get pretty crowded. Failing that, is there a way to override the standard F5 layout and tidy things up somehow?
It looks like a pretty comprehensive parts list that you've created for each ship but the names are rather dry (if logical). Have you considered stealing from the (original) elite manual? You could keep the number/letter system classification but add a manufacturer's name as per the manual. I expanded the list for engines and hyperdrives but ended up not using it on account of wanting to avoid more pieces of equipment; you'd we welcome to use them if you like?
In any case, well done.