Galactic Navy
This is a conversion of Galactic Navy's script from legacy code to JS. It also ensures that missions are only offered in the systems near a given Sector Command station and adds functional carrier battle groups, courtesy of Eric Walch. Sector Command stations now have buoys to assist ships with docking.
WARNING! IF CLUSTER MISSILE WEAPONS ARE USED IN VERSIONS 1.72.2 AND OLDER, THE KILLS WILL NOT BE RECOGNISED!
Installation
This replaces and supersedes all older versions of Galactic Navy. Remove those OXP folders and add this in place of them.
Important! This version needs also the Behemoth.oxp to be installed.
Change Log
5.4.3 Switeck's Mod!
I've got a hacked Galactic Navy that I've been plinking on for close to 10 years.
I haven't released it due to prior copyright issues with Galactic Navy.
The reasons for my changes are simple:
Galactic Navy ships should be far rarer, especially not seen almost every time you visit interstellar space! I've heard a lot of regulars on Oolite forums feel similarly about GN adding too many ships everywhere!
Behemoths are much rarer -- there's very few of them and they're spread thin...forced to visit the "unreachable" systems to resupply those systems with critical supplies, act as a ferry for non-jump-capable ships, and be a seller of Galactic Hyperdrives.
You'll still see a Behemoth sometimes on a Reserve Mission!
I don't use the Frigate at all -- I don't like the model and deem it too big for no more than it offers. Still exists in my GN mod and could be built but I don't.
Its replacement is a Boa 2 Light Cruiser, which doubles as a 5-missile launcher for special attacks.
The hacked Anaconda Transports...I'm a little ambivalent about but they're currently used.
They're far less necessary with Boa 2's around.
In many places, Navy Vipers are replaced by Navy Sidewinders, because that's what they're supposed to have...Vipers are the police not the military.
The Navy Sidewinders are only added as escorts for various motherships and do not spawn alone.
Moray Medical StarBoats for rescue work...like in original GN. They almost never appear, expect as rare ships visiting a system.
I don't need to give any of these ships stats beyond what the player can get...so long as they're "Iron Assed" with all the ingame upgrade equipment.
(Military lasers, extra energy unit or naval energy unit, shield boosters, etc...)
The missions are slightly different -- typically not near as many ships on either side.
...But the numbers slowly increase as you get more kills.
What starts off with more official fleet actions with Galactic Navy units (Boa 2's, Asps, Sidewinders, sometimes Anaconda Transports?, sometimes even a lone Behemoth they're defending...strangely no Morays although they really need them!) gets replaced with a smaller reserve fleet of "whatever" against about the same number of Thargoids.
Missions to put down Pirate Strongholds actually decrease because the Galactic Navy is too preoccupied with Thargoid incursions as time goes on...
The original GN had 3 reserve battle types, mine only has 4...just a large range of min to max units, depending on early/late in your career.
But unless you're a reservist and do those missions...you will rarely see Galactic Navy ships. They don't blanket a system anymore, even the ships hovering around their Sector Command bases slowly shrinks as time goes on.
I decreased the number of Sector Command bases per Galactic Chart from 14 to 4-6. "Base closures...because of massive funding cuts!"
I also changed the text about where the Sector Command bases still are though!
There is also 1 main Sector Command base per Galactic Chart, although all I added was a hacked Rock Hermit "Storage Depot" and a few extra base-defending ships.
The stations also have working commodities markets as well, with similar prices as the main station with much lower amounts for sale.
Mostly they want supplies brought to them, so prices on those are slightly higher.
The Sector Command bases are also between planet and sun, maybe a little off-center from that, but nearer to the planet so visible from near the main station if you know where to look.
They interfere far less with piracy in the system than they used to...
Almost all of that was easy to do, just changing the fixed number of ships to spawn to instead be based on the natural log of the player's kills +1. (since natural log of 0 is undefined/infinite/ERROR!)
I do put upper limit caps in on the number of Thargoids and Galactic Navy ships in a fight...close to the original values, maybe a little higher if you're Elite (6400+ kills).
The graphics models for all of Galactic Navy's ships is very dated -- suited more for Oolite v1.75-v1.78 not v1.90!
I personally like the cleaner lines of earlier ships that doesn't look like they have lots of exposed plumbing and wiring on them...or lots of little angled panels.
My old graphics card does too.

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